Europa Universalis IV

Europa Universalis IV

Dynamic Culture Conversion
203 Comments
rzembik 30 Jan, 2023 @ 9:45am 
This seems to work sometimes and not others. I have had about 5 provinces pop up with the event, but at least 40 have not. Several of the provinces that automatically switched had wonders on them that were culture-specific as well. Anyone else encountering this issue?
Tyrannys 21 Feb, 2022 @ 1:17pm 
For the people who are requesting a version update, I have created a reupload but with the version corrected, and if requested by gedorfpohm I will take it down

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2760914801&searchtext=culture+conversion
salvadore 4 Feb, 2022 @ 12:54am 
this is the best of the dynamic culture mods, particularly because it is the least op, has sensible rules to spread and you can decide per province if it is even supposed to spread, gaining marginal diplo boni for local autonomy
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
VITOR ALBUQUERQUE 13 Dec, 2021 @ 10:40am 
It still work. Thanks for the mod
Akestro 29 Aug, 2019 @ 3:52am 
? i didnt play with the mod yet but i think it shouldd still work. the compatible version thing doesnt mean anything, it only tells if the mod dev thinks the mod is working with the current version.
Arakhor 8 Jul, 2019 @ 12:28am 
And if the change is that slight and yet it's still taken two years not to happen, then that's even more evidence, isn't it?
Arakhor 7 Jul, 2019 @ 4:41pm 
It's been two years since this was last updated, people. All signs point to there being absolutely no update planned at any point.
Qèromaolmande 7 Jul, 2019 @ 11:04am 
Is an 1.28 update planned ?
Abraxicus 1 Dec, 2018 @ 3:06pm 
update to 1.27?
Hyperspearman.Swf - TheRyuSword 1 Nov, 2018 @ 9:42pm 
@grodzin, no, but if you have the dlc, Muslims can spread their religion in some trade nodes.
Lithunoisan Hussars 1 Nov, 2018 @ 9:16pm 
is there one for religion
Komnenos 10 Jun, 2018 @ 11:06am 
Seems to work, may introduce bugs i haven't noticed mind you.
Kommander 28 May, 2018 @ 6:02am 
Does anybody know if this still works? Thx for answer.
Drakten 25 Jan, 2018 @ 8:47pm 
I want to thank you for providing links to older versions. Much appreciated for those of us that don't want to spend hundred of $ on the dozens of "expansions". Thanks again! :steamhappy:
Hyperspearman.Swf - TheRyuSword 26 Dec, 2017 @ 1:00pm 
@Plomeo01, MTTH is short for Mean Time To Happen. It's how most events in EU4 work.
Plomeo01 24 Dec, 2017 @ 11:32am 
what is MTTH?
GuastardoDellaRadica 15 Dec, 2017 @ 6:01am 
Please can you update this?
Hyperspearman.Swf - TheRyuSword 16 Nov, 2017 @ 7:48am 
Update please?
SLÅ 11 Nov, 2017 @ 1:53am 
Awesome mod <3
Hylian Spectre 21 Oct, 2017 @ 10:37am 
Does this mod function with cultures in the Lost Cultural Union (Roman, Anglo-Saxon, Spartan, Scanian, etc)?
gedorfpohm  [author] 17 Sep, 2017 @ 7:00am 
@Max
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.
Hyperspearman.Swf - TheRyuSword 12 Sep, 2017 @ 6:04am 
@gedorphom, can you make it so that cultural union cultures spread as well?
Max 12 Sep, 2017 @ 4:15am 
I'm very sorry if you answered to a similar question before, I checked the other pages but I might have overlooked it.
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
Patze 3 Sep, 2017 @ 10:53am 
No problem. Thank you for the answer, really nice mod. Keep up the good work
gedorfpohm  [author] 3 Sep, 2017 @ 9:05am 
@Isabella
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.
Patze 19 Aug, 2017 @ 7:53am 
Really nice mod. Just a question, is it possible to disable the conversion for accepted or same group cultures?
gedorfpohm  [author] 3 Aug, 2017 @ 12:51pm 
@matteotironi95
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.
Matty 26 Jul, 2017 @ 9:42am 
a question: is the MTTH calculated on a national basis or a province by province basis? in other words, does having multiple eligible provinces make the event more frequent or not?
lordvetinari 17 Jul, 2017 @ 12:15am 
In case someone was wondering, I tried the mod with Extende Timeline and it works. I can't tell if MTTHs are normal or not, but I indeed had some conversions, so I cans safely say that at least the events fire properly.
lordvetinari 8 Jul, 2017 @ 1:55pm 
@gedorfpohm Thank you for the answer! Sorry I haven't answered earlier, I've been slightly ill.
2_Popes_1_Papacy 3 Jul, 2017 @ 12:21pm 
also thank you for updating this again, it just isnt the same playing without this mod!
2_Popes_1_Papacy 3 Jul, 2017 @ 12:21pm 
i used this with extended timeline back in 1.19
and it worked just fine, cant say if this is still the case though...
gedorfpohm  [author] 3 Jul, 2017 @ 8:59am 
@lordvetinari
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.
lordvetinari 3 Jul, 2017 @ 6:01am 
Thanks, yuo've been as helpful as a cat hanging on my scrotum with it's claws.
Arakhor 3 Jul, 2017 @ 4:27am 
Then try it at your own risk. :)
lordvetinari 3 Jul, 2017 @ 12:05am 
Yes, I have. But then I also read ET description, and it basically says "it's not compatible with any other mod ever, try that at your own risk", so I'm asking before I find out that a 9000 years campaing has to be thrown out of the window midway beacause of weird mod behaviour.
Arakhor 2 Jul, 2017 @ 4:58am 
Have you read the description?
lordvetinari 1 Jul, 2017 @ 9:23am 
Does this work with Extended Timeline?
ba6ranjy 29 Jun, 2017 @ 9:19am 
good to have you back man !;)
gedorfpohm  [author] 25 Jun, 2017 @ 7:39am 
Hi everyone,

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.
Zen 24 May, 2017 @ 3:38pm 
This is compatable with the new versions of the game though
Arakhor 20 Apr, 2017 @ 3:15pm 
If the author hasn't responded already, just repeating the calls for an update every few days is not actually going to change anything.
Cyniical 19 Apr, 2017 @ 8:04pm 
hopefully you have the time to update soon
falloutguy2999 17 Apr, 2017 @ 10:53pm 
@gedorfpohm i love your mod are you going to update this mod to 1.20?
Beardmonster 12 Apr, 2017 @ 9:37pm 
Any chance to see this an update soon? Seem you´ve got plenty of fans waiting... ;-)
Franz 7 Apr, 2017 @ 3:49am 
update please
MnM Ondreyson 6 Apr, 2017 @ 3:29pm 
whenever you can, 1.20 :) Love the mod
Roformer 2 6 Apr, 2017 @ 10:02am 
Update for 1.20.0.0?
Rastro 17 Feb, 2017 @ 9:38am 
Thank you
gedorfpohm  [author] 17 Feb, 2017 @ 8:25am 
Sorry, but I won't create different versions with a different MTTH. It's really easy to change, though. Simply search for "mean_time_to_happen" in the two event files and change "months=<XY>" to the numbers you like best.

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.