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This would be located in the decisions folder, "rip_torture_decisions.txt"
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:
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.
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.
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
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.
Yeah that's what I was thinking. You've got a point. Less elves would definitely be a bummer!
Oh, whoops. I completely overlooked those number symbols. My bad.
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.
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.
Yeah that's definitely an issue. The unpredictability of each culture is definitely a factor to take into consideration.
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.
Damn now I feel bad
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.
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).
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.