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Q&A on Kingdoms Modding
Posted: Mon Aug 19, 2024 8:26 am
by kronenblatt
How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
Q&A on Kingdoms Modding
Posted: Mon Aug 19, 2024 11:46 am
by kronenblatt
Is it possible to write a script in which modifiers are added and stats adjusted to leaders and rulers already existing in a game?
Re: Q&A on Kingdoms Modding
Posted: Tue Aug 20, 2024 1:53 pm
by jimwinsor
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?
That is not currently possible, but the possibility has been under discussion ...
Re: Q&A on Kingdoms Modding
Posted: Tue Aug 20, 2024 3:58 pm
by kronenblatt
jimwinsor wrote: ↑Tue Aug 20, 2024 1:53 pm
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?
That is not currently possible, but the possibility has been under discussion ...
A region has
always population of only one culture?
Re: Q&A on Kingdoms Modding
Posted: Tue Aug 20, 2024 5:27 pm
by jimwinsor
Initially, but individual pop culture can convert over the course of the game of course.
Re: Q&A on Kingdoms Modding
Posted: Sun Sep 08, 2024 12:49 pm
by Surt
I was pretty sure that Sicily started with a mix of cultures in each region.
Re: Q&A on Kingdoms Modding
Posted: Sun Sep 08, 2024 2:08 pm
by kronenblatt
Surt wrote: ↑Sun Sep 08, 2024 12:49 pm
I was pretty sure that Sicily started with a mix of cultures in each region.
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.
Re: Q&A on Kingdoms Modding
Posted: Sun Sep 08, 2024 3:32 pm
by Surt
Meh, should have checked a starting game ...
Re: Q&A on Kingdoms Modding
Posted: Sun Sep 08, 2024 3:34 pm
by Surt
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.
Re: Q&A on Kingdoms Modding
Posted: Sun Sep 08, 2024 3:37 pm
by kronenblatt
Surt wrote: ↑Sun Sep 08, 2024 3:34 pm
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.
Yep, I've made such an event where different pops in a region get different cultures at start.
Re: Q&A on Kingdoms Modding
Posted: Mon Sep 09, 2024 9:57 pm
by jimwinsor
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.