Crusader Kings II

Crusader Kings II

Faerun Provincial Diversity
40 Comments
Cope Overlord ☭ 5 Mar, 2024 @ 6:36pm 
The sweet taste of unlimited warcrimes
shaftnotfound 28 Sep, 2023 @ 7:01pm 
I advice you to forbid revolt rulers from pillaging and destroying settlements. It is annoying.
ksj29 2 Aug, 2023 @ 9:01am 
Diversity is good for getting other cultures to make a varied army composition but multiple religions leads to angry vassals. If you get an annoying superduke you can always brainwash his heir into your culture and religion.
Thanati 20 May, 2023 @ 9:50pm 
this mod is perfect for my sweet silver dragon customs.
xloadedbeowulfx 22 Jun, 2022 @ 11:05pm 
So I am a Dragon in the north and i get that dragons cant become the main culture of a province but is there a way for me to get rid of some of the non draconic culture group races spreading in my provinces i ended up with giants some how. My RP is to try and collect all of the different races that usually serve dragons like kobolds, lizard folk, dragonspawn, firenewts etc.
ThulêanEVJOYER 19 Jun, 2022 @ 11:50am 
this is needed for the purging of provinces good its in wow mod alraedy
Carrier of Decomposition. 31 May, 2022 @ 10:13am 
In general, this began to strain me after I, for the Elves, decided to return their ancient destroyed Kingdom to them and, with the help of the Holy Order, punished the savage neighbors, exterminated them, and then could not resist the resurrected Elves, because the Order does not fight with fellow believers.
Carrier of Decomposition. 31 May, 2022 @ 10:13am 
I think this is quite logical, only it is better to replace the modifier about people who are exterminated after the extermination is completed, with those who want to take power with a smaller discontent modifier. Well, or that they would stop rebelling after 1-2 suppressions. It is clear that those who are exterminated will rise up endlessly until they die. But those who breed unrest out of greed and lust for power are unlikely to go to death endlessly.

As for depopulation level 3, I think it needs to be added, along with the destruction of all buildings in the province. That is, to do razing as it is and + depopulation. I would really appreciate it, because it's more realistic.
Taurenhe  [author] 31 May, 2022 @ 9:38am 
@Carrier of Decomposition thank you for letting me know! Should be fixed now.

The discontent modifier has stayed around for a bit since I first published this mod. I think of it as ambitious people trying to take advantage of the chaos of the situation (i.e. maybe the adventurers you sent to clear the goblins out of their caves have decided to take you on, too) and in my own games I've like the stories it's made. Maybe I'll follow the main mod's approach to outsiders, though, and replace it with depopulation level 3 when the razing is done; would you prefer that?

Glad you're enjoying it!
Carrier of Decomposition. 31 May, 2022 @ 4:07am 
And one more thing, I wanted to ask, in the new version after the genocide in the province, and the adaptation to my culture, will the discontent modifier be preserved? Because it bothers me a lot and it seems unrealistic that after the genocide, already my settlers continue to rebel against me.

In the same vanilla genocide for nomads and tribe, after the destruction of all buildings, the modifier for discontent from extermination disappeared.

And thanks for the mod, it's very useful.
Carrier of Decomposition. 31 May, 2022 @ 3:58am 
Why does this mod weigh 0.000 M?
When I try to download it, it's empty.
Atridij 25 May, 2022 @ 12:52pm 
This would be amazing for Elder Kings :D
Rollin Stoner 4 May, 2022 @ 1:14pm 
I tried a new game since a save breaking experimental came out on Friday anyway.
Started as OG count of Marsember, steward has sponsor settlement job. Resign, start as Nasher, steward has oversee construction job.
I had no idea there were restrictions of any sort on the oversee construction job.

Thanks for the help :)
Taurenhe  [author] 3 May, 2022 @ 5:19pm 
@Rollin Stoner gotcha. The rules for who's allowed to use "oversee construction" are a bit complicated in the base mod, so to be sure this mod isn't affecting it I checked the Lord of Waterdeep with and without FPD active, and was able to oversee construction in both. The rules for who can oversee construction in the main Faerun mod are here, if you want to take a look at the code: https://github.com/ProjectFaerun/Faerun/blob/master/Faerun/common/job_actions/00_job_actions.txt#L342

This mod relies on a startup event to set all of the county populations. I don't think anything will break, though? It's just that pretty much all of the content will be missing
Rollin Stoner 2 May, 2022 @ 11:44am 
@Taurenhe I'm using an RD character and playing as Count of Marsember in Cormyr.

