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Thx for your mod :)
I found a little problem with gompa monasteries and your mod.
If i play with your mod activated, i can't build gompa monasteries.
It appear but can't be enable.
But if i load the same game without your mod, i can build it.
So, we can play gompa monasteries without fix by disabling and re-enabling your mod.
If you want to fix it i will really thank you !
Thx again for your time !
PS : sorry for my poor english
If that fails, use this: https://www.dropbox.com/s/72grx7gq6j9bbkm/PCB_test_2.zip?dl=0
The first one is the current version of the mod, but with Roman building positioned after the special monastery for monastic feudals. For the record, I put the roman building inbetween the monastery and the Tibetan building only because that's what PDX did in the Holy Fury update. With luck that will fix the problem. If it doesn't, the second one removes all the newly added buildings, which does leave some cultures without their special building.
In the update to my mod I added several new buildings at the bottom of the list of cultural buildings. It may be that this somehow confused the game, but the exact mechanics of it elude me.
This makes my mod largely unnecessary, but I'll leave it up in case anyone still has any use for it.
I got the word from a fairly new member of their CK2 team who's been posting on their official forum. Here's the exact quote:
"This has been changed internally, so cultural buildings are based on province culture, and they are not destroyed on culture change. Instead they are deactivated, if your province changes culture. Should be released with the spring bug fix patch."
Let me know if you encounter any problems.
Check the link in my previous comment. The petition actually gives an example of the code change.
Essentially what I did was change the potential condition of the owner having the right culture to an OR expression of either the owner having the right culture or an AND block of the building existing and there not being any first tier cultural buildings of another culture in the holding.
That way you can always build the building of your culture (the first OR condition ensures it), but if you don't have the right culture the building still persists because an alternative condition for it's existence is that it exists (this also means that if doesn't already exist, you can't build it). Then if you build your culture's building the alternative condition is no longer true (because now you have a first tier cultural building of another type), so the old cultural building is no longer allowed to exist and it is gone.
You could also look at the edited game file in my mod.
(To access the suggestions subforum you need to have an account on the forums and link it with Steam.)
(Adds modifier: Impressed +10 opinion for 5 years.)