Q&A on Kingdoms Modding
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kronenblatt
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Q&A on Kingdoms Modding
How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
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https://www.slitherine.com/forum/viewtopic.php?t=108643
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kronenblatt
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Q&A on Kingdoms Modding
Is it possible to write a script in which modifiers are added and stats adjusted to leaders and rulers already existing in a game?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Q&A on Kingdoms Modding
That is not currently possible, but the possibility has been under discussion ...kronenblatt wrote: ↑Mon Aug 19, 2024 8:26 am How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
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kronenblatt
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Re: Q&A on Kingdoms Modding
A region has always population of only one culture?jimwinsor wrote: ↑Tue Aug 20, 2024 1:53 pmThat is not currently possible, but the possibility has been under discussion ...kronenblatt wrote: ↑Mon Aug 19, 2024 8:26 am How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Q&A on Kingdoms Modding
Initially, but individual pop culture can convert over the course of the game of course.
Streaming as "Grognerd" on Twitch! https://www.twitch.tv/grognerd
Re: Q&A on Kingdoms Modding
I was pretty sure that Sicily started with a mix of cultures in each region.
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There are also 10 kinds of people, those who understand binary and those who do not.
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kronenblatt
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Re: Q&A on Kingdoms Modding
Is that the case? EDIT: I checked myself and the Sicilian regions all have Multinational populations, so not separate cultures within a region for its populations.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Q&A on Kingdoms Modding
Meh, should have checked a starting game ...
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
There are also 10 kinds of people, those who understand binary and those who do not.
Re: Q&A on Kingdoms Modding
If you want change it, it should be possible to make an event that fixes it on turn 1, the RGD new faith should show if it is possible.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
There are also 10 kinds of people, those who understand binary and those who do not.
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kronenblatt
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- Joined: Mon Jun 03, 2019 4:17 pm
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Re: Q&A on Kingdoms Modding
Yep, I've made such an event where different pops in a region get different cultures at start.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Q&A on Kingdoms Modding
Yeah, this would be great for countries like Bohemia and Hungary that had German immigrant mining communities. Plus historic events like Cumans being invited to settle in Hungary and Byzantium, or Turks settling in Anatolia post-Manzikurt.
Streaming as "Grognerd" on Twitch! https://www.twitch.tv/grognerd

