Imperator: Rome

Imperator: Rome

Multiculti
21 Comments
Papak  [author] 16 Mar @ 4:53pm 
@Ray the Great You can set the governor policy of an area to local autonomy, that way no pop will assimilate to your primary culture. If you want to edit the mod itself, you need to increase the number next to "#50/50 Chance" inside mc_onactions.txt
Ray the Great 16 Mar @ 1:47pm 
Great mod :steamhappy:, but the amount of roman-assimilated berbers in PUNIC Africa is still too high for me, any way to increase the 50/50 chance of newly assimilated pops to flip to the close accepted culture?
Chaosplayalistichariotfunkymuzik 26 Aug, 2024 @ 11:05am 
Great idea tying the whole thing to governor policies! Thanks for the update!
The Grimwar 30 Jul, 2024 @ 12:44pm 
Nice, thank you.
Papak  [author] 30 Jul, 2024 @ 6:51am 
@The Grimwar It should be 3214570235. You can check any mod's ID by clicking "Show in folder" in the launcher.
The Grimwar 29 Jul, 2024 @ 11:49pm 
Through all of this, I merely have only a singular request: May you please write down this mod's ID in the description so I may save edit this into my current game?
Papak  [author] 29 Jul, 2024 @ 3:15pm 
@Lord Castellan Mojorian @The Grimwar New update is out, it should fix your issues as well as making the mod run faster.
The Grimwar 21 Jun, 2024 @ 1:56pm 
Yeah, that is scuffed, maybe that system should be reorganized to take into account the primary culture group. If you're German and conquered the African Coast, then the Numidians and Punics shouldn't be turning into the Insular Celts you integrated for their military traditions and technologies. Or if you're the Lysimakids, the Levantine folks you conquered shouldn't be turning into Odrysians. I don't think this system's rules are the best they could be.
Lord Castellan Majorian 20 Jun, 2024 @ 3:16pm 
My issue has been, I play a game as the antigonids, conquer greece, at some point Phrygian pops migrate to greece>half of greece Phrygian instead of macedonian before I notice. This is within like 40 years of the game starting.
Papak  [author] 9 Jun, 2024 @ 2:38pm 
@Lord Castellan Mojorian Remember that there is also a proximity check. Meaning if the Romans have accepted the Macedonians and conquered Spain, the people in Spain will NOT turn into Macedonians, unless you first move some Macedonians there. They will either turn into another accepted culture present in Spain or into Romans.
Lord Castellan Majorian 9 Jun, 2024 @ 5:15am 
So the idea I had would be let's say only one culture in that group can convert, since the AI usually assimilates lots of cultures and they all start taking over. For the Italian culture group, if the Romans accept Samnite or Oscan, they don't takeover the empire with Samnite culture.
Papak  [author] 24 May, 2024 @ 10:05am 
@Lord Castellan Mojorian Assuming you have integrated both Phrygians and Memphites, that behaviour is expected. Its still map-painting, since I didnt change the assimillation speed. Any un-assimilated pop will eventually assimilate to an integrated culture, whichever it is (real life example would be the hellenization of Anatolia under the Romans)
Lord Castellan Majorian 24 May, 2024 @ 7:04am 
can you add a culture group check? I've been noticing the map paints, just differently, currently have Phrygian Athens and Memphite Halicanarssos
Papak  [author] 9 Apr, 2024 @ 2:55pm 
@IronSlug Imagine you're Rome, having accepted Macedonians. My mod eventually makes all pops in a territory become Macedonian if there's at least one Macedonian nearby. In Athens, there probably wont be any Macedonians unless you also have Culture Conflation, itself turning Athenians into Macedonians. I hope you can see the synergy now.
QOMRADEQUEER 9 Apr, 2024 @ 12:27pm 
I think this is exactly what I was looking for to help prevent my primary culture from inadvertently map painting over my other integrated cultures.
IronSlug 9 Apr, 2024 @ 11:55am 
I don't see the point of using this with Culture Conflation. Doesn't it do pretty much the same thing?
Papak  [author] 9 Apr, 2024 @ 7:09am 
@Chaosplayalistichariotfunkymuzik You need to remove what you quoted in 4 places all labeled: #Find that integrated culture
Chaosplayalistichariotfunkymuzik 9 Apr, 2024 @ 3:12am 
@Papak so theoretically, if I wanted to shamelessly free ride off your work and make a slight change for my own use - namely, make some assimilated pops still assimilate into the primary culture - I could do that by removing

NOT = { culture = ROOT.culture }

from the block that sets up the target culture?
Papak  [author] 8 Apr, 2024 @ 10:34pm 
@Chaosplayalistichariotfunkymuzik When you have a territory with primary, integrated and non-integrated, all the non-integrated will eventually convert to the integrated and NOT the primary. When there are several integrated cultures, one gets chosen at random.

@The Grimwar No, that decision only affects Culture Conflation
The Grimwar 8 Apr, 2024 @ 7:59pm 
When used with Cultural Conflation, do you need to make the decision "promote citizen administrators" in order to work?
Chaosplayalistichariotfunkymuzik 8 Apr, 2024 @ 2:35pm 
Say, you have a territory with primary culture, integrated culture and non-integrated culture pops within it. If I turn this mod on, will all assimilated pops assimilate into the integrated culture only? And how is the choice made in the case that one has several integrated/non-primary cultures present in the territory?

Thanks!