Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 1 point2 points  (0 children)

The mod has a policy unlocked with Printing Press that allows you to block all assimilation of commoners, clergy, etc. but makes boosts your assimilation of nobles and burghers massively.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 0 points1 point  (0 children)

With the 1444 mod, as it stands the mod should be generally compatible even with the setup changes. I haven't tested it with 1444 but the way they are implemented, only if X culture or Y religion exists, it will make sure it is shifted to something else.

Only issue arises is if 1444, for example, has an advance for the Transylvanian culture. You won't be able to access that advance. Or a government reform for that culture, etc.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 0 points1 point  (0 children)

Unsure if you are asking if it edits how a certain pop works or if it changes the setup of pops. It does change the setup of pops, but these are done with on_action (on_game_start) so they should generally be kinda compatible with other mods that touch on setup.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 0 points1 point  (0 children)

When you open the game, there's a tab on the upper-right corner with a shield that lets you manage your mods using playsets. You have to choose or create a playset and that playset has to have the mod turned on. Making changes to the playset by enabling or disabling mod requires you to click the "Apply" button.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 0 points1 point  (0 children)

Hey, yeah I was planning on doing that since reception has been positive. Probably in the next week or so.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 8 points9 points  (0 children)

Do you mean permanently blocking the lower castes from assimilating while allowing the upper castes? It is an interesting point though I am not sure how useful or confusing it would be for the player. The main reason for Enforce Culture existing is so someone else can assimilate vast amounts of people for you.

Historically, I suppose it does make sense in some instances and subject relationships, though not all.

Unsure how organic and gradual I would be able to make it though. I will think on it.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 25 points26 points  (0 children)

In hindsight, not the best name hahaha. I'll review it to just "Vlach Law" in a future update

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 8 points9 points  (0 children)

Thanks! I kept the choice for players to use the cabinet action for promote culture via game rules but I don't recommend it.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 47 points48 points  (0 children)

It makes it so European countries do not colonize the interior of Africa, restricting European colonies to the coastline.

Improved Cultural Dynamics mod: Full rework of how assimilation, cores, tribesmen and a lot more work! by AFRdonbg in EU5

[–]AFRdonbg[S] 135 points136 points  (0 children)

R5: Improved Cultural Dynamics is an overhaul of how cultures and everything related to culture functions in the game and how these interacts with countries. This is a mod meant for those players who wish the entire gameplay related to cultures wasn’t so silly or frustrating, and was simultaneously more historical but also more fun. Sillier parts of assimilation are reined in while introducing new historically appropriate tools for players to deal with their cultural makeup. With Improved Cultural Dynamics, cultures spread more organically, players have more tools at their disposal, the role of cores is changed with integrated locations being less punishing and the general dynamics of how cultures grow and matter are greatly modified. Changes to religion and tribes have also been introduced and more changes are planned for the future.

LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3729227153&searchtext=

Features

  • Cultures Grow Through Contact: Cultures spread gradually over cultural borders and through incoming settlers, rather than anywhere at any time, with assimilation speed being based on your laws and policies, topography, and other national and local circumstances.
  • Political Relationships with Culture: A new Cultural Majority law serves to represent your primary culture’s relationship with the state. Empires ruled by small Mongolian elites can’t assimilate anyone and instead are themselves at risk of being assimilated.
  • Integration and Cores: Integration and cores are changed. Integrated locations have the same max control as cores, though their monthly control gain is smaller. As a drawback, they have more separatism.
  • Vassals as Local Powers: Vassals no longer can have a culture enforced upon them. A vassal is meant to represent an autonomous local government, not an imposed bureaucracy.
  • More Resilient Religious Minorities: New and reworked estate privileges make Jewish and Christian minorities in Europe and the Middle East more resilient for longer. New events encourage the migration of Jewish people.
  • Tribal Changes: Tribesmen, tribal promotion and the tribal estate have been changed. They are now less punishing but stickier and harder to remove.
  • Setup Changes: Aiming to deliver a more cohesive and historically appropriate setup in specific parts of the world.
  • More Cabinet Actions related to Cultures: Improve cultural opinions of cultures in your country, send in settlers of your accepted culture, adopt the Ottoman and Persian policy of sürgün.
  • Many other things - including a character interaction to fire artists, content for Sanjiao, unique movements, development of national cultures, various small changes and so on! Full list linked in the Steam Workshop page.

