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You wont get around that unless you work at paradox and add hotload of new cultures
This has been the case for almost all patches.
Worst case is they add a culture that I havent added to my config yet :D
Something that is no issue for the mod as it wont crash due to that
Testing takes less than a minute with the debug console and I have confirmed that it works
Base: Tatar, Hazara, Uzbek, Uighur, Turkmen, Bashkir, Yakut, Turkish, Kirgiz, Chuvash, Azerbaijani, Tuvan and Kazak
Optional: Luri, Mazanderani and Persian
- fix recheck for newly added but viable syncretic culture homelands not triggering correcly
- rename pre-victorian to classic prefix
(In theory the code for all journals, decisions and events is programatically generated, so either all countries are broken or none) Last I played a culture it worked for me, thats why im a bit confused
So you already get got some of your syncretic pops at that point right?
Are you sure the state you took is a homeland of one of your initial or optional cultures?
A South East Asian, East Asian, North Asian, and Middle Eastern Heritage syncretic culture would complete the highly implausible but really fun super large cultures. Thanks for the mod regardless!
Maybe I will revisit that particular part with the next dlc that might touch this kinda stuff but dont have enough info yet.
Because the germanics arent supposed to form German but Germanic
Im not aware that you can overwrite loc based on rules atm. I dont like the pre either but didnt come up with a better solution than having two cultures with the same name
The max ai you are referring to is probably the setting that converts all ai cultures instantly to use this as a performance instead of an immersion mod
Apart from that I wouldnt even know how it would differ when boiled down as this mod already punishes you if you dont accept the cultures youre integrating at a slower speed so I guess "non friendly" way is present to some degree.
In general that never only targets the AI
Just seems like a cool idea