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zarinth

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May 16, 2007
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Zarinth Presents:: CULTURE and RELIGION UNIFICATION Updated to V0.1

**V0.10 Culture and Religion Change Formula**
___CULTURE___
The conversion timer is 600 months or 50 years, which, is the same base used EU Rome 1.1

Stability effects
+3 about 20% faster
+2 about 15% faster
+1 about 10% faster
0 None
-1 About 10% slower
-2 About 15% slower
-3 About 20% slower

Governer Charisma effects
1-4 slower by 15% per points
7-9 faster by 15% per points

If the province culture is in the same group the speed is 50% faster
If the province have a temple the speed is 50% faster
If the province have state religion the speed is 50% faster
If the province have nearby country culture the speed is 15% faster (Got the idea from The Regent)

The Province Civilization Value protects the province from being converted

Civ % effect
90 or more Will not Convert!
89 - 50 Slows the conversion as the civ values goes up.
49 or less Increases the conversion speeds as the civ values goes down

Conversion speed slower by 15% per 10 provinces owned.
Conversion speed slower by 15% per 10 population.

___RELIGION___
The conversion timer is 96 months or 8 years, which, is the same base used in EU Rome 1.1

Stability effects
+3 about 20% faster
+2 about 15% faster
+1 about 10% faster
0 None
-1 About 10% slower
-2 About 15% slower
-3 About 20% slower

If the province have a temple, the conversion is 50% faster.
If the province have nearby country religion the speed is 50% faster.
If the province have spice, the conversion is 15% faster.
If your ruler has the traits pious, zealous, devout, rightous, conversion is 10% faster per.
The number of provinces you have from 10-50 will make the conversion speed slower by increments of 40%
Country with Theocracy and Religious tribe converts 20% faster.

Zarinth's CRU MOD File V0.1

Big thanks to Eshmunazar , for the Civ % idea.
I also was inspired by The Regent, for his culture ideas.
 
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I would think the higher the civilization value, the slower that cultural and religious change should progress. If people have a high civilization value, they look at their own accomplishments and see them as worthwhile, they look to their own glorious past, history, culture and such. For instance, look how Latin replaced native languages all throughout Gaul and Iberia as the population became Romanized, but Greek remained the language of the east.
 
Eshmunazar said:
I would think the higher the civilization value, the slower that cultural and religious change should progress. If people have a high civilization value, they look at their own accomplishments and see them as worthwhile, they look to their own glorious past, history, culture and such. For instance, look how Latin replaced native languages all throughout Gaul and Iberia as the population became Romanized, but Greek remained the language of the east.

Yea, great idea I was trying to think of a way to defend against cultural changes, thanks. Ill make the next version to where the Civ rating protects from cultural changes.
 
Still working on the mod. Here is the screen shot of an idea for if a country has one culture and one religion. Really nice for people who like to play one province minor. Most of the features still needs a lot of work. Ill try to put out the updated balancing files asap.
 
Wow that unification event looks really overpowered. +50% tax!!! So that means after I as Egypt (or carthage) convert my 3 non official culture/religion provinces to official religion I'm now a uber superpower and then when I take a Selecude/Roman province my tax goes down a ton. I wouldn't do more than 5% extra tax.
 
Darkarbiter said:
Wow that unification event looks really overpowered. +50% tax!!! So that means after I as Egypt (or carthage) convert my 3 non official culture/religion provinces to official religion I'm now a uber superpower and then when I take a Selecude/Roman province my tax goes down a ton. I wouldn't do more than 5% extra tax.

Early stages, still tweaking. It was 5% extra tax before. I'm playing with the variables and seeing which one makes sense.
 
zarinth said:
Early stages, still tweaking. It was 5% extra tax before. I'm playing with the variables and seeing which one makes sense.

You could just set different effects for different sizes (separate trigger modifers, each with a "NOT= size" clause. Say 1 for 1-2 provinces, another for 3-7ish, and another for anything larger, each successively weaker (at least tax-wise).
 
battlecry said:
You could just set different effects for different sizes (separate trigger modifers, each with a "NOT= size" clause. Say 1 for 1-2 provinces, another for 3-7ish, and another for anything larger, each successively weaker (at least tax-wise).

Hmmm!