Crusader Kings III

Crusader Kings III

Cultural Armies for EK2
183 Comments
SovietComradeAsh 30 Jul @ 5:25am 
would this work with Dragonborn Emperor Flavor?
Jimmywhite  [author] 27 Jul @ 4:56am 
@jackwoods115 dwemer maa are already covered in this mod
jackwoods115 26 Jul @ 4:35pm 
will there be a Dwemer culture update?
Jimmywhite  [author] 7 Jun @ 5:44am 
@fisto the robo Most likely it will have issues
@Ziege I guess no, since it will require too much work to be done and constantly keeping it up-to-date
Ziege 7 Jun @ 12:53am 
will you ever make a compat mod for jam's cultural mod?
fisto the robo 28 May @ 10:50am 
would this mod work with the 1.16 EK2 fan patch?
Arcimbaldo 21 May @ 8:13am 
I think the simplest way to resolve the problem is to just let ALL cultures have access to a default version of all the default unit types through the innovations as normal - that would eliminate all weird edge cases like this where cultures can't access a unit type, at the small cost of a couple of cultures having two different units for a particular unit type.

I can't see how there could be any balance issues as afaik the special cultural units are always stronger than the default ones (and since the stats are specified by cultural heritage anyway, it wouldn't be an issue unless there are specific cultures that are supposed to have weaker units than other cultures from the same heritage?). For many special cultural units (i.e. Direnni Sorcerers, Iliac Companies, Breton Highlanders) this seems to already be how it works.
Arcimbaldo 21 May @ 8:11am 
I think there are similar issues with spellswords for some Breton & Nedic cultures, and possibly for heavy infantry for some Cyrodiilic cultures, but I'm not 100% sure on the details.

This doesn't seem to make much sense lore-wise (why would Balfieri be one of the only cultures in Tamriel unable to field spellswords?), so I assume it's an unintentional oversight of the way the mechanics have been implemented. And it seems inconsistent gameplay-wise (Balfieri get access to two different types of mages, so it's not as if there is a strict rule against duplicate unit types).
Arcimbaldo 21 May @ 8:11am 
The inconsistency is clearest with spellswords & mages for Altmeri heritage cultures:

All Aldmeri heritage cultures can access Altmer Battlemages, unlocked by the War Magic innovation. Balfieri culture ALSO can access Direnni Sorcerers, unlocked by the Adamantine Stewards tradition.

Aldmeri heritage cultures are unable to unlock a regular spellsword unit through the Codified Magical Studies innovation like other cultures, but Alinori and Auridoni culture have access to Summerset Justiciars as a special spellsword unit unlocked by the Aedric Lineages tradition. Balfieri and Corelanya cultures are also Aldmeri heritage, so can't unlock regular spellswords, but they don't have the Aedric lineages tradition, so they have NO access to spellswords without reforming their culture (and doing this is difficult because the Aedric Lineages tradition is incompatible with their default Hereditary Hierarchy tradition).
Arcimbaldo 21 May @ 8:11am 
Love the mod, but seems to be an oversight/inconsistency in terms of access to some units, such as spellswords for certain cultures - specifically for cultural heritages where certain cultures have access to a special version of the unlocked by a cultural tradition, instead of an innovation.
waryorx 13 May @ 10:42pm 
there is too many ek2 mods out there and i fear that all of them together might break it. and then there is ek 2 ultimate.

