Originally Posted by
Septentrionalis
Thanks for confirming that, so I don't have to consider replacing or upgrading buildings with those of my own culture to expedite cultural conversion. So presence in the settlement itself or some other factors are in work when cultural conversion takes place early on in the game.
From the descr_campaign_db, these are all the factors influencing conversion:
Code:
<religion>
<max_witches_per_region uint="0"/>
<max_witches uint="0"/>
<max_heretics_per_region uint="0"/>
<max_heretics uint="0"/>
<max_heretics_conversion_modifier float="0.0"/>
<max_inquisitors_per_region uint="0"/>
<max_inquisitors uint="0"/>
<heretic_conversion_rate_modifier float="0.0000"/>
<heretic_conversion_rate_offset float="0.000"/>
<witch_conversion_rate_modifier float="0.0"/>
<witch_conversion_rate_offset float="0.00"/>
<inquisitor_conversion_rate_modifier float="0.000"/>
<inquisitor_conversion_rate_offset float="0.00"/>
<priest_conversion_rate_modifier float="0.000"/>
<priest_conversion_rate_offset float="0.000"/>
<witch_creation_modifier float="0.0"/>
<heretic_creation_modifier float="0.0"/>
<inquisitor_creation_modifier float="0.0"/>
<min_cardinal_piety uint="0"/>
<convert_to_heretic_base_modifier float="0.0"/>
<convert_to_heretic_unorthodox_modifier float="0.0"/>
<inquisitor_turn_start uint="0"/>
<inquisitor_target_crusades bool="false"/>
<founding_conversion_default_rate float="0.0002"/>
<neighbour_normalise_weight float="0.00015"/>
<governor_conversion_rate_offset float="0.0004"/>
<governor_conversion_rate_modifier float="0.0004"/>
<spy_conversion_rate_offset float="0.000"/>
<spy_conversion_rate_modifier float="0.000"/>
<owner_conversion_default_rate float="0.0002"/>
<spy_conversion_rate_foreign_modifier float="0.0"/>
Sometimes they pull in different directions, which can slow conversion in the absence of a converting building.