Crusader Kings II

Crusader Kings II

Cultural Bonuses
397 Comments
Random user 20 Apr @ 11:49am 
Unfortunately it isnt working with ''When the world stop making sense'' mod but i am still enjoying in the base game https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1247274300
Sundiata92 16 Apr, 2024 @ 4:14am 
Damn..
Maal  [author] 14 Apr, 2024 @ 2:14pm 
It was added at a later date and I must have missed it when doing the update.

I no longer have the mod's original file, not sure if I can update this.
Sundiata92 14 Apr, 2024 @ 11:42am 
why does the Mande Culture not have any bonuses?
Maal  [author] 17 Mar, 2024 @ 8:41am 
They are from other mods, like ck2plus, see descrption. this mod do not add culture.
GerthyBoy 17 Mar, 2024 @ 6:58am 
How do you make use of the new cultures? I can see in the pastebin things like "Venetian", "Austrian", and "Bavarian". But the cultures haven't popped up even with regional leaders being the top lieges in the relevant areas.
Maal  [author] 7 Oct, 2021 @ 2:20pm 
@Teoctlamazqui
Sure, no problem. Ain't like I paid much attention to this mod since... june 2019. Just be aware that it's not as straigth foward as it sound. Provincial bonus are in static_modifier, character bonus in the culture file. The bonus in the culture tooltip only show what's in the culture file so you need to add everything there anyways for it to show.
Teoctlamazqui 7 Oct, 2021 @ 8:04am 
Hey bud,I want to use your code to build off cultural bonuses for a submod I’m working on for a full conversion mod.this cool?I can post kudos and links to to mod if and when I’m done lol
Legate Gaius 19 Sep, 2021 @ 4:27pm 
@Maal Yeah I discovered what was happening. Your mixed with another mod called kingdoms reformed created the Adam and Eve glitch. So it was my faullt.
Maal  [author] 18 Sep, 2021 @ 11:12pm 
@Inquisitor Matheus
Weird, if that was the case then it would have been reported in the past 5 years. I do not even touch the names. Are you using other mods which might conflict?
Legate Gaius 18 Sep, 2021 @ 8:36pm 
Cool mod, but i think this broke some existing cultures, like gothic, coptic, dalmatian, sardinian, slovien and an Altaic culture. All of men and women are called Adam and eve
Maal  [author] 15 Mar, 2021 @ 1:42am 
It really depend on the bonus. I do not have control over what affect what. I can just "throw it at everything", and it will attach to what it want. It's how Paradox designed the scopes.
Donald Trump 14 Mar, 2021 @ 10:29pm 
This mod doesn't exactly work as you expect

90% of the bonuses apply to province rather than the person.

If you are a mongol Lord, holding a Persian province, your province gets all the Persian bonuses. You yourself only get the prestige bonuses

Maal  [author] 27 Feb, 2021 @ 4:50pm 
Probably because of eastern map mods, or that Korea might have some people/influence in CK2 far east map isn't 100% impossible. Or a surge in popularity of the game in Korea? I have no idea, Korea had very little influence outside its borders beside trading during that time period.
SaintBread 27 Feb, 2021 @ 2:45pm 
Why do so many people want Korean culture?
Fine 15 Feb, 2021 @ 10:20am 
the Irish starve easier, nice
yvictor20 28 Aug, 2020 @ 1:35am 
Okay. I'll try.
Maal  [author] 27 Aug, 2020 @ 5:14pm 
@yvictor20
Sadly I do not mod CKii anymore, only keep those I released alive.

