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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.
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!
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.
When I try to download it, it's empty.
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 :)
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
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
Help appreciated thank you
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.