SIZE
3.06MB
SUGGESTED GAME VERSION
*
40 Subscribers
5
The aim of this mod is to provide a more granular and realistic approach to religions and cultures than the vanilla one-per-county model. Each county now may have a number of minority groups of different faiths and cultures; certain counties with historical minority populations have these added at the start of the game. The culture and faith conversion councillor tasks have been changed: Rather than waiting 10 years and having everyone in a county convert at once, conversion now proceeds in 3 stages. The first establishes a small minority of the desired faith or culture. The second causes that small minority to grow into a large minority. The third causes the faith/culture to flip to what is desired, however the old faith/culture remains as a large minority. This should make it much more difficult for entire faiths or cultures to die out completely. From time to time, a county's peasants may decide to migrate to a neighboring county, forming or reinforcing a minority in that county. This may cause the county's faith or culture to flip on its own. More rarely, an existing minority in a county may grow larger, or migrate to another county. Additionally, whenever there is a minority present in a county, it will periodically spawn courtiers for whoever holds that county. A new Law tab has been added to the Realm window. You may choose to Accept, Tolerate, or Unwelcome other faiths or cultures. "Accept" grants opinion bonuses to different faiths/cultures, but blocks you from performing the associated type of county conversion. "Tolerate" is the default, and doesn't cause any additional changes. "Unwelcomed" provides an opinion malus, but allows converting county minorities via the normal councilor action. Rulers who have taken an "Unwelcomed" law may choose a faith or culture to expel from their realm, seizing gold in the process, somewhat similarly to the Expel Jews decision in CK2. They will be moved to a random county in a neighboring realm. You can only do this every 10 years. ======================= Credit to for the Law GUI. ======================= Compatibility: This mod is savegame compatible, with the exception that the historical minorities won't be added. Everything else will operate as normal. This should be compatible with most mods except those that modify the county and realm GUI windows. This means modded faiths or cultures or even total conversions (which don't modify the aforementioned GUIs) should run without issue. ======================= This is an early release and (will be) a core feature
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS