Crusader Kings II

Crusader Kings II

Persistent Cultural Buildings
28 Comments
deadmeat 10 Jul, 2020 @ 9:42am 
Hi,
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
Lord Farious 12 Jun, 2019 @ 12:12pm 
Thanks, the second version that you posted fixed my problem! I am not using Holy Fury, and I started my current campaign literally days before the patch released, so maybe that attributed to my issue. Either way, my save is playable again! Thanks!
Dragatus  [author] 10 Jun, 2019 @ 12:49pm 
Try this first: https://www.dropbox.com/s/618hu4do5wamyh2/PCB_test.zip?dl=0

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.
Lord Farious 10 Jun, 2019 @ 10:50am 
I don't believe that it is from interaction with the two mods, since Unique Buildings only adds historical sites like the Hagia Sophia and ruins of Hadrian's Wall. The Small Radhanite Compounds are associated with trade posts for Jewish rulers, and Elephant Camps are available for a nomadic capital, based on location. I had assumed that the addition of the new buildings some how moved around their ID numbers, I've had similar happen with trait mods which is why I only use specific ones that I know get updated, but since I did not make the mod, I could not be sure. Is there any way that I could get the version of the mod before the most recent update, rather than having to scrap my current campaign?
Dragatus  [author] 10 Jun, 2019 @ 4:29am 
It must be some sort of interaction between my mod and Unique Buildings, assuming that one didn't update and cause the problems on it's own. Elephant Camp and Small Radhanite Camp are not buildings from my mod or the unmodded game, so I'm guessing they were added by Unique Buildings.

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.
Lord Farious 10 Jun, 2019 @ 3:40am 
In Ingria, instead of building a Shipbuilder, an Elephant camp was built instead, and in multiple other counties, instead of building a Practice Range, Small Radhanite Camps were being built. All of that construction stops immediately upon unpausing the game, however. Most of my mods are graphical in nature, primarily for character portraits, so the only other one that would interact with yours that I could think of is the Unique Buildings mod, but I don't think that one would necessarily interact with yours, especially since I was not having this issue until the update.
Dragatus  [author] 9 Jun, 2019 @ 11:20pm 
And my apologies for causing this. I had no idea it could happen.
Dragatus  [author] 9 Jun, 2019 @ 11:20pm 
That's strange. Can you specify which building exactly didn't get built and which got built instead? Are you using any other mods that could interact with this one?
Lord Farious 9 Jun, 2019 @ 5:26pm 
The buildings that I was in the process of constructing all were changed to different buildings that I either already had constructed, or from a different culture, so they completely cancel construction when I unpause the game as soon as I load my save. Nothing that I had already built was lost, but I did lose my funding into those upgrades and construction.
Dragatus  [author] 9 Jun, 2019 @ 5:16pm 
To clarify, you were in the progress of upgrading some buildings and that progress was lost? But you didn't lose any existing building levels?
Lord Farious 9 Jun, 2019 @ 4:56pm 
So, the new update to the mod has completely wrecked all of my building progress in my current save. The buildings in progress in each hold were changed, so most of my construction has been nullified on unpausing the game.
Bencores 9 Jun, 2019 @ 2:12pm 
A képen a budai várat láthatjuk? :steamhappy:
Dragatus  [author] 9 Jun, 2019 @ 2:01am 
And the mod is now updated for 3.2. Tribal cultural buildings aren't covert, but the castles ones are. Also added a new cultural building for Assyrian culture and changed Roman building from Pikemen to Heavy Infantry.
Dragatus  [author] 8 Jun, 2019 @ 6:57pm 
I wasn't planning to, but seeing how 630 people are still subscribed to the mod I probably should.
Catgirl Béatrice 8 Jun, 2019 @ 6:52pm 
Hello. Do you plan on updating this?
Dragatus  [author] 16 Jan, 2019 @ 1:03pm 
Warning: the mod hasn't been updated for Holy Fury yet.
angel_1914 13 Jan, 2019 @ 2:02am 
Great mod.
Dragatus  [author] 13 Jun, 2018 @ 10:24pm 
I'm glad I left the mod up as I've played with the new province-tied cultural buildings and I personally found that I prefer having the building tied to ruler culture instead of province culture.
Dragatus  [author] 15 May, 2018 @ 11:08pm 
The recent 2.8.2 patch made it so that cultural buildings are tied to province culture and if the culture doesn't match the building is deactivated instead of destroyed. If culture changes back the building will become re-activated.

This makes my mod largely unnecessary, but I'll leave it up in case anyone still has any use for it.
Dragatus  [author] 14 Mar, 2018 @ 10:55am 
I have no intention to make a HIP version and it's actually not necessary. PDX will finally address the issue in the next patch for the game, which will make my mod unnecessary.

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."
maximius_serbus 12 Mar, 2018 @ 9:25am 
Great idea and great mod, can you please make version for HIP as well?
full stop 27 Feb, 2018 @ 11:33pm 
excellent mod idea. will test now.
Dragatus  [author] 16 Nov, 2017 @ 7:45am 
The mod has been updated with the new cultural buildings from the 2.8 patch (Jade Dragon DLC).

Let me know if you encounter any problems.
Dragatus  [author] 25 Oct, 2017 @ 12:44am 
@Davidius

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.
Davidius The Mad 23 Oct, 2017 @ 12:55pm 
How did you manage to make them persistent? I am trying to achieve the same effect in a mod of CK2, and I would be grateful for some assistance.
Dragatus  [author] 21 Jun, 2017 @ 9:15am 
I have actually petitioned Paradox to include this in a patch on their forums: https://forum.paradoxplaza.com/forum/index.php?threads/cultural-buildings-not-getting-instantly-destroyed-when-owner-culture-changes-with-code-suggestion.1008080/

(To access the suggestions subforum you need to have an account on the forums and link it with Steam.)
C4st1gator 10 Jun, 2017 @ 9:13am 
Paradox should have made them convertible, persistent, or even tied to county culture. Instead, this issue is still around. Thank you, kind modder.
(Adds modifier: Impressed +10 opinion for 5 years.)
Metal Izanagi 24 Mar, 2017 @ 2:49pm 
Huh, pretty awesome. Was looking for something that did this. This will actually work perfectly alongside my mod that makes the papacy playable. Cultural buildings getting destroyed has been a source of quite a bit of lost gold due to the ever-changing culture of the pope. Amazing work!