i dont know if i use ultamate only or ultime plus these mods.
Jimmywhite  [author] 11 May @ 9:01pm 
@Gameshark Unfortunately, this mod won't run well on the existing save. A new game is required.
Gameshark 11 May @ 5:31pm 
Hi there, when adding the mod to an existing savegame, most innovations in the first 2 eras seem to get duplicated(?) and none of the innovations for unique MMA are researched. Are there Methods to adress this?
reddeadite 4 May @ 1:56am 
Yeah the crossbows felt intentionally its just with everything else i wamted to be sure
Jimmywhite  [author] 4 May @ 1:50am 
@reddeadite Seems that I have accidentally deleted your first comment. I will check the thing with diverging, but yes, they do not have crossbowmen intentionally.
reddeadite 4 May @ 1:41am 
Swear this is the last one but upon even more inspection after diverging out it removes all the MAA innovations not just the magic ones
reddeadite 4 May @ 1:30am 
And also seems to lock me out of the cavalry line as well and its only doing this if i diverge out of either rieklings on rieker
reddeadite 4 May @ 1:27am 
After doing so more testing i realized they both also just dont have the crossbow innovation aswell
Arr Araratovich 24 Apr @ 9:57am 
Hello, is it possible to restrict army innovation for hybrid cultures to one type of army? Bound it to chosen heritage of new culture, or add some event upon creation, like choose to save one specific type of army or use both? Because without this hybrid cultures may get a little overcrowded with MAA types, while it not seems to be necessary.
outlander7 22 Apr @ 5:26am 
I noticed that the Persian and Byzantine HUD skins don't get the optional Knight picture from the files applied to them. Would you be willing to fix this? Thank you!
MangoCobra 19 Apr @ 1:53am 
Can you do a compatibility patch for the mod "Jam's New Cultures and Map Edits for EK2" please?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3465432262

Also - Rimmenese don't have access to Battlemages!
Johnaii_Steck 18 Apr @ 1:24pm 
Hey, I noticed something while doing a Falmer playthrough, is there any reason for why they are the only culture that I've been able to find that gets a -4 max spellblade regiment size?
MangoCobra 17 Apr @ 9:01pm 
Ah, i see, thank you.
Jimmywhite  [author] 17 Apr @ 7:51pm 
@MangoCobra They should be able to recruit Potentate legion instead when holding imperial city, as I mentioned in description
MangoCobra 17 Apr @ 6:06pm 
Hey so for some reason Akaviri characters cannot recruit Armored legionary Men-At-Arms despite having the Imperial Legacy tradition.

Can you please fix this?
Jimmywhite  [author] 11 Apr @ 2:48am 
@Earl of Pudding That was already fixed before, make sure your mod is updated
Earl of Pudding 11 Apr @ 2:12am 
just to let you know the Aylied spellsword tech still relies on the old welkynd stone tech that has since been removed and replaced so it cannot be researched.
Solus 10 Apr @ 5:30am 
Looks good on my end, even added into saves midgame, though midgame saves need to research it. It is already researched as normal on new games. Thanks, Jimmy.
Jimmywhite  [author] 9 Apr @ 12:22pm 
@Unejin @Solus Should be fixed now
Unejin 9 Apr @ 8:21am 
I believe this is gonna need an update for EK2 0.15.1 since they made some changes to bosmer cultural traditions
Solus 9 Apr @ 8:10am 
So, it seems that something between base Ek2 and cultural armies broke and ate the War Magic innovation for Balfieri. This locks them out of all the magic/academy innovations. Direnni Sorcerers man at arms work fine since we get them from Adamantine Stewards now. As far as i can tell this is only an issue for Balfieri since everyone else has the war magic innovation like normal. Thanks for the hard work, and good luck :)
Jimmywhite  [author] 6 Apr @ 8:35am 
@EnumaEllis Most of these bugs are not bugs actually, but meant for compatibility when running this mod with New MAA mod. It shouldn't cause any gameplay issues. Abecean innovation link in imperial_innovations is really a bug, since it moved to tradition in last update, will check it
EnumaEllis 6 Apr @ 6:03am 
[05:54:03][E][jomini_trigger.cpp:214]: PostValidate of trigger 'has_innovation' returned false at file: common/culture/innovations/00_jimmy_dunmer_innovations.txt line: 171 (innovation_magical_studies_dun:can_progress)
[05:54:03][E][jomini_script_system.cpp:284]: Script system error!
Error: has_innovation trigger [ Invalid database object 'innovation_abecean_piratry' ]
Script location: file: common/culture/innovations/00_jimmy_imperial_innovations.txt line: 18 (innovation_arched_saddle_imp:potential)
EnumaEllis 6 Apr @ 6:03am 
I got more for you. THis is just a small part of the list:

[05:54:03][E][jomini_trigger.cpp:214]: PostValidate of trigger 'has_innovation' returned false at file: common/culture/innovations/00_jimmy_dremora_innovations.txt line: 119 (innovation_arched_saddle_drem:can_progress)
[05:54:03][E][jomini_script_system.cpp:284]: Script system error!
Error: has_innovation trigger [ Invalid database object 'innovation_telvanni_mages' ]
Script location: file: common/culture/innovations/00_jimmy_dunmer_innovations.txt line: 171 (innovation_magical_studies_dun:can_progress)
EnumaEllis 4 Apr @ 4:58am 
Gosh darn it Jimmy, you are on double duty!

If you think pissing in the bottle was a bad Tuesday, wait until you work the graveyard shift with the mice on a Wednesday. (joking, take your time. I like to help out with mod errors)
Jimmywhite  [author] 4 Apr @ 4:16am 
@EnumaEllis Ooops..I..did it again..
EnumaEllis 4 Apr @ 3:34am 
This mod is causing errors. I only tried EK2 with it, and this particular error can repeat until I get 8k-10k of errors.

[03:29:26][E][jomini_script_system.cpp:284]: Script system error!
Error: Failed to fetch a valid culture 'unmourned'
Script location: file: common/culture/innovations/00_jimmy_dunmer_innovations.txt line: 17 (innovation_quilted_armor_dun:potential)
Yanush 2 Apr @ 1:48pm 
Нет, проблема касается исключительно следующих модов: New MAA EK2, Cultural Armies + New MAA PATCH. Перепроверили все варианты, разные чексуммы. К слову, не только у вас такая проблема. У Ultimate EK2 и Alessian Dynasty такой же казус. И никто не знает в чём проблема, некоторые из них подозревают, что проблема в последнем патче СК3
Jimmywhite  [author] 2 Apr @ 10:27am 
@Yanush Pendragon Если вы играете с расовыми АРТ модами, попробуйте следующее. Все используйте ОДИНАКОВЫЙ арт мод (например Dunmers ART), но пусть каждый игрок заменит у себя в нем папку GFX на папку из желаемого арт мода другой расы. Она не должна влиять на чек сумму.
Yanush 2 Apr @ 10:07am 
Your collection of mods does not work with multiplayer. The three of us were trying to play, and we had different network checksums. There was only vanilla EK and your additional mods. Please check the functionality.
炫酷小子 1 Apr @ 11:39am 
It's just a fusion of human cultures, and it doesn't involve elves and orcs, etc. In the case where I only used EK2 and your mod:lunar2019crylaughingpig:It's a pity that I can't send you screenshots directly.
Jimmywhite  [author] 1 Apr @ 9:09am 
@炫酷小子 As far as I know there is no way to make hybrid cultures in EK2 without mods or cheats. Am I wrong?
炫酷小子 1 Apr @ 8:49am 
The important thing is war magic, which repeatedly causes -2+-2+-2=-6
炫酷小子 1 Apr @ 8:44am 
The cultural fusion of this mod tends to lead to numerous duplicated effects, for instance: catapult,quilted armor,war magic...
outlander7 30 Mar @ 9:07pm 
@Jinetez From what I know cyroboiche use bosmer fashion in the base mod
Jimmywhite  [author] 30 Mar @ 12:53pm 
@Jinetez I checked my modified culture files (common\culture\cultures) and there are no changes to the clothes gfx. So it seems that the issue is not with this mod..
Jinetez 30 Mar @ 12:27pm 
@Jimmywhite Any news about my report? Thank you a lot!
Blackfyre 30 Mar @ 9:03am 
Welkynd Stone Foci innovation does seem to be gone, therefore locking out Codified Magickal Studies and therefore Ayleid Spellswords @Jimmywhite
Xivitai 29 Mar @ 9:28pm 
Also there's some weird stuff going on with Falmer culture.
Jimmywhite  [author] 29 Mar @ 10:43am 
@Xivitai Hm.. Welkynd stone foci innovation got depricated after the update?