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This is definetely not intended behaviour and I will not update this mod until they have decided for a direction.
it does extend what can be assimilated (for example people in their homeland).
If you want to maximize the asssimilation use the decree, core the state and stop discriminating the people in it.
You could also use the logic the game already has for determining which of multiple primary cultures a non-primary culture assimilates to.
If it is a homeland for both, then I think the answer would be no assimilation. But I take your point regarding a state which is a homeland for neither - who would assimilate whom? If you were perhaps interested I think even something very limited like 'if only one primary culture has a homeland here, have others assimilate to it' would be something I would appreciate. In games as a tag with many primary cultures (Central Europe probably the most egregious) it would be especially valuable.
To some degree yes but with certain drawbacks if I recall correctly. There no easy way to say "Scottish" is the correct culture to convert to if a state has English and Scottish homelands. Or something like give me the biggest local homeland culture. You may be able to homebrew that logic with some fancy hoops but the feasibility in regards to a satisfying outcome is rather questionable if you ask me. If you were a programmer dealing with the base code this would be a 5min job but as a modder you have to rely on the functions they expose :/
For example, as the UK, if English pops are in Scotland they would assimilate to Scottish, and if Scottish pops are in England, they would assimilate to English.
Similar to the way pops in Homelands assimilate in this mod?
Its too early to tell what niche if any this mod could fill after the update.
If theres no need at all I will just keep it as is and change the description for the 1.7.* version so people will rollback or old saves can use it.
For now lets just wait what they drop
I think if you want another primary to be converted to you would have to shuffle around the primary culture definition of the tag youre playing at in the game files.
Ah thanks. Yeah I meant just an in general in-game number tracker, but I guess that just doesn't exist in the base game, since assimilation to begin with is actually kind of useless anyways with how it works in vanilla
Ah I see, yeah it's all making more sense now. The numbers in-game are just so small that basically theres no real change unless people have large populations.
Thanks very much for the clarification. Is there anyway you know of to see the numbers of assimilation in-game? I have looked all over to see any number views of it in-game but haven't seemed to find anything as of yet.
The best or target example for this is usually assimilation in bordering states. Like for example the Polish states, if you incorporate and dont discriminate them you have just the /4 debuff.
Thats 0.9995^1200 which converts like 45% of the initial population over a 100 years. Thats a number i personally found to be realistic. (In combination with migration and primary usually growing faster its enough to push areas to 2/3)
Lets say you incorporate such a state bug you discriminate them, then its like 10% or sth iirc.
If you dont actively work on it (by not incorporating) then its supposed to be nothing.
Also keep in mind that you using public school and the assimilation decree are applied to these values. So iirc you can get stuff like 250% assimilation which in turn should be like 80-90%
Just re-did the math:
0.00125% would be the worst case scenario, if you were unincorporated, and had the heritage trait debuffs.
This would be roughly 1.25 people converted every month, per 100,000 people right?
This seems incredibly low, and makes sense I wasn't seeing any changes in-game.
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Ahh, and i just realized what you meant by the 2% only needing 10 years. since the base is 0.2% already and that was my mistake from earlier. my bad on that
Oh wow, im actually super stupid. That's 100% my bad :(!! I got confused thinking it was supposed to be 2% base, and the numbers got all mixed up. Sorry for the confusion!
That being said, I only came back here and wrote about it cause it felt or seems like it is broken. I don't see any assimilation basically, but I guess it's just because the numbers are so small.
I'm not quite sure how you would convert 92% of your population in just 10 years though, since as the population shrinks your gains of conversion would be smaller and smaller no?
with my current math if you had all debuffs, a population of 160000 would only convert 20 per month?
No no, I think you might have misunderstood what I meant.
The | value = 0.002 | that is put in your code, that is 0.02%.
Then it gets all the other debuffs, with the 90% reduction if it's unincorporated, by the |multiply = 0.1|
Even with the base debuff of /4 its 45% in 10 years.
The unincorporated debuff being a -90% modifier is intended because realistically assimilation without proper administration of an area is somewhat far fetched as you dont have your institutions like schools there then.
I have a rework planned to open up more base speed for the player via rules but I need time for that
PART 2
I say this because it looks like you have it in the code to drop the base |2%| to the |0.02%| for unincorporated states below at the bottom of the code
-----
if = {
limit = {
scope:executing_state = {
is_incorporated = no
}
}
multiply = 0.1
-----
Which would make the not incorporated states be |0.002%| currently, which should be |0.02%|
Before all the other modifiers with same heritage traits, etc.
-----
-----
I believe this is why other people were also saying they thought it wasn't working anymore. I believe this to be the issue, as in my game the assimilation is basically non-existent as well. I will be swapping this myself and testing after finishing up this msg :)!
PART 1
Hello, first off great mod! Was looking for something like this as I was playing the game shatter world, and thought the assimilation in the base game was absolute trash.
Quick thing, I believe there is a typo causing the mod not to work.
-----
Events \ assimilate_everyone.txt
-----
change_pop_culture = {
target = scope:primary_culture
value = {
value = 0.002
-----
I think this value needs to be 0.02 for |2%|, not 0.002 which would be |0.2%|
With it set like this, incorporated states start with the value of |0.2%| instead of |2%|.
And the unincorporated states start with have |0.002%| instead of |0.02%|