Always wondered why counties switched faiths and cultures abruptly, without any trace of the previous ones ?
This mod was created in order to improve faiths and cultures granularities, increasing the depth of this facet of the game.

[H2]Main Features[/H2]
• [b]Any number of faiths and cultures at province level[/b], displayed in the county view.
• [b]Conversions happen progressively at province level[/b], and it becomes very slow to completely convert a province and remove minority faiths/cultures.
• Ability to start councillor tasks directly in the province faiths/cultures view.
• Individual faith and culture map modes, displaying their granularity in the world.

[H2]Tension[/H2]
• [b]Each province has a level of faith tension and culture tension[/b], encompassing the population dissatisfaction (regarding their faith and culture) towards the county holder.
• Those tensions will evolve depending on the actions of their lieges (e.g. declaring wars) and progressively drift towards their baseline.
• [b]The higher the tensions, the greater the province maluses[/b] (decrease in Popular Opinion, Development growth, Holding taxes, Control decline).
• Faith Tension baseline depends on the faiths hostility and doctrines.
• Culture Tension baseline depends on the cultures acceptances and whether or not the county holder can speak the culture language.
• Each realm can change their [b]Tolerance Laws[/b] towards different cultures and faiths, with benefits and drawbacks.
• Multicultural realms where tension remain low will gain benefits depending on the cultures it contains.

[H3]Multiplayer[/H3]
The mod should fully work in multiplayer.

[H3]County Setup[/H3]
For now, minority faiths and minority cultures are set at game start from nearby provinces and using holy sites, as I am not a specialist in researching the way the cultures and religions were in history.
Either people can make their custom setup by using the mod scripted effects, or a collaborative historical project can be made to have as much minorities and complexity represented in the game as possible.

[b]For existing savegames:[/b] Play the game until the next 1st January, the religious and cultural minorities will setup then.

[H3]Planned Features[/H3]
• More ways to decrease tensions locally, such as special province laws/edicts.
• Longer-distance migrations
• Clergy demands and interference

[H2]Compatibility[/H2]
[url=https://steamcommunity.com/workshop/filedetails/discussion/3206891770/4358995579929270213/]Compatibility Patch Mods Thread[/url]

Fully compatible with my [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3336466278]Enhanced County View[/url] mod.

This mod tries to be as compatible as possible.

It is not compatible with mods that edit steward or court chapain tasks.
It does not depend on having vanilla faiths/cultures/counties, but uses the vanilla triggers/values for its systems.
It mostly works with Total Conversion Mods if loaded below in the playset, although the systems would need an additional compatibility mod.

Important vanilla files:
[CODE]
gui\window_county_view.gui
If this file is replaced by another mod (lower in the playset), the faiths/cultures buttons in the county view won't appear, which are required to see the mod windows.
[/CODE]

Other files being replaced would not break the mod main functionality.
More information in the compatibility.txt file in the mod.

[H3]Known issues[/H3]
• Starting a councillor task from the council menu gives less information about the task (modding doesn't allow province level task selection). Starting a task from the new windows should be the preferred way.
• Cultural acceptance promotion task changes will be displayed in "Recent Changes" instead of "Yearly Change" breakdown. 
• The faiths and cultures display is unfortunately disabled in observer mode (Issue with scripted guis).

Thanks to the Mod Co-op and the Paradox Modding Wiki for their help.