Europa Universalis IV

Europa Universalis IV

Dynamic Culture Conversion
61 Comments
Tyrannys  [author] 2 Aug @ 9:41am 
It can take up to 100 years for a province to swap cultures, unless the settings are turned to fast
Tyrannys  [author] 2 Aug @ 9:40am 
@Knight , What this mod does is dynamically convert your main culture to provinces not of your main culture throughout your country, It also does it to the AI unless turned off in the mod options in the decisions panel
Knight 1 Aug @ 6:30pm 
Hey, does this mod fix American colonial nations not culture converting any of their provinces? That's the one thing I'm looking for
Tyrannys  [author] 29 May @ 4:27am 
@Mukaparska , I sent you a friend request, If you'd like to accept it, we can talk about what you want in more specifics
Mukaparska 29 May @ 4:21am 
Hey! I'm making my own event, and I'm trying to make the opposite of your mod I guess. I'm trying to get my province convert to the culture of a neighboring province, but I just can't figure out how to use the scopes in a province event.

I'm looking at your DCC_AcceptedCultureSpreads.txt, specifically:

random_neighbor_province = { # at least 1 neighboring province of the owner must already be of the new culture
limit = {
has_owner_accepted_culture = yes
owned_by = PREV
is_core = PREV
controlled_by = PREV
}
random_neighbor_province = { # will be ROOT
limit = {
province_id = ROOT
}
change_culture = PREV # this double scope switch allows us to use a specific accepted culture here
}
}

And trying to somehow adapt this into my event in reverse, or something, but I can't figure out how I can ROOT/PREV/FROM/whatever the neighboring culture into the specific province in question.
Tyrannys  [author] 15 Jan @ 10:55pm 
Yes, subjects are still labeled as "AI", Unless you have AI turned off in the Mod Settings then there is no reason the mod should not work on the subjects
KnownImperator 14 Jan @ 11:09am 
does it work for subjects
GamingToSky 21 Aug, 2024 @ 12:15pm 
And thanks for Updating it ^^
GamingToSky 21 Aug, 2024 @ 12:15pm 
@Tyrannys no problem ^^
I also just play it rarly (have too many good games XD)
Tyrannys  [author] 21 Aug, 2024 @ 7:30am 
@GamingToSky, The Mod has been updated, I apologize for the late addition, I rely heavily on you guys to let me know when theres been a version change, as I have stepped away from the game for a bit, for other games that have my interest, and real life stuff currently going on,

Thank you!, and Enjoy!
GamingToSky 18 Aug, 2024 @ 5:51am 
Please Update this great mod :) I realy enjoy this one and the mod for faith - it makes playing EU4 with Extanded Timelines so much more interesting cos you can let your country develop its own style
Tyrannys  [author] 20 Feb, 2024 @ 5:50pm 
@gedorfpohm, I appreciate that, it means a lot to me to know that you support this!, Go ahead and throw a link in your description!
gedorfpohm 20 Feb, 2024 @ 12:14pm 
Hi,

I randomly stumbled upon your revived version of my mod and I am so happy that someone took over, kept it alive and even improved it.

Since I haven't played EU4 in quite some time, I probably won't ever update it anymore. So if it's alright with you, I would like to link to your version, because it seems that my version is still being visited and even commented on every once in a while.

Keep up the great work!
SANDE iG. 27 Jan, 2024 @ 11:24pm 
the best natural, historical, realistic dynamic cultural conversion mod that the steam workshop offers, and up to date for 1.36. killer !!!
Tyrannys  [author] 3 Dec, 2023 @ 7:20pm 
@blumenwolf1982 I believe I made it to where Islands do get affected by it, but it takes longer
blumenwolf1982 2 Dec, 2023 @ 4:32am 
So, reading the requirements I guess you cant spread your culture to islands this way?
Anzio 23 Nov, 2023 @ 12:03pm 
Thank youuu :saltmuffin:
Tyrannys  [author] 19 Nov, 2023 @ 7:54pm 
It should now
Anzio 19 Nov, 2023 @ 4:56pm 
Works for 1.36?
Tyrannys  [author] 2 Sep, 2023 @ 8:48pm 
EU4 wasn't built with this kind of thing in mind, so it may cause some funky Debug Logs, however Audax Validator isn't giving me any errors other than for my compatibility code which don't activate unless certain Total Conversion mods are on
Tyrannys  [author] 2 Sep, 2023 @ 8:38pm 
@Nikal, You don't have to worry about the logs, This was how it was when I got it, and I fixed it as best as I could with my limited knowledge, It's mostly complaining because there are multiple has_terrain in one modifier. However I will give it a better look, just give me a moment, and I may get back to you about it
Nikal 1 Sep, 2023 @ 3:19pm 
So I gave it a spin. Keep getting scope errors in the logs:
[code]
[triggerimplementation.cpp:30951]: Script error! Script Object Token: "has_terrain", Context: "province event 'dynamic_culture_conversion.1'", Error: Trigger condition set on the wrong scope: Scope.GetProvince()

