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E.g. all of combat submods are not compatible with each other.
C:\Users\Admin\AppData\Roaming\The Creative Assembly\Launcher
I added it to the Inspired Populace effect only because it adds a fleet recruitment point to the surrounding sea province which can stack up very high with adjacent province ports if the value is 2. (Think Syracuse, Italy, and Macedonia's province port adding +3 just with 1 value to any fleets training in their ports if they were with the same faction) and mainly to match with the +1 army recruiting capacity, somewhat.
I experimented a bit and found out (regions_in_this_province) has an effect of adding cultural influence (per owned settlement in that province) and does show up in the UI. Non-DEI however.
Saludos!
So, What about adding penalty/bonus towards all non-tax income at the two top/bottom levels? The culture conversion buff is super nice, though I think it'd also make sense to add bonuses and penalties towards all non-tax income to represent how thriving/hindered the economy is by the populace being "Motivated" or "Troubled"
-increased banditry penalty and slightly increased banditry bonus
-added cultural conversion bonus/penalty for two top/bottom levels
-added +1/-1 recruitment slot for top/bottom level