https://steamcommunity.com/sharedfiles/filedetails/?id=1806034438
Sorry if I posted this already but this mod makes sainthood and veneration more likely.
I've made this mod awhile ago but thanks to this thread https://forum.paradoxplaza.com/forum/index.php?threads/ancestor-veneration.1238922/ I decided to add modifiers for several doctrines, including unique doctrines.
Here's the new file:
I'm not sure what to do with Defenders though. AFAICT none of it's features correspond to any doctrines or natures. If anyone has suggestions let me know.
Also I'm sort of regretting adding piety modifiers for veneration. I think it's intended that Christians need piety, pagans need prestige and I should keep it that way, but the mod has already been around for months now so I'm reluctant to "nerf" anything.
Sorry if I posted this already but this mod makes sainthood and veneration more likely.
I've made this mod awhile ago but thanks to this thread https://forum.paradoxplaza.com/forum/index.php?threads/ancestor-veneration.1238922/ I decided to add modifiers for several doctrines, including unique doctrines.
Here's the new file:
Code:
setting_up_saintly_burial_site_effect = {
save_persistent_event_target = {
name = province_saint
scope = event_target:saint_person
}
province_event = { id = HF.40099 }
province_event = { id = HF.40021 }
}
deciding_upon_saint_effect = {
random = {
chance = 1
#Lower chance when there is more Saints around
modifier = {
factor = 0.4
check_variable = { which = global_saint_number value = 15 }
}
modifier = {
factor = 0.4
check_variable = { which = global_saint_number value = 20 }
}
modifier = {
factor = 0.4
check_variable = { which = global_saint_number value = 25 }
}
modifier = {
factor = 0.4
check_variable = { which = global_saint_number value = 30 }
}
#Cynical people are less likely to be Canonized
modifier = {
factor = 0.8
trait = cynical
}
# Reduced chance for Popes / Antipopes to become Saints
modifier = {
factor = 0.4
OR = {
has_landed_title = k_papal_state
has_landed_title = d_fraticelli
any_claim = { title = k_papal_state }
any_claim = { title = d_fraticelli }
}
}
#Have to be a Christian denomination with a potential Religious head, and have been singled out for Beatification
modifier = {
factor = 0
NOR = {
NAND = {
event_target:saint_person = {
religion = catholic
}
event_target:saint_person = {
religion = fraticelli
}
event_target:saint_person = {
religion = orthodox
}
event_target:saint_person = {
religion = iconoclast
}
event_target:saint_person = {
religion = nestorian
}
event_target:saint_person = {
religion = miaphysite
}
event_target:saint_person = {
religion = monophysite
}
event_target:saint_person = {
religion = monothelite
}
event_target:saint_person = {
religion = paulician
}
event_target:saint_person = {
has_religion_feature = religion_beatification
}
}
NOR = {
event_target:saint_person = {
has_character_flag = beatified
}
event_target:saint_person = {