What is the best way to down tone down the chance of heretics appearing and their strength once they appear. I feel they appear too often and worse when they do are extremely overpowered.
Thanks for the help.
What is the best way to down tone down the chance of heretics appearing and their strength once they appear. I feel they appear too often and worse when they do are extremely overpowered.
Thanks for the help.
you can hunt them down with units.
take every space to move and kill them at last by moving a unit to the position of the heretic (spy, assassin, princess, diplomat or merchant).
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Thanks for the advice, but that is just a "gamey" fix to a "broken" mechanic. I was hoping to actually go in and mod them back to a reasonable level for my next campaign so I would not have to use such tactics while playing.
Thank you for reposting that so I didn't have to look for it and dig it up.![]()
Do you know by any chance what the setting were in 6.3? I'd like to be able to compare and pick a middle balance, I don't mind them being a bit tougher. Or if you have suggested or recommended settings I'd be open to try them. Thanks for the help.
Also I saw there was a way to effect heretics in the descr_campaign_db.xml file. In the Religion section. Which method(s) and settings would be best for a toned down, still more challenging than vanilla, and balanced system?
Code:<religion> <max_witches_per_region uint="1"/> <max_witches uint="25"/> <max_heretics_per_region uint="1"/> <max_heretics uint="50"/> <max_heretics_conversion_modifier float="3.0"/> <max_inquisitors_per_region uint="1"/> <max_inquisitors uint="15"/> <heretic_conversion_rate_modifier float="0.0175"/> <heretic_conversion_rate_offset float="0.025"/> <witch_conversion_rate_modifier float="0.03"/> <witch_conversion_rate_offset float="0.025"/> <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="20.0"/> <heretic_creation_modifier float="9.0"/> <inquisitor_creation_modifier float="0.3"/> <min_cardinal_piety uint="5"/> <convert_to_heretic_base_modifier float="8.0"/> <convert_to_heretic_unorthodox_modifier float="0.35"/> <inquisitor_turn_start uint="0"/> <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>
Last edited by AstroCat; April 05, 2011 at 08:07 AM.
I can't be the only one who has lowered the heretics back to a more reasonable level. Has anyone found a balanced set of modifiers that works well?
These are the values from a version of my old rozmod with SS6.2 and RC/RR - can't say now whether the values are vanilla SS6.2, RC/RR or mine or got from somewhere else:
Code:<religion> <max_witches_per_region uint="1"/> <max_witches uint="10"/> <max_heretics_per_region uint="1"/> <max_heretics uint="20"/> <max_heretics_conversion_modifier float="1.0"/> <max_inquisitors_per_region uint="1"/> <max_inquisitors uint="10"/> <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="0.005"/> <priest_conversion_rate_offset float="0.02"/> <witch_creation_modifier float="1.0"/> <heretic_creation_modifier float="0.2"/> <inquisitor_creation_modifier float="0.1"/> <min_cardinal_piety uint="5"/> <convert_to_heretic_base_modifier float="4.0"/> <convert_to_heretic_unorthodox_modifier float="0.5"/> <inquisitor_turn_start uint="100"/> <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>
Whats funny is throwing the all to Rome with the Pope, even the dreaded Inquisitors can stop them, I figure they deserve each other...
So is it better to mod the heretics in the export_descr_character_traits.txt file or the descr_campaign_db.xml file? Or some combination of them?
I'd like to see if there's a way to give heretics inverse piety/denouncability attributes. That is, a heretic who isn't especially zealous is harder to track and actually prove anything against, since his beliefs are generally going to be more low key and less well-known by the public. A heretic with strong beliefs is going to get himself killed most of the time if he doesn't escape the clutches of the Church.
That way, low-level heretics who individually have a lower effect on the strat map are very difficult to take out, and heretics who can cause big religious swings can be dealt with relatively quickly if you have priests who don't fall to heretical beliefs before they can denounce them.
Ok here is what I did. Open for suggestions before I start my new campaign. Anything seem unbalanced or off? Looking for a bit tougher than vanilla but defintely not the uber-heretics that can only be defeated with "gamey" tactics of 6.4.
export_descr_character_traits.txt
Spoiler Alert, click show to read:
descr_campaign_db.xml
Spoiler Alert, click show to read:
Last edited by AstroCat; April 06, 2011 at 09:19 PM.
I'll have to try it out a bit first and see how it goes. I'm actually currently playing with Empire a bit, but soon will be back to start a new SS campaign and then I'll test it out.
Last edited by AstroCat; April 08, 2011 at 01:18 PM.
lolHaven't got there yet, too much "real life", hope to try it out over this weekend. I'll report back how it plays.