Is the mod save compatible? I've been reluctant to load up my previous game in case it breaks it somehow, but if its compatible I could check my Neverwinter Save, though I don't imagine creating a RD Count should have any affect on councillor job buttons
Taurenhe  [author] 1 May, 2022 @ 1:54pm 
@Rollin Stoner it shouldn't, but I can confirm later. Who are you playing as?
Rollin Stoner 1 May, 2022 @ 9:54am 
Hey, I've just started a new play through with this mod added, I'm wondering if it is supposed to replace the "oversee construction" job for the steward with the "sponsor settlements" job I now see there? It seems I can no longer speed up settler improvements with this mod or has something gone wrong?

Help appreciated thank you
Andras 28 Mar, 2022 @ 2:41am 
No genocide?
Taurenhe  [author] 2 Feb, 2022 @ 11:39am 
Hey all, wanted to call out that with the latest release Horse Lords is no longer required in order to destroy holdings. There's a new decision to raze settlements instead
menherahair 27 Dec, 2021 @ 5:21am 
Heads up to anyone using non-workshop version of faerun (I think that's the reason, haven't actually checked), you may need to fix a line in .mod file to get this to work. Happened to me with the recent github release I got from discord.
If the submod doesn't work, go to documents/paradox/ck2/mod, open faerun-provincial-diversity.mod.mod and make sure the dependency is set up correctly. In my case it said "faerun the blah blah conversion" and I had to change it to just "Faerun", same as the name of the base mod listed in the faerun.mod file.
Taurenhe  [author] 4 Dec, 2021 @ 12:53pm 
No problem!
Jawa Jihadist 4 Dec, 2021 @ 12:31pm 
ahh thanks I kinda figured that was the problem thanks
Taurenhe  [author] 4 Dec, 2021 @ 12:30pm 
Pillaging replacement culture and religion is gotten from your capital, not your character. You'll need a gold dwarf-cultured capital province
Jawa Jihadist 4 Dec, 2021 @ 10:42am 
Having a problem with my dwarf run, I started out as wild dwarf then converted my characters to gold dwarf but I still keep on getting wild dwarf as the culture that appears after pillaging
Taurenhe  [author] 21 Nov, 2021 @ 7:43am 
It was not integrated into the base mod. Never say never, so maybe it will be some time in the future but I imagine that would be a few years away.
K did literally nothing wrong 20 Nov, 2021 @ 9:33am 
Is this mod actually necessary since it was apparently integrated into the base mod
BloodW0lf 4 Oct, 2021 @ 5:03pm 
can you make it so we dotn need DLC?
K did literally nothing wrong 7 Aug, 2021 @ 7:35am 
This really do be an Anbennar moment
HoliDaySpirit 6 Aug, 2021 @ 10:28am 
"No more accidental genocide!" This get's a steam award for the best description
hahehjeahjae 3 Aug, 2021 @ 10:15am 
@Taurenhe thanks, im gonna try it with the dlc later
Taurenhe  [author] 3 Aug, 2021 @ 7:19am 
@shhhhhh ohhh, yes I'm sorry it's vanilla pillaging so you will need Horse Lords. I'll update the required dlc
hahehjeahjae 3 Aug, 2021 @ 7:05am 
@Taurenhe yes they were the starting cultures and faiths. I had another run later an couldn't pillage anyone at all in the entirety of najara kingdom. Might be the pillage mechanic being locked behind some expansion I dont have or it doesn't matter? I can enter the secret societies in faerun without havin Monks and Mystics, I thought pillaging on the mod shouldn't suffer from not having horse lords, right?
Taurenhe  [author] 2 Aug, 2021 @ 7:57pm 
@The Donald if you don't see the county modifier then this mod isn't active, sorry. There can be a ton of different reasons for that, but it should load properly if you only activate this mod and the main Faerun mod (and possibly only if you're using the Steam version of the main mod, too)
The Donald 2 Aug, 2021 @ 7:41pm 
how can you tell if the mod is activated? i have it in my load order activated but i don't notice anything different about the counties like a modifier or new window that has more information like the new window in the mod picture?
Taurenhe  [author] 2 Aug, 2021 @ 1:55pm 
@shhhhhh gotcha, hobgoblins following Ghukliak should be able to pillage dragon-worshiping Netherese. Just off the top of my head, are you and your capital province still hobgoblin/Ghukliak, is Orogoth still Netherese/ draconic, and are you an independent ruler?
hahehjeahjae 2 Aug, 2021 @ 11:18am 
@Taurenhe I played as Urshani hobgoblin tribe on the highmoor area. Couldn't pillage orogoth
Taurenhe  [author] 2 Aug, 2021 @ 11:10am 
@shhhhh who are you playing and who are you trying to pillage?
hahehjeahjae 2 Aug, 2021 @ 10:45am 
pillage option not showing up, what might it be
Taurenhe  [author] 2 Aug, 2021 @ 9:28am 
@Marsouin d'oh, thanks!
Marsouin 1 Aug, 2021 @ 1:40pm 
Should probably add that this needs forgotten realms?