A bug with religious unrest

Thread: A bug with religious unrest

  1. Poppis said:

    Default A bug with religious unrest

    I think I found a small bug in the descr_settlement_mechanics file. I was doing some testing on how religious unrest works and it seems like the "pip_max value" under "SOF_RELIGIOUS_UNREST" is bugged when it comes to calculating a governors effect on religious unrest. All the tests were done during v2.1 but it doesn't seem like any of the settings have changed in v2.2 so it should still be good.

    Below is a google sheets file to illustrate the problem:
    https://docs.google.com/spreadsheets...it?usp=sharing

    On page 1 you can see the religious unrest using default EB settings(on the left) and with a higher pip_max value(on the right). Religious unrest is calculated using "SOF_RELIGIOUS_UNREST" and "religion_unrest_modifier float" and the current EB values of 0.75 and 20.0 respectively give a max religious unrest of 75%. This is further limited by the pip_max value which in EB2 is set at 12, limiting the ingame rel. unrest to 60%.

    On page 2 you can see a table showing how much characters with different Influence values reduce the settlements religious unrest when they are governors. This was done using the current EB2 settings.

    On page 3 you can see the same table but this time the pip_max value under "SOF_RELIGIOUS_UNREST" was increased to 30. You can see a big difference in the lower half of the table.

    To take an example, let's say we have a settlement with -80% religion. Assuming we don't have the pip_max value messing things, we can see from page 1(on the right) that the settlement would have 70% religious unrest. Now let's put a character with 3 influence in the city. From page 3 we can see that a character with 3 influence in a city with -80% religion will have a -15% effect on religious unrest, bringing it down from 70% to 55%.

    Now if you look at the same thing on page 2(current EB2 settings which limit rel. unrest to 60% max) you can see that the same 3 influence character in a settlement with -80% religion will only have an -5% effect. Because in this case the settlement is limited to 60% religious unrest, this 5% will bring it down to 55%, which is the same as above. So basically your governor just became worse by using the pip_max value to limit religious unrest.

    What seems to be happening is that when calculating the governors effect, the game is ignoring the pip_max value. In the above example, a 3 influence character brought down the unrest to 55% in both cases, but in the latter it basically wasted 10% since the unrest was capped at 60%. And as you can see on Page 2, this means many of the lower influence characters have no effect at all in some settlements because the effect is "wasted on unrest that's not there."
     
  2. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: A bug with religious unrest

    That is quite a find and bit of research. Other than adjusting the pip and cap, I'm not sure I can see a way around that particular bug.

    Issue is anything more than 60% religious unrest will make some starting locations absolutely impossible to hold. So while we'd make more influential governors have their desired impact, for the rest of them they're just going to struggle to keep a lid on anywhere sufficiently different. It's difficult enough already to expand into foreign regions.
     
  3. Poppis said:

    Default Re: A bug with religious unrest

    Yeah, the only things I can think of is removing the max limit and just increasing the influence of starting characters in those factions that would be affected. Since without the limit even 3 influence characters will have at least 10% effect, thus (almost) cancelling out the extra 15% unrest.

    Only other thing would be to change the SOF_RELIGIOUS_UNREST value to 0.6 so the max unrest would be 60% even without the max limit. But this would be even worse since it would decrease ALL rel. unrest values and would require an total rebalance of public order.