[triggerimplementation.cpp:24082]: Script error! Script Object Token: "is_subject", Context: "province event '9986'", Error: Trigger condition set on the wrong scope in province event '9986': Scope.GetCountryTag().IsValid()

[triggerimplementation.cpp:30951]: Script error! Script Object Token: "has_terrain", Context: "province event 'dynamic_culture_conversion.2'", Error: Trigger condition set on the wrong scope: Scope.GetProvince()
[/code]
Tyrannys  [author] 3 Aug, 2023 @ 8:52pm 
Updated for 1.35, If anything seems wrong let me know, and I'll see if I can fix it
sevent11 27 Apr, 2023 @ 5:10am 
would it be possinble to have the option only for colonies
Mukaparska 3 Mar, 2023 @ 1:20am 
Makes sense. It's just a thought that came in to my mind. I'm pretty sure there would be more mods like I described if it was easier to do in a sensible manner.
Tyrannys  [author] 2 Mar, 2023 @ 3:32pm 
@MukaParska, Sadly EU4 uses an older version of the ClauseWitz engine, so dynamic mods for this game aren't actually "Dynamic", You can't set up customizable Variables based on how many years have passed since you've owned a province, which makes it very hard and tedious process to set up individual events for every 1% increase

And on top of that you have to use MTTH events which in few events won't cause lag, but a large amount of them would cause noticable lag, such as MEIOU2, or other large scale conversion mods,

TLDR; It is possible, but it might not be playable, and even if it was playable, it would take a while to write.

P.S, Sadly, I don't have very much time even for myself right now, as I'm not at my PC as often as I used to be. So I can't do much except update the mods that I currently have supported.
Mukaparska 2 Mar, 2023 @ 11:42am 
By any chance, do you know is it possible to make a simple chance based culture shift mod like this:

Every adjacent province of different culture would add a 1% chance of culture conversion every year. So five adjacent provinces and the culture would have 5% chance of converting annually. If the culture is accepted or primary, this would be halved. And It would not work through national borders.

So basically a mod where culture would slowly shift, regardless of development, government, autonomy, or player input (apart from clicking culture convert button, or promoting cultures). I guess a simpler, chance based version of this mod.
Tyrannys  [author] 31 Jan, 2023 @ 5:56pm 
@rzembik, what do you mean by prevent some provinces from switching? and I apologize, I haven't been keeping up with EU4 as of late, I will go ahead and update this now
rzembik 30 Jan, 2023 @ 9:47am 
Is it possible to update this and add a way to prevent some provinces from switching altogether? Just in case I forget to check or there is some other issue, it would be great to prevent it from the onset.
Tyrannys  [author] 18 Sep, 2022 @ 9:43am 
I do not own Lions of the North currently, so I can't access the code for it to see about any form of patch. So if updating the game version of the mod didn't work, please let me know
Tyrannys  [author] 17 Sep, 2022 @ 2:33pm 
Also, are you using any other mods alongside this one?
Tyrannys  [author] 17 Sep, 2022 @ 1:43pm 
@Mr Crabbington, I will give it a little look here in a second, if its updated it should be fixed
Tyrannys  [author] 30 Jun, 2022 @ 6:52pm 
@Leah, It should be but there may be some bugs, I haven't looked through it yet or had the time

@viacross, It should be, however another user had issues and I have a semi-fix for extra development, in the **Mod Options** use the custom factors setting.
OP Cheater 19 Jun, 2022 @ 7:11pm 
Is this compatible with development Expended?
Big Man 8 Jun, 2022 @ 5:40am 
Thanks now my cononies can spread my culture so the world is not an absolout mess
Sanctuary 🏳️‍⚧ 7 Jun, 2022 @ 10:46am 
Is this mod compatible with Extended Timeline?
bobcool0 26 May, 2022 @ 6:44pm 
@Tyrannys Ah I see now. Well that wouldn't leave very much left discuss. Thank you for your patience with me.
Tyrannys  [author] 26 May, 2022 @ 6:11pm 
@bobcool0 , its not an issue with coding, its an issue with how Paradox has EU4 hardcoded, a lot of the internal stuff (specific percentages, custom guis, etc) are not touchable by us player modders, newer games like CK3, Stellaris, and the upcoming VIC3 have these moddable, EU4 just doesn't have the support I need for something like that,