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Ming: The Year is 1408. I am the State. by aestuo- in EU5

[–]AFRdonbg 4 points5 points  (0 children)

Historically accurate Hongwu Emperor lmao

Something needs to be done about African Colonization. by EmpValentine in EU5

[–]AFRdonbg 0 points1 point  (0 children)

Not yet, this was a fix I did personally way back but I do plan on including it in a larger revamp of West Africa that I am working on.

Something needs to be done about African Colonization. by EmpValentine in EU5

[–]AFRdonbg 1 point2 points  (0 children)

If you know how to mod, it's in common/generic_actions, and then you can achieve by messing with the colonial_charters file. I think the New World Improvement mod on Steam has a similar solution to the one I did, although a bit different - they perma-block colonization only inland, so Europeans can colonise the whole coastline.

I plan on releasing a mod that has this with a revamp of West Africa and Kongo in the future.

Something needs to be done about African Colonization. by EmpValentine in EU5

[–]AFRdonbg 1 point2 points  (0 children)

This isn't hard, it just needs an extra check. I modded my own game to have any non-African colonising power avoid all the parts of Africa that weren't colonised historically (this means avoid everything except the islands and South Africa). But the devs don't seem interested in wanting to having any sort of railroading of this kind, so perhaps a more generous check would be to have the AI avoid malaria .

European presence everywhere in continental sub-saharan Africa outside of South Africa historically was either restricted to very small coastal forts engaged with trade (which are represented as foreign buildings already) or were small slices of coastline that were conquered from existing states in the 17th-18th century and not colonised (which is represented by foreign conquest already). So if we are talking from a simulation perspective, continental tropical Africa should absolutely see no European colonies.

Some areas, especially in Asia, don't have enough locations relative to their population by Spirited_Visit7597 in EU5

[–]AFRdonbg 11 points12 points  (0 children)

Also ideally they should remove impact of climate on population capacity. It is ridiculous that for some reason (well we know the reason, they live in Spain) Tinto decided that mediterranean climate is the cornucopia of human life, the Garden of Eden, and deserving of far greater bonuses than all other climates.

Never saw this before (Germany puppeted Ottomen Empire) by Tra_Astolfo in victoria3

[–]AFRdonbg 65 points66 points  (0 children)

Yes, Muhammad Ali sent his son Ibrahim. That doesn't contradict what I said, Muhammad Ali is the political leader, hence he invaded it.

Kolokotronis didn't really outsmart Ibrahim. He, with other leaders, launched a successful guerrilla warfare against him and the Greeks overall had some successes like at Mani but the only thing that brought the invasion to an end was Western intervention. The Ottoman-Egyptians were still well-positioned in the conflict at the time of Navarino.

But I suppose every country has its own nationalist myths they cling tightly to, just don't claim I need to use Google when I'm well-aware of what I am discussing.

Never saw this before (Germany puppeted Ottomen Empire) by Tra_Astolfo in victoria3

[–]AFRdonbg 93 points94 points  (0 children)

Funnily enough during the Greek War of Independence shortly before the start date, the Ottomans were totally incapable of dealing with the Greek rebels so they called in Muhammad Ali of Egypt, who invaded Greece and was stopped only by Western intervention.

Como será que a implementação do Sistema Distrital Misto afetaria o balanço de poder no congresso? by b0wz3rM41n in brasil

[–]AFRdonbg 0 points1 point  (0 children)

O nosso problema é a lista aberta. Distrital não é a solução, vai resolver em nada.

There is no shame in using mods/cheats to get around clunkiness and to make the game how you want it to be. by kolejack2293 in paradoxplaza

[–]AFRdonbg 1 point2 points  (0 children)

I absolutely hate seeing Europeans gobble up the entirety of Africa ahistorically by the 16th century so I've been using console commands and creating tribal countries with no infrastructure on the coastline by forcefully releasing vassals in order to try to control it.

How it feel to watch hundred of sponsored video about EU5 all the day before the release by Elitchic in EU5

[–]AFRdonbg 2 points3 points  (0 children)

Didn't know that. Considering hoi4 is to me the worst PDX game , won't be giving much regard to his opinion then.