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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2760914801&searchtext=culture+conversion
it has worked in every single major version of EU4 to this day
great scripting as well as a dose of luck for Paradox not touching how this part of the script calls it's stuff
Thanks. I'm glad you like the mod. :)
Yes, the spread will also happen for the AI and it should accept the spread in most cases. However, if they took humanist ideas, they will often decline the spread. The AI might also inadvertently slow down the spread of their primary culture by accepting cultures neighboring their primary culture or by raising autonomy.
@-W3E- HyperSM.swf - TheRyuSword
I might have another look at it in the future. The last time I tried this I could not figure out how to dynamically check for cultures of cultural unions, so I had to hard-code them. This did not work with modded culture groups, though. Therefore, I decided to axe it until I have found a way to do it properly.
I was curious if this mod also works for the AI, I played with this mod before but I didn't really notice if that was the case or not.
Either way, thank you for creating the mod and mantaining it for so much time, I truly appreciate it :3
Sorry for answering so late. Disabling the conversion of accepted cultures can be done by going to the directory of the mod ("C:\Users\<User>\Documents\Paradox Interactive\Europa Universalis IV\mod" for Windows and "/home/<User>/.local/share/Paradox\ Interactive/Europa\ Universalis\ IV/mod" for e.g. Ubuntu). You then have to open the events folder and delete the file "DCC_AcceptedCultureSpread.txt".
To deactivate the conversion of cultures of your primary culture group, you have to open the second file in the "events" folder. There you have to add the following code (without the quotation marks) in the trigger block (e.g. adding it after line 26): "not = { culture_group = owner }"
I hope this helps even though I answered so late.
The chance of a conversion is calculated on the province level. Thereby, the conversation chance of a province is independent from any other provinces. So, yes, if you own multiple eligible provinces, the events will fire more often for your country.
and it worked just fine, cant say if this is still the case though...
I haven't tested it, so I have no definit answer. The events check for several ideas, terrain types and buildings. If these don't exist in the other mod, the modifiers are probably simply ignored. So at the very least, the MTTHs (mean time to happen) of the events will probably change. Perhaps, the events of this mod won't fire at all but that doesn't seem very likely to me. Apart from that, it should be fine. After all, the only interaction done is changing a province's culture.
So my guess is that the MTTH of this mod will be different but that's it. If, against all odds, something does break, simply disabling this mod should solve the problem.
If you really want to play it safe, you could change the lines 30/31 "months=..." in this mod's files to "months = 1" and run the game for about half a year. If afterwords everything still works fine, change the lines back to their original values and then start the real game. However, I don't think there will be any issues.
sorry that I haven't answered in a while. The last few months were really busy and stressful for me. So I didn't really get much done. I am going to update the mod right now. As far as I know, none of the changes made by Paradox interfered with the mod so this should be quit fast.
I might even integrate the new edicts mechanics some time in the future.
In the current version, the MTTH will mostly be between 65 and 130 years for the primary culture and between 90 and 190 years for accepted cultures. With these ranges in mind, you should be able to change the base MTTH to the values you would like best.