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Thank you for letting me know.
I suggest disabling all other mods you are using, and seeing if that fixes it. If it does, then the issue is you're running two mods that change religion icons at the same time, and that won't work. You could also try disabling recent content packs - especially ones related to religion - as one of those may introduce a new religion icon that conflicts with this mod.
If neither of those fix it, then it seems an update has been made to the base game that now conflicts with this mod. I probably won't attempt to fix that, seeing as I haven't booted up CK2 since 2020, and even in 2019-2020 I may have only booted it up to patch this mod. There's a limit to how long I can support a free mod I made for a game I stopped playing years ago. Sorry.
Version: 0.9
- Removed old GK buildings: School of Economics, Cultural Studies, and Military Academy.
- Added new Secular Learning Institute. This is a building you can construct in a city held by an atheist baron. It costs 1,000 gold or more per building/upgrade, and requires an atheist baron at all times or it becomes inactive. While expensive, it is very worth it. Even at level 1, it provides as many tech points as all three prior buildings combined. At level 3 it provides 0.15 tech points in all categories every month, plus a large bonus to tech spread.
This building should be considered beta - please send in any balance/etc feedback you have.
Version 0.8:
- Fixed a bug where vanilla traits granted incorrect amounts of personal combat skill. This was caused by 00_traits.txt being out-of-date. Credit to "spoiledbeetle" for reporting this bug.
- Removed Secular Feudal government form. In concept, it was a way for you to earn extra money (by holding cities directly with no penalty) in exchange for angering religious characters even more. In practice it did not work well. Implementing it required overwriting feudal_governments.txt, and was prone to switching you back to regular feudal whenever you inherited a temple. Credit to "Bombo Crusty" for reporting this bug.
- Improved some decision tooltips, so they are now clearer about what they do.
- Atheist Zeal trait (which you get from "The Purge") now grants 4 martial, instead of 2, now gives you -50 opinion from all religious characters, no longer gives you +5 church opinion, and now actually works.
The "secular feudal" government type is depreciated. I've left it in the mod for the sake of old saves and people who really wanted it, but it is not intended to be used anymore. I may remove it completely in a future update, but before I do that I have to make sure that removing it won't hurt anyone who has an old save. My rule of thumb with the mod is never to do anything that risks breaking peoples' old saves.
Version 0.7:
- Atheist rulers can now build the 'Grand University' and 'Great Library' wonders. (Suggested by Freeasabird on Steam)
- Holy sites have changed. Piraeaus (a small coastal province in Greece) has been replaced by Oxford, and Venice had been replaced by Bagdad. (based on suggestion by Ograe on reddit)
- Secular Feudal governments can now build temples, but suffer an extra -10 opinion from all religious characters. This was necessary as the previous 'cannot build temples' rule prevented you from developing provinces in some situations. (based on issue report by DJ diiner ott on Steam)
yeah people say "oh it works on my end" well awesome! gg, my collage and Library disappear though so whats with that?
It would be nice to use the custom mechanics for this, even more so if you add unique doctrines for Atheism, like Communism or whatever.
The latest official CK2 patch changed something that was causing crashes when starting a new game with my mod. This update is a hotfix that should fix that crash.