If I was going to set something it would have to be 100 times for each specific percent, with 100 custom modifiers, and then even with that I don't know how to call the specific culture conversion percentage, I would love to move this mod away from MTTH as well, so that it doesn't become laggy late game, but thats a total rewrite and I don't have the time for that right now. Unless EU5 comes out I can't add that specific thing to this mod, I apologize

If you would like to have a further discussion, I'm much more active on discord [discord.com]
bobcool0 26 May, 2022 @ 11:38am 
Thanks for the reply @Tyrannys. I know this is grasping at straws at this point but maybe using culture conversion cost as a modifier to said development? like DEV x culture cost = MTTH reduction? I know its unlikely this would work the way I am hoping but just food for thought. I would also like to add I have like zero experience with coding and modding in general. I would also like to thank you for reviving this mod.
Tyrannys  [author] 25 May, 2022 @ 9:47pm 
The hard thing about that @bobcool0 is that there is no identifier for a percentage, and I don't believe that you can grab the percentage of culture conversion to have it affect MTTH, thats why the Original Author had it set to development.
bobcool0 24 May, 2022 @ 3:30pm 
I have a suggestion, is it possible to make it so culture conversion cost can affect the MTTH? this could be another custom factor that is flipped on and off. Maybe something along the lines like for every -1% culture conversion cost equals a -.2% MTTH reduction. Maybe cap it at 20%?
Tyrannys  [author] 5 Mar, 2022 @ 6:17am 
I will attempt to create some Add-Ons for this mod to create better compatibility with larger total conversion mods such Elder Scrolls Universalis
Orc 3 Mar, 2022 @ 3:51pm 
Very gud mod
Tyrannys  [author] 28 Feb, 2022 @ 2:29pm 
I have updated the mod just now
Tyrannys  [author] 28 Feb, 2022 @ 2:24pm 
@Skakk I found out they have a "beyond_typus_mod_enabled" global flag, but I do not see where it is set, I will add it and update this mod, if the amount I change it by is too much let me know
Skakk 28 Feb, 2022 @ 2:21pm 
I'll check out the custom menu tomorrow when I load up again.
As far as I remember when I selected the third option in the mod menu (Custom) I had 3 options then, i) Use Custom factors (enabled by default), ii) Disable & iii) Back/Exit.

I chose i) Use Custom Factors.
Tyrannys  [author] 28 Feb, 2022 @ 2:14pm 
The events that pop up are not country events, they are province events that trigger with an MTTH, (Mean Time To Happen) Each province that meets the requirements for this event will happen at anytime with it being more likely the longer the event goes on. It could literally fire the day that it becomes available, or it could fire 1000 years later (Very unlikely in both scenarios) But because there are more provinces, these events are much more likely to fire. Something that I cannot change very easily. Now if Better Typus has a startup flag that I could use (something that shows that it is installed allowing other mods to communicate with it or set flags based purely on if this mod does exist in the players game), I could put into the mod a sort of patch in this case making them 4x as long and see if that improves your experience.
Tyrannys  [author] 28 Feb, 2022 @ 2:14pm 
@Skakk, Are you using the custom factors? Should be the third option in the modmenu and the only one inside of it, What it does is it increases the amount of time taken for each province that doesn't have your own culture, and decreases it the more you have of your own culture, It does not matter what type of culture you have. But I believe the real issue is something that I am unable to actually solve without rewriting the entire mod over into something completely different.
Skakk 28 Feb, 2022 @ 6:24am 
@Tyrannys - I got back on for a game yesterday and tried out the longer option and the 1st province converted after 15yrs approx, but then another converted within 5yrs.
It seems a little too quick still, but I would have to play a game spanning a few hundred yrs to really see the scope. I am assuming as I have a higher percentage of provinces with my primary culture, that conversion will increased, so it may be a bit overpowered still when using BT and a nation like Castille. When Castille forms Spain I would expect conversion rate to increase massively.

Still a good mod to have, but perhaps a little overpowered when using BT with a large nation like Castille. Perhaps a patch specifically for BT would be needed, as trying to make this mod compatible with BT and vanilla may effect the base mod too much or require too many optional settings.
Zoomzig 28 Feb, 2022 @ 12:25am 
Holy shit it's back, this used to be my favorite mod. Thank you so much!!!