This is a very simple mod however, its first mod so I did it with no modding knowledge of CKII. It would be a piece of cake fow a new modder to look inside, understand how it works and add korean and other new cultures himself I believe.
yvictor20 27 Aug, 2020 @ 9:15am 
Could you make a patch for some of the custom cultures mods that have recently been revived? Like the Korean Culture mod, Legacy of Arthur, and Dido's legacy? Love your mod by the way!
Ricky 24 Aug, 2020 @ 12:02pm 
I just wanted to make sure with you, in case you came across it and thought yourself cheated or something lol. I've already made the mod, code's much different to CK2 and your mod too.
Maal  [author] 24 Aug, 2020 @ 10:46am 
@Shalm
Sure, it's not like I own some exclusivity rights to a pre-existing set of code! I do not play Imperator: Rome however, so I won't really be able to assist.
Ricky 24 Aug, 2020 @ 8:10am 
Hey, Maal. Is it okay if I use this mod's likeliness for an Imperator: Rome Cultural Bonus mod.
Maal  [author] 22 Aug, 2020 @ 1:03pm 
@Sourenics
That's one old dusty mod description. Updated the links.

@Chris
I do not play CK2 right now so I only keep my CK2 mods on life support, someone else will have to do a WTWSMS version.
Sourenics 22 Aug, 2020 @ 5:03am 
I have HIP EMF without SWMH, but when I click the link you provided it brings me to the paradox forums, but I can't find the thread.
Chris 21 Aug, 2020 @ 6:00pm 
Is WTWSMS ever going to get a compatible version of this?
Maal  [author] 25 Jul, 2020 @ 4:16pm 
Thanks, it's fairly basic but repetitive mod. It was a good first mod to learn how things work.
Eagle 11 25 Jul, 2020 @ 7:55am 
cool mod. was thinking of doing such a thing then found yours haha
Maal  [author] 20 May, 2020 @ 10:11am 
@Karmic Shit Kicker
By "all" you mean all of mines or... ALL OF THE WORKSHOP. If you do use all of the workshop, that MIGHT be why the horses have issues, but a miracle if that's the only issue! I meant to ask if you were using other mods to check if any might conflicts with the horsey,
An Automaton Spy 20 May, 2020 @ 6:10am 
pretty much all of them
Maal  [author] 13 May, 2020 @ 3:20pm 
Glad it still that high even with this issue!
I'll have to check that later then. Using any other mods?
An Automaton Spy 13 May, 2020 @ 7:43am 
It looks like because the base game gives horse culture the sentiment and mongol boost it overwrites the mod. Not much of a big deal i think because its not a very likely thing to have horse rulers. Overall one pf my favourite mods, thanks for all the work
Maal  [author] 12 May, 2020 @ 4:04pm 
IIRC i gave animals some stupid bonuses. lemme find horses again...
manpower_growth = 0.05
population_growth = 0.05
nomad_tax_modifier = 0.1
local_tax_modifier = 0.1
levy_reinforce_rate = 0.1
light_cavalry_offensive = 0.2
light_cavalry_defensive = 0.2
knights_offensive = 0.2
knights_defensive = 0.2
horse_archers_offensive = 0.2
horse_archers_defensive = 0.2
camel_cavalry_offensive = 0.2
camel_cavalry_defensive = 0.2
I removed the silly stuff when they added the other animal cultures it seems. That might look like a lot of bonuses, but many are mutually exclusive for horde/non-horde government.
An Automaton Spy 12 May, 2020 @ 8:34am 
Planning on playing as Horse culture in a multiplayer game, are they supposed to get a bonus or are they stuck with the default +10 clan sentiment and +20 mongol opinion?
iraklionaurelius 11 May, 2020 @ 10:40pm 
many thanks!
Мариус 23 Apr, 2020 @ 12:14pm 
Great mod!:steamhappy::steamhappy::steamhappy::steamhappy:
Maal  [author] 25 Jan, 2020 @ 10:25pm 
@raguel
I made this mod before Paradox added that chunk of Africa, so CK2plus and/or HIP had camels, I think. Been a long time lol.
raguel 25 Jan, 2020 @ 9:13pm 
Not sure how I missed this one ;). Looking forward to playing around with Kanuri. Although I don't think Zaghawa nor Soninke have access to camels in game. However I want to play around with Reformation Reform and give them the doctrine that allows for camels and see what devilry I can stir up lol.
Maal  [author] 6 Jan, 2020 @ 5:09pm 
@Phoenix
Yes, 3.3.0 didn't really change anything but small number tweaks.
Phoenix 6 Jan, 2020 @ 4:11pm 
Does it work on v. 3.3.0?
Maal  [author] 15 Oct, 2019 @ 8:28pm 
@PoKa-chan
Thanks, it is all in the little details!
PoKa 15 Oct, 2019 @ 9:01am 
@Maal
yes, but , i don't know that mod has not been update since 2016, well, alright then.
that mod is very good, it fill the gap in the culture of the game, and you mod are awesome, because transform the cultures in unique status and feeling
Maal  [author] 14 Oct, 2019 @ 5:05pm 
@PoKa-chan
Do you mean this?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691245722

