Thinking on the above, I realize that "moral community vs. private devotion" is just a religious expression of "communal vs. individualistic". So, not really a reason to have those be distinct.
Furthermore, in reading some stuff regarding Christian conversions to Islam (particular during the Ottoman reign in the Balkans), one thing that stood out to me was that for communities that had a high degree of communality, there were not a lot of individual converts... but rather entire villages would convert en masse. Which makes sense when you think about it.
So I suppose to model this, you'd first need to capture the idea of a rough "size of a community". You could work that out by... development plus other scaling factors (such as whether the location is a village, town, or city), maybe some factor based on location size. Take that value and multiply it by some small percentage (1%, 2%, 3% or whatever) of the total population, and now you have your "community size". Throw in a random scaling factor while you're at it, right at the end.
Add in a random event (this event wouldn't get a big pop-up event thing but maybe a small message somewhere, like siege events in CK2) that "converts an entire community" based on communal/individualistic. You pick a random "community" through the math above (except total population is now a specific ethnoreligious subset of the total location population rather than the whole thing) and convert an entire percentage of that pop all at once based on communal/individualistic tendencies (were total individualism is 0% and total communalism is 100%).
More individualism, meanwhile, leads to more "mysticism" in general (easier recruitment of pops into religious orders in that location, whatever that would ultimately translate into for in-game terms; easier peasant promotion into clergy?) which can be a problem when some of those religious orders (beguines, Brethren of the Common Life) are heretical.
Furthermore, in reading some stuff regarding Christian conversions to Islam (particular during the Ottoman reign in the Balkans), one thing that stood out to me was that for communities that had a high degree of communality, there were not a lot of individual converts... but rather entire villages would convert en masse. Which makes sense when you think about it.
So I suppose to model this, you'd first need to capture the idea of a rough "size of a community". You could work that out by... development plus other scaling factors (such as whether the location is a village, town, or city), maybe some factor based on location size. Take that value and multiply it by some small percentage (1%, 2%, 3% or whatever) of the total population, and now you have your "community size". Throw in a random scaling factor while you're at it, right at the end.
Add in a random event (this event wouldn't get a big pop-up event thing but maybe a small message somewhere, like siege events in CK2) that "converts an entire community" based on communal/individualistic. You pick a random "community" through the math above (except total population is now a specific ethnoreligious subset of the total location population rather than the whole thing) and convert an entire percentage of that pop all at once based on communal/individualistic tendencies (were total individualism is 0% and total communalism is 100%).
More individualism, meanwhile, leads to more "mysticism" in general (easier recruitment of pops into religious orders in that location, whatever that would ultimately translate into for in-game terms; easier peasant promotion into clergy?) which can be a problem when some of those religious orders (beguines, Brethren of the Common Life) are heretical.
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