Revisiting this, taking a different approach. It's obvious that the building-related religious conversion methods are useful but faulty. Doing this by building conversion buildings would be hell, so going to attempt to do it using script commands. It's still pretty restrictive but I can see it working better.
This is a very small code snippet:
Code:
;**********Script 1H-2. Religion Conversion**********
;|Author| Augustus Lucifer
;|Purpose| Lets the player set conversion policies.
;|Changelog|
; o Script Created 7-09-09
monitor_event FactionTurnEnd FactionIsLocal
and FactionReligion daoxue
if I_LocalFaction song
if I_EventCounter religious_tolerance == 1
change_population_religion song daoxue 1 islam
change_population_religion song daoxue 1 mahayana
change_population_religion song daoxue 1 theravada
change_population_religion song daoxue 1 tengriism
change_population_religion song daoxue 1 vajrayana
change_population_religion song daoxue 1 heretic
end_if
if I_EventCounter religious_sponsorship == 1
change_population_religion song daoxue 2 islam
change_population_religion song daoxue 2 mahayana
change_population_religion song daoxue 2 theravada
change_population_religion song daoxue 2 tengriism
change_population_religion song daoxue 2 vajrayana
change_population_religion song daoxue 2 heretic
end_if
if I_EventCounter religious_persecution == 1
change_population_religion song daoxue 3 islam
change_population_religion song daoxue 3 mahayana
change_population_religion song daoxue 3 theravada
change_population_religion song daoxue 3 tengriism
change_population_religion song daoxue 3 vajrayana
change_population_religion song daoxue 3 heretic
end_if
end_if
end_monitor
So far all it does is check player faction, check current religion, and then check an event counter to determine how much to convert. There's a lot of things it doesn't do. Things which need to be added still:
- System for player setting policy: Tolerance, Sponsorship, Persecution
Possibly base it on advice request of some religious-related scroll or a priest selection or something of that nature.
- Random chance to convert so it isn't converting all the time
- Random chance modified by "likeness" of target religion to state religion
- Random chance modified by cultural policy
- Could also modify by buildings but this would be much harder and likely make a much longer script
This is tied in with lack of religious association for religious structures, and a lowered religious unrest modifier in the mechanics file, as well as a system by which the player can change state religion.
All of these need to be counterbalanced by a cost, and should be tied in with religious uprisings.