This mod wasn't updated since 2016, so it is either sightly broken if the mod was made without overwriting anything, or very broken by now. :/
PoKa 14 Oct, 2019 @ 12:58pm 
Will be great if works with cultural emergence mod
Maal  [author] 30 Sep, 2019 @ 3:48pm 
They might not be in the list in the description (it might need updating). But the sardinian and slovien (they are not called slovak I think, took me a minute to find out why I couldn't find it in my files lol) do have bonuses.

Or do you mean that you just subscribed to the mod and these culture have no bonuses on their tooltips? Might be an upload in error in that case, I'll wait for your confirmation before forcing a re-upload, as on my side the RAR file has these cultures.
Jodie_Miller 30 Sep, 2019 @ 8:57am 
@Maal I noticed that the newer cultures of Sardinian and Slovak don't have bonuses yet. Do you plan on adding bonuses for those cultures as well?
Maal  [author] 5 Sep, 2019 @ 7:51pm 
@Caio Soares
As in achievement-able ironman? No, all mods that do more than tweaks visuals cannot be used with that ironman.
Caio Soares 5 Sep, 2019 @ 7:32pm 
Good night is ironman compatible?
Wolves in the Throne Room 27 Aug, 2019 @ 10:08pm 
All the bonuses are arbitrary and have little historical basis. For example there are no cavalry bonuses for any of the areas of northern and central Europe that developed the entire traditions of chargers, destriers and hussars. What of the famous Swabian knights, the heavy warmblood destriers of NW Germany and Frisia? What of Nassau, what of the heavy Frankish horsemen and later knights that are the most famous? They get no bonuses for the things they were actually known for. Too many bonuses that have nothing to do with the cultures.
Maal  [author] 26 Aug, 2019 @ 10:26pm 
@Wolves in the Throne Room
The bonuses, all together, are insignifiant in the grand scheme of things.

Are calling a +2.5% bonus to all regular troops (where they can get 50~100%+ in bonus and the like from your buildings, tech, commanders, terrain... it is all additive) favoritism? My troops bonuses are always a total of +30%, or 15% + another half bonus like 0.5 income. Norse have +5% to heavy, light and archer. Which I would consider actually stronger than +2.5% to all.
Wolves in the Throne Room 26 Aug, 2019 @ 5:02pm 
This is biased garbage, I'm going to make and release a realistic one that doesn't selectively mega-boost certain favorite cultures, for example:

Aromanian vlash
pikemen offensive = 2.5%
pikemen defensive = 2.5%
light cavalry offensive = 2.5%
light cavalry defensive = 2.5%
knights offensive = 2.5%
knights defensive = 2.5%
heavy infantry offensive = 2.5%
heavy infantry defensive = 2.5%
light infantry offensive = 2.5%
light infantry defensive = 2.5%
archers offensive = 2.5%
archers defensive = 2.5%
retinue maintenence cost = -10%
short reign length = -2
levy reinforce rate = 5%
religion penalty = -10%