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Guy Corrino
01.11.08, 20:45
Kann die die Bevölkerung einer Provinz zu meiner Religion "missionieren" ?

sheep-dodger
01.11.08, 21:40
Dafür gibt es auch ein random event:

province_x_province_event = { # Catholic religion (spreading)
id = 1084

picture = "event_religion"

trigger = {
condition = { type = to condition = { type = not value = { type = religion value = catholic } } }
condition = { type = to condition = { type = ruler_religion value = catholic } }
condition = { type = from condition = { type = religion value = catholic } }
condition = { type = from condition = { type = ruler_religion value = catholic } }
}

mean_time_to_happen = {
months = 5000

modifier = {
condition = { type = to condition = { type = same_culture } }
factor = 0.5
}
modifier = {
condition = { type = to condition = { type = has_province_effect value = { heretic = yes } } }
factor = 0.5
}
modifier = {
condition = { type = to condition = { type = religion value = pagan } }
factor = 0.5
}
modifier = {
condition = { type = to condition = { type = trait value = zealous } }
factor = 0.6
}
modifier = {
condition = { type = to condition = { type = trait value = crusader } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = trait value = detached_priest } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = martial_cleric } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = trait value = scholarly_theologian } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = mastermind_theologian } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = scholarly_theologian } }
condition = { type = to condition = { type = religion value = orthodox } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = trait value = mastermind_theologian } }
condition = { type = to condition = { type = religion value = orthodox } }
factor = 0.75
}
modifier = {
condition = { type = to condition = { type = trait value = merciful } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = just } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = energetic } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = trait value = chaste } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = trait value = excommunicated } }
factor = 1.4
}
modifier = {
condition = { type = to condition = { type = trait value = sceptical } }
factor = 1.6
}
modifier = {
condition = { type = to condition = { type = trait value = cruel } }
factor = 1.2
}
modifier = {
condition = { type = to condition = { type = trait value = arbitrary } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = trait value = lazy } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = trait value = lustful } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = has_advance value = { inquisition = yes } } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = has_advance value = { extravagant_decoration = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_advance value = { vernacular_literature = yes } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = has_advance value = { bible_translations = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_advance value = { critical_thinking = yes } } }
factor = 1.2
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { university = yes } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { thieves_guild = yes } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { smugglers_ring = yes } } }
factor = 1.2
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { highway_robber_band = yes } } }
factor = 1.5
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { civilian_harbour = yes } } }
factor = 0.9
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { naval_harbour = yes } } }
factor = 0.9
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { grand_shipyard = yes } } }
factor = 0.9
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { roadnet = yes } } }
factor = 0.9
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { extensive_roadnet = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { civilian_harbour = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { naval_harbour = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { grand_shipyard = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { roadnet = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { extensive_roadnet = yes } } }
factor = 0.9
}
modifier = {
condition = { type = from condition = { type = has_improvement value = { templar_house = yes } } }
factor = 0.8
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { school = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { church = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { large_church = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { domed_church = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { cathedral = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { monastery = yes } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { templar_house = yes } } }
factor = 0.7
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { grand_palace = yes } } }
factor = 0.75
}
modifier = {
condition = { type = to condition = { type = capital value = yes } }
factor = 0.75
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 7 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 11 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = clergy_power value = 0.35 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = clergy_power value = 0.45 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = clergy_power value = 0.55 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = not value = { type = clergy_power value = 0.25 } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = not value = { type = clergy_power value = 0.15 } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = not value = { type = clergy_power value = 0.05 } } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = peasant_power value = 0.55 } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = burgher_power value = 0.45 } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = burgher_power value = 0.55 } }
factor = 1.1
}
modifier = {
condition = { type = to condition = { type = not value = { type = peasant_power value = 0.05 } } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = not value = { type = burgher_power value = 0.05 } } }
factor = 0.9
}
modifier = {
condition = {
type = to
condition = {
type = owner
condition = {
type = or
condition = { type = title value = HOSP }
condition = { type = title value = TEUT }
condition = { type = title value = TEMP }
}
}
}
factor = 0.5
}
modifier = {
condition = {
type = from
condition = {
type = owner
condition = {
type = or
condition = { type = title value = HOSP }
condition = { type = title value = TEUT }
condition = { type = title value = TEMP }
}
}
}
factor = 0.5
}
}

action_a = {
effect = { type = to effect = { type = religion value = catholic } }
effect = { type = to effect = { type = ruler_piety value = 100 } }
effect = { type = to effect = { type = remove_province_effect value = heretic } } #in case it is
}

}

Guy Corrino
02.11.08, 10:45
Ah ok ich danke euch

Kurfürst Moritz
04.11.09, 02:51
Muss man dieses Event manuell auslösen, um die Provinzreligion zu ändern?
Geht das nicht irgendwie im Spiel zu konvertieren, zB. per Bistum?

sheep-dodger
04.11.09, 08:57
Nein, kann man nicht. Das einzige was man machen kann, ist die Wahrscheinlichkeit des Triggerns des Events zu erhöhen indem man die Provinz einem Charakter mit den entsprechenden Traits zukommen lässt. Manuelle Konversion wie in EU gibt es in CK nicht, das ist immer Glückssache.

Kurfürst Moritz
04.11.09, 15:03
Aber das Event manuell auslösen dürfte funktionieren, oder?

Bei meinem Spiel mit Korsika haben die Mauren fast komplett Spanien erobert und die Provinzen werden sehr zeitnah auch muslimisch.
Ich selbst habe n ganz Nordafrika, Alexandria und Nahem Osten noch nicht eine einzige Provinz bekehren können.