Crusader Kings III

Crusader Kings III

[Kei] Culture and Faith Granularity - 2.2.1 (CK 1.16.*)
Showing 11-20 of 21 entries
< 1  2  3 >
Update: 23 Sep, 2024 @ 9:53am

Small fixes for ECV mod

Update: 20 May, 2024 @ 5:17am

1.2.4

Small compatibility changes.

Update: 8 May, 2024 @ 1:57am

1.2.3

Updated for CK 1.12.5

Update: 7 May, 2024 @ 8:08am

1.2.2

Fixed the base progress of the steward promotion task being way too low

Update: 7 May, 2024 @ 7:30am

1.2.1

Fixed non-clickable UI issue.

Update: 6 May, 2024 @ 9:53am

1.2.0

Features
- Councillor sends a message when they think their current conversion/promotion task is unproductive, offering options to redirect, continue, reset to default task or ignore.
- Epidemic events relating to minorities are now affecting the system (instant conversion + conversion modifiers)
- Conversion speed is increased by up to 50% when building a new holding if your culture/faith is under 50% presence
- Added more Game Rules for speed conversion: 75%/125%/150%/175% (in addition to the vanilla ones: 25%/50%/200%/400%)

Councillor Conversion
- Speed factor from development rescaled:
- From: 100% at 0 development, 10% at 90 development
- To: 110% at 0 development, 10% at 100 development.
- Small Minority malus is less severe at 20% minority presence.
- Tension increase when successfully converting is scaled by the converted faith hostility towards the converting faith

Natural Conversion
- Reduced frequency a bit
- More factors are taken into account for natural conversions
- Fervor is taken into account for faith conversion

AI
- AI Zealousness conversion stop threshold from 0-30% to 0-35% (i.e. cynical AIs will stop at 65% of their faith converted in a province)

UI
- County View : Prevented modifiers UI from overflowing the interface
- County View : Added a scrollbar when there are over 10 modifiers. (Not ideal but better than what vanilla offers)
- Fixed Rally Point UI not hiding the additional provinces windows.
- window_army.gui is not modified anymore (easier compatibility)

Compatibility
- Game rules are now editable by the Gamerule Gadget mod.

Fixes
- Fixed some conversion factors not being scaled appropriately
- Fixed culture/faith opinion icon creating lag when having a lot of cultures/faiths
- AIs could somehow have the conversion task active without focus, now the focus will be set every month if it isn't
- Added missing localization

Update: 11 Apr, 2024 @ 12:56pm

1.1.0

Features
- Implemented culture and faith randomly changing and spreading over time (With game rules to enable/disable).
- Added game rules to increase or decrease culture and faith tensions effects (None/25%/50%/75%/100%/125%/150%/175%/200%).
- Map modes buttons now can be reclicked to switch back to the culture/faith map mode.

- Improved map modes gradient so that the variation is more noticeable.
- Selecting a county with the Faith Conversion task will now select the province with the lowest councillor's liege faith presence instead of randomly.
- Selecting a county with the Promote Culture task will now select the province with the lowest councillor's liege culture presence instead of randomly.
- Selecting a county with the Promote Cultural Acceptance task will now select the culture with the highest presence instead of randomly.

Fixes
- Fixed faith/culture setup being done before other game start effects (e.g. More Game Rules randomized faiths/culture).
- Fixed load order of councillor tasks, which will now be prioritized.
- Fixed an issue with cultural acceptance task tooltip in province culture window.
- AI will prioritize their domain and close counties first when converting culture or faith.
- Improved AI culture promotion logic.
- Fixed wrong AI faith conversion trigger.

Performance Changes
- Tensions drift updates happen only in provinces that need to, instead of every province (which corresponds to around 10 times less provinces updated on average).
- Some AI logic for task redirection will be checked every 6 months instead of every month.

Update: 4 Apr, 2024 @ 7:45am

1.0.3

- Implemented new randomized conversion effects to all vanilla events. Counties that had a chance to convert will now always convert randomly (e.g. 30% chance to convert each realm county will now convert between 0% and 60% of each province)
- The mod used an opaque and rough fake "population" value to calculate majority faith/culture and some effects/triggers proportions, it will now only be used in game start setup until a proper "population" system is used
- Drastically reduced the county control malus from provinces with no holding
- Added rulers at war monthly tension change description

Debug Mode (enabled via launch option or cheat menu mods) :
- Added an interaction to make the councillor end their task
- Added buttons in the mod windows to convert to and from the player religion/culture

Update: 30 Mar, 2024 @ 2:58pm

1.0.2

Observer fixes

Update: 30 Mar, 2024 @ 2:34pm

1.0.1

If the mod is added to a savefile that wasn't using the mod: The counties cultures and faiths will now be setup at the first day of the next year. The map modes are still not functional in this case.