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  1. #1

    Default religion

    How do you made religion conversion rate even more slow because it was never easy to covert people. it should take decades and century's.

  2. #2
    irishron's Avatar Cura Palatii
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    Default Re: religion

    One would be to lengthen the build times of churches, limit the number of priests per church, and edit all the conversion traits and ancillaries.

  3. #3

    Default Re: religion

    I want to change the conversion rate. It should be that even if you have several priest in one province that it would take half the game to get it to a bear majority of you religion.

  4. #4
    irishron's Avatar Cura Palatii
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    Default Re: religion

    Build a small chapel, never upgrade it, never put a priest in the region. It about as slow as you can get and still convert.

  5. #5

    Default Re: religion

    I want to alter this

    <religion>
    <max_witches_per_region uint="1"/>
    <max_witches uint="15"/>
    <max_heretics_per_region uint="1"/>
    <max_heretics uint="30"/>
    <max_heretics_conversion_modifier float="1.0"/>
    <max_inquisitors_per_region uint="1"/>
    <max_inquisitors uint="12"/>
    <heretic_conversion_rate_modifier float="0.0075"/>
    <heretic_conversion_rate_offset float="0.025"/>
    <witch_conversion_rate_modifier float="0.0"/>
    <witch_conversion_rate_offset float="0.02"/>
    <inquisitor_conversion_rate_modifier float="0.010"/>
    <inquisitor_conversion_rate_offset float="0.04"/>
    <priest_conversion_rate_modifier float="0.004"/>
    <priest_conversion_rate_offset float="0.015"/>
    <witch_creation_modifier float="2.0"/>
    <heretic_creation_modifier float="0.2"/>
    <inquisitor_creation_modifier float="0.1"/>
    <min_cardinal_piety uint="5"/>
    <convert_to_heretic_base_modifier float="8.0"/>
    <convert_to_heretic_unorthodox_modifier float="0.5"/>
    <inquisitor_turn_start uint="20"/>
    <inquisitor_target_crusades bool="false"/>
    <founding_conversion_default_rate float="0.0"/>
    <neighbour_normalise_weight float="0.02"/>
    <governor_conversion_rate_offset float="0.02"/>
    <governor_conversion_rate_modifier float="0.025"/>
    <spy_conversion_rate_offset float="0.001"/>
    <spy_conversion_rate_modifier float="0.002"/>
    <owner_conversion_default_rate float="0.02"/>
    <spy_conversion_rate_foreign_modifier float="0.0"/>
    </religion>

    what do i change here.

  6. #6
    Vegas_Bear's Avatar Biarchus
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    Default Re: religion

    I'd try and lower these two, they are related to priests conversion -

    Code:
          <priest_conversion_rate_modifier float="0.004"/>
          <priest_conversion_rate_offset float="0.015"/>

    The witch, heretic, and inquisitor are related to slave faction, lower there conversion rate as well if you want theres slower too.

    Vegas_Bear

  7. #7
    SpyrosM91's Avatar Despotes
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    Default Re: religion

    yes but how much??? is the "system" linear?? "halfening" the two mumbers (e.g. to 0.002 & 0.008) will make the conversion rate half??? and also what do the two options (modifier & offset) stand for???



    also: does the governor convert people?? and does it have anything to do with piety??? (and yes, i know higher piety level => more settlement income)
    <governor_conversion_rate_offset float="0.02"/>
    <governor_conversion_rate_modifier float="0.025"/>


    and a last thing:
    <owner_conversion_default_rate float="0.02"/>
    <neighbour_normalise_weight float="0.02"/>
    ????



    thanks!
    Proud Tsardoms Total War: Historian - Coder - Scripter - Mapper

  8. #8

    Default Re: religion

    ...all I can say is that in the past I have moved this <heretic_conversion_rate_modifier float="0.0075"/> 1 decimal over to this
    <heretic_conversion_rate_modifier float="0.075"/>...and it was hardcore Heretic hell on earth...bit too much... i am currently testing at <heretic_conversion_rate_modifier float="0.0099"/> which so far is seeming ok...others, don't know

  9. #9

    Default Re: religion

    ...Lots to think on above...I might experiment for myself one day with every regions religion with a 20/20/20/20/20 %...and just leave it to rely on the conversion...Wicca, in the reverence you’re mentioning it, would be an anachronism of modern altruistic empathy backdated like all religions because antiquity = Validity in a "I was there first, last and always kinda" way...but I know what you’re getting at...in the there never was a Rev. Montague Summers Satanic Witchcult, I concur,...I don’t doubt the paganism...just the modern expectation of what it would entail...but as Emerson said, “There is no such thing as History yadiyada” so none of us will ever truly know...even Herodotus has utter horsecrap in it...Remember, at it’s basic level...it is supposed to be Total War in all it’s black and white simplicity In the Machiavellian/genocidal/escapism sense...
    ...and finally...GOOD TO SEE YOU BACK IN THE SADDLE...
    ...I need to sleep....
    Last edited by Voice of Treason; July 31, 2011 at 09:58 AM. Reason: horrendous spelling whilst tired

  10. #10

    Default Re: religion

    Is it possible to create a 6th religion (assuming the fact that heretics are part of a religion) ?

  11. #11
    AJStoner's Avatar Lord of Entropy
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    Default Re: religion

    You can make at least 2 new religions without issue, not sure what the max is but there is a religion tutorial and I think I recall it giving an exact figure.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  12. #12

  13. #13

    Icon1 Re: religion

    I know from personal experience you can have nine religions without causing a problem.

    I may be wrong but I seem to remember if you add a 10th religion you get a display problem on the settlements panel in game?

  14. #14

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