Crusader Kings II

Crusader Kings II

Fantastical Kingdoms
rat 9 Mar, 2019 @ 2:41am
My two cents on amending cultures.
First off, I want to say how much I absolutely love this mod, and I love the creator for making it and for sacrificing their own personal time to continue to improve this mod and make it better!
I just wanted to say that first before anything else, because I really do love this mod.

With that said, I just wanted to suggest a couple interesting additions to the cultures.

  1. Amazon
    Modification to the "vassal_decisions.txt" file in the "decisions" folder of CK2:
    vassal_castrate_decision = { only_playable = yes filter = court ai_target_filter = court ai_check_interval = 6 from_potential = { has_dlc = "Legacy of Rome" is_playable = yes OR = { culture_group = byzantine culture_group = chinese_group culture_group = amazon_group any_owned_bloodline = { has_bloodline_flag = bloodline_castration } } }
    The addition of "culture_group = amazon_group" (if I'm not mistaken) will give Amazon culture rulers the ability to castrate their prisoners! Fun! And, I mean, come on, that's totally something that the Amazons would do.
  2. The whole elves group
    I just think it would be interesting to have elves in the same culture group, so that they wouldn't have as large of a penalty towards each other. Of course I assume this means they won't appear in largely separated areas anymore, so I'm not really so big on this suggestion.
  3. All of the "#feminist = yes" cultures.
    Now don't get me wrong here, but I really don't think that every single culture has to have this modifier. It's the middle ages, people aren't going to be the most progressive about things like that. In my opinion, the only cultures that really need to have that modifier would be the Amazons (for obvious reasons), the Elves (because they're too smart for that sh*t) and, I dunno, maybe demons of something. I thought it was pretty cool that the Amazons had that modifier and I can't help but feel like giving the modifier out to everyone else takes away from the uniqueness of that culture.

    Another reason I don't think its necessary for every culture is because of the Enatic Doctrine for pagan religious reform. It completely removes the female heir malus, and not only that, men are completely excluded from power. It makes the feminist flag useless.
  4. Monster cultures
    I beg of thee, please give the cultures like "Beastman", "Kobold", and "Orc", etc. NEGATIVE character modifiers as well. (I was personally thinking a -2 hit to diplomacy considering their lack of social skills)
  5. Undead, Mummy, Vampire, and Demon
    I feel like these guys should get a similar bonus to health and malus to fertility that dragons do. It would be a simple addition to their culture.txt file:
    character_modifier = { health = 4 # A +4 health bonus makes it so characters live for a very long time, fertility = -0.5 # A -50% malus to fertility means they don't reproduce fast

So that ends my suggestions. Thank you for reading it and giving it a thought. I'm excited to hear back from the developer of this mod! If I haven't made it obvious I'm a big fan.
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Showing 1-8 of 8 comments
rat 9 Mar, 2019 @ 3:54am 
Oh! And I forgot to include this bit of code that I hope would enable characters with the Undead graphical culture to feast on human flesh!
This would be located in the decisions folder, "rip_torture_decisions.txt"
execute_eat = { only_playable = yes filter = court ai_target_filter = court ai_check_interval = 12 from_potential = { has_dlc = "Reapers" is_playable = yes is_adult = yes prisoner = no NOT = { trait = incapable } OR = { has_character_modifier = cannibal trait = cannibal_trait graphical_culture = beargfx graphical_culture = dragongfx graphical_culture = undeadgfx } OR = { trait = possessed trait = lunatic graphical_culture = beargfx graphical_culture = dragongfx graphical_culture = undeadgfx } }

A few lines of code below that there is some sort of exception to events that characters with the following traits get. I don't understand it well but it seems like it would be a good place to include "graphical_culture = undeadgfx" as well:
save_event_target_as = kinslayer_target FROM = { if = { limit = { NOR = { trait = lunatic graphical_culture = beargfx graphical_culture = dragongfx graphical_culture = undeadgfx } } add_trait = lunatic } if = { limit = { NOR = { has_character_modifier = crazy_cannibal graphical_culture = beargfx graphical_culture = dragongfx graphical_culture = undeadgfx } }
kyorinrin  [developer] 9 Mar, 2019 @ 10:19am 
1. Sounds intriguing. I wouldn't do it to the base mod though, but a sub mod might be good. There's also an on_action way of doing things as well where you can easily add to the right click on character menu I believe too. I just didn't look too much deeper for fear of being unable to balance this well and the huge amount of trouble shooting involved testing things.

2. Yeah elves would all be spawned next to each other, and also they would share the same overall territory size It would just get split in 3 and they would get less land overall. In most lore those 3 races aren't buddy buddy anyways. I do wish it wasn't just a default not my culture = I dislike you and was more individual to the person though, but that's just part of the game.

3. #feminist = yes The # at the front means that it's commented out, there's actually only a few feminist cultures like the Dark Elves, Amazons, a couple others that made sense. And all the feminist big does is remove the opinion penalty if a woman winds up in charge, it doesn't allow every culture to actually place them in charge.
:lunar2019grinningpig:

4. I'll think about it, I'm not completely against it. Originally I was going to do a +3 and -1 balancing act to each culture but decided against it for some reason I no longer remember. If you want to do this for your game it's really easy, just change the section in beastman_culture.txt where i have the character modifiers.
I think you have to use diplomacy_penalty = 1 though instead of diplomacy = 1, but I haven't tried it.

5. I try to avoid using + health because it also makes them resistant to diseases and damage and the like. They live longer as a side effect of being so much hardier. Maybe one culture as a +1 or something, but I wouldn't do it to many. For example I consider undead to be a swarm and definitely don't want them to be hardier.


Most of your suggestions I would love to do if we could make preset culture religion government combos like in Stellaris. But with it being full RNG you might get a relatively peaceful set of Demons one game, and blood thirsty sacrificial High Elves in another.
kyorinrin  [developer] 9 Mar, 2019 @ 10:36am 
What I would say is do any of the stat modifier ones yourself, just because I'd rather not push out an update only with minor tinkering like that. I'll look into the cannibalism stuff because that could be some nice flavor for each "race" and worth it but it's going to be awhile.

Honestly I just want to play some games for a bit, this last month it feels like I've been mostly modding and not even playing anything.

Also I found an interesting way of randomizing Religion names so they aren't ♥♥♥♥♥♥♥ insane as well and adds more to the randomization pool and am making a minor mod for that. It stacks with Fantastical Kingdoms in a fun way. Doesn't actually change the game, but has religion names that actually make sense. Still needs some work but:


WIP

Last edited by kyorinrin; 9 Mar, 2019 @ 10:38am
rat 9 Mar, 2019 @ 11:11am 
Originally posted by kyorinrin:
1. Sounds intriguing. I wouldn't do it to the base mod though, but a sub mod might be good. There's also an on_action way of doing things as well where you can easily add to the right click on character menu I believe too. I just didn't look too much deeper for fear of being unable to balance this well and the huge amount of trouble shooting involved testing things.
Cool! You say sub mod... Would you be alright with me developing a small submod for Fantastical Kingdoms for testing reasons? If so, I would post it to the workshop with your permission.

Oh, and another thing. I imagine that you also didn't look into it so much because it DOES expand the scope of the mod. Since it would theoretically make the mod incompatible with mods that enable blinding, castration, devouring for all cultures, or other mods that add cultures that are able to do any of those.

Originally posted by kyorinrin:
2. Yeah elves would all be spawned next to each other, and also they would share the same overall territory size It would just get split in 3 and they would get less land overall. In most lore those 3 races aren't buddy buddy anyways. I do wish it wasn't just a default not my culture = I dislike you and was more individual to the person though, but that's just part of the game.
Yeah that's what I was thinking. You've got a point. Less elves would definitely be a bummer!

Originally posted by kyorinrin:
3. #feminist = yes The # at the front means that it's commented out, there's actually only a few feminist cultures like the Dark Elves, Amazons, a couple others that made sense. And all the feminist big does is remove the opinion penalty if a woman winds up in charge, it doesn't allow every culture to actually place them in charge.
:lunar2019grinningpig:
Oh, whoops. I completely overlooked those number symbols. My bad.

Originally posted by kyorinrin:
4. I'll think about it, I'm not completely against it. Originally I was going to do a +3 and -1 balancing act to each culture but decided against it for some reason I no longer remember. If you want to do this for your game it's really easy, just change the section in beastman_culture.txt where i have the character modifiers.
I think you have to use diplomacy_penalty = 1 though instead of diplomacy = 1, but I haven't tried it.
I would imagine that simply using "diplomacy = -1" would have the effect that you're looking for. But again, I have some testing by myself to do.

Originally posted by kyorinrin:
5. I try to avoid using + health because it also makes them resistant to diseases and damage and the like. They live longer as a side effect of being so much hardier. Maybe one culture as a +1 or something, but I wouldn't do it to many. For example I consider undead to be a swarm and definitely don't want them to be hardier.
You've got a fair point. As far as living much longer, I was aware of that. The Dragon culture in game is what I was basing my suggestions off of.

I thought that trading +4 health for -50% fertility was an interesting idea. (Although they have a -10 general opinion modifier as well, so that could be to help balance even further). Meaning there's going to be a whole lot less numerous if their fertility is at 0% by default! That would mean family members who aren't actively looking to have heirs won't sire children, etc.

I felt that would be fitting of vampires and undead. Maybe vampires could get a +1 health bonus and undead could get a +2 bonus. With each getting either a small fertility bonus (say 10% for vampires and 20% for zombies). And a negative general opinion modifier for both because they're both disgustang monsters! Oh, and I think people should hate demons too. But that's just me lol.

Originally posted by kyorinrin:
Most of your suggestions I would love to do if we could make preset culture religion government combos like in Stellaris. But with it being full RNG you might get a relatively peaceful set of Demons one game, and blood thirsty sacrificial High Elves in another.

Yeah that's definitely an issue. The unpredictability of each culture is definitely a factor to take into consideration.

Originally posted by kyorinrin:
What I would say is do any of the stat modifier ones yourself, just because I'd rather not push out an update only with minor tinkering like that...
Alright, I'll look into it. Like I said earlier, I can look into making a submod. Only reason I was asking you about this instead of modding my own game was because I like playing with this mod with my buds.

Originally posted by kyorinrin:
...Honestly I just want to play some games for a bit, this last month it feels like I've been mostly modding and not even playing anything...
Damn now I feel bad :lilimsob:. That honestly sucks my guy. I know that feeling. Not how you feel as the modder, per se, but I remember spending hours downloading numerous mods for TF2. In the end I only played the game for a fraction of the amount of time I spent modding it. That feeling sucked.

Anyways, thank you for the response! It's cool to have a dev reply to a rando like me. I'm glad I could give you some ideas and propose things you found intriguing.
rat 9 Mar, 2019 @ 11:13am 
Originally posted by kyorinrin:
Also I found an interesting way of randomizing Religion names so they aren't ♥♥♥♥♥♥♥ insane as well and adds more to the randomization pool and am making a minor mod for that. It stacks with Fantastical Kingdoms in a fun way. Doesn't actually change the game, but has religion names that actually make sense....
That looks pretty cool! It seems like you used a similar kind of code as the one that names secret societies? As in, the high god names the actual group?
kyorinrin  [developer] 9 Mar, 2019 @ 8:13pm 
Originally posted by sNEK:
Cool! You say sub mod... Would you be alright with me developing a small submod for Fantastical Kingdoms for testing reasons? If so, I would post it to the workshop with your permission.

Oh, and another thing. I imagine that you also didn't look into it so much because it DOES expand the scope of the mod. Since it would theoretically make the mod incompatible with mods that enable blinding, castration, devouring for all cultures, or other mods that add cultures that are able to do any of those.

Go for it with the sub mod. The only thing I don't want is people using the portraits for total conversions or other separate projects since they aren't mine to give out. It sounds like you have some specific ideas for cultures that are different from mine (fair enough) so a sub mod would be perfect. FK Cultural Racials or whatever you want to call it and set up each as you like.

There's a sub mod section here.[ck2.paradoxwikis.com]
Than, as an example, in your mod have the /common/culture/demon_culture.txt file of yours with the cultural modifier values you want instead. As long as it's the same folder structure and has my mod as a dependency your file will just overwrite mine.


But yeah on my end I want to keep my mod as basic as possible so that it's compatible with as much as I can. Also we all have our own ideas on how each culture should be setup so I went the minimal route.

And with the new mod I'm working on nah I'm just changing the /common/alternate_start/02_naming file. Figured out a few tricks with it and localisation files that were pretty fun and it's all 100% working.
Now I'm just having fun thinking of extra descriptions and names for religions, gods, devils, priests, and different words for Crusade (Cleansing for example).
slan666 12 Mar, 2019 @ 5:33am 
@sNEK
I'm curtently working on a submod base on Fantastical Kingdom mod. If you want we can exchange about it. I'm currently trying to developpe version 1 of this submod :
- create racial trait for each race : i prefer to have this way than apply character modifier through the culture system. It was made this way for mod like Elder Kings or middle earth project and it seem the safier way.
- create starting and longlife creature killing event : events to give at game start every creature his racial trait and allowing elves/dwarves to live longer but not adding extrat health.

After i'll see to implement special government and religion.
rat 12 Mar, 2019 @ 4:08pm 
Originally posted by slan666:
@sNEK
I'm curtently working on a submod base on Fantastical Kingdom mod. If you want we can exchange about it. I'm currently trying to developpe version 1 of this submod :
- create racial trait for each race : i prefer to have this way than apply character modifier through the culture system. It was made this way for mod like Elder Kings or middle earth project and it seem the safier way.
- create starting and longlife creature killing event : events to give at game start every creature his racial trait and allowing elves/dwarves to live longer but not adding extrat health.

After i'll see to implement special government and religion.

Alright, sure thing. I'll shoot you an invite.
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