Elvis
28.08.04, 15:00
Wo ich gerade dabei bin durch die Eventdateien zu spazieren, will ich nochmal am Beispiel zeigen, wie man am Besten die Wahrscheinlichkeit erhöht, das Provinzen Konvertieren.
Wie immer ist hierbei ein Modifikator <1 förderlich, das das Event triggert und ein Modifikator >1 hinderlich.
Man erkennt das eine gute Verwaltungsfähigkeit des Regenten sowie eine klerikale Ausbildung hilfreich sind.
Zahlreiche Eigenschaften des Regenten können das ebenfalls beeinflussen.
Der Spieler kann Einfluss durch die Infrastruktur nehmen.
Straßen, Schulen, Kirchen, Paläste, Häfen, Ordenshaus, Kloster haben z.B. einen positiven Einfluß. Eine Universität hingegen einen negativen. Überhaupt ist kritisches Denken eher weniger geeignet. Das erkennt man auch an der Wirkung einiger Technologien, die man allerdings wenig beeinflussen kann.
Das geltende Recht hat keinen Einfluss. Höchstens indirekt, weil zum Beispiel "Kirchliche Vormachtsstellung" die Verbreitung gewisser Technologien wie der "Kritischen Bibelinterpretation" behindern oder sogar rückgängig machen kann.
Wichtig und Einflussreich kann jedoch die Machtverteilung in der Provinz sein. Für ein optimales Ergebnis sollte die Macht des Klerus >55% sein. Dann erhält man drei mal einen Bonus. Liegt die Macht des Klerus unter 25% beginnen Strafen. Es kann dreimal bestraft werden, wenn die Macht unter 5% liegt.
Bauern sollten nicht über 55% Macht haben und Bürger nicht über 45% und schon gar nicht über 55%.
Hat eine Provinz den Effekt "Ketzer" ist es besonders einfach.
Gleiche Kultur macht es natürlich noch einfacher.
Generell ist das Event, was neben der Religion auch die Kultur anpasst erheblich schwieriger zu erlangen als nur die Religion zu ändern. Es sei denn, es handelt sich um "Heiden" (x0,2).
Man kann also die Araber mit der Zeit problemlos Katholisch bekommen. Allerdings wird es schwer sein sie zu Deutschen zu machen. ;)
#########################################
# Mass-scale Conversions # by Guinnessmonkey #
#########################################
province_x_province_event = { # Catholic religion
id = 1084
picture = "event_religion"
trigger = {
condition = { type = from condition = { type = religion value = catholic } }
condition = { type = to condition = { type = not value = { type = religion value = catholic } } }
condition = { type = from condition = { type = ruler_religion value = catholic } }
condition = { type = to condition = { type = ruler_religion value = catholic } }
}
mean_time_to_happen = {
months = 3000
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 = 1.5
}
modifier = {
condition = { type = to condition = { type = religion value = muslim } }
factor = 1.5
}
modifier = {
condition = { type = to condition = { type = trait value = zealous } }
factor = 0.4
}
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 = 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 = 0.9
}
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 = 1.1
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { highway_robber_band = yes } } }
factor = 1.1
}
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 = { 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 = 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 = 14 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 17 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 20 } }
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
}
}
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
Wie immer ist hierbei ein Modifikator <1 förderlich, das das Event triggert und ein Modifikator >1 hinderlich.
Man erkennt das eine gute Verwaltungsfähigkeit des Regenten sowie eine klerikale Ausbildung hilfreich sind.
Zahlreiche Eigenschaften des Regenten können das ebenfalls beeinflussen.
Der Spieler kann Einfluss durch die Infrastruktur nehmen.
Straßen, Schulen, Kirchen, Paläste, Häfen, Ordenshaus, Kloster haben z.B. einen positiven Einfluß. Eine Universität hingegen einen negativen. Überhaupt ist kritisches Denken eher weniger geeignet. Das erkennt man auch an der Wirkung einiger Technologien, die man allerdings wenig beeinflussen kann.
Das geltende Recht hat keinen Einfluss. Höchstens indirekt, weil zum Beispiel "Kirchliche Vormachtsstellung" die Verbreitung gewisser Technologien wie der "Kritischen Bibelinterpretation" behindern oder sogar rückgängig machen kann.
Wichtig und Einflussreich kann jedoch die Machtverteilung in der Provinz sein. Für ein optimales Ergebnis sollte die Macht des Klerus >55% sein. Dann erhält man drei mal einen Bonus. Liegt die Macht des Klerus unter 25% beginnen Strafen. Es kann dreimal bestraft werden, wenn die Macht unter 5% liegt.
Bauern sollten nicht über 55% Macht haben und Bürger nicht über 45% und schon gar nicht über 55%.
Hat eine Provinz den Effekt "Ketzer" ist es besonders einfach.
Gleiche Kultur macht es natürlich noch einfacher.
Generell ist das Event, was neben der Religion auch die Kultur anpasst erheblich schwieriger zu erlangen als nur die Religion zu ändern. Es sei denn, es handelt sich um "Heiden" (x0,2).
Man kann also die Araber mit der Zeit problemlos Katholisch bekommen. Allerdings wird es schwer sein sie zu Deutschen zu machen. ;)
#########################################
# Mass-scale Conversions # by Guinnessmonkey #
#########################################
province_x_province_event = { # Catholic religion
id = 1084
picture = "event_religion"
trigger = {
condition = { type = from condition = { type = religion value = catholic } }
condition = { type = to condition = { type = not value = { type = religion value = catholic } } }
condition = { type = from condition = { type = ruler_religion value = catholic } }
condition = { type = to condition = { type = ruler_religion value = catholic } }
}
mean_time_to_happen = {
months = 3000
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 = 1.5
}
modifier = {
condition = { type = to condition = { type = religion value = muslim } }
factor = 1.5
}
modifier = {
condition = { type = to condition = { type = trait value = zealous } }
factor = 0.4
}
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 = 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 = 0.9
}
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 = 1.1
}
modifier = {
condition = { type = to condition = { type = has_improvement value = { highway_robber_band = yes } } }
factor = 1.1
}
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 = { 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 = 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 = 14 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 17 } }
factor = 0.9
}
modifier = {
condition = { type = to condition = { type = ruler_stewardship value = 20 } }
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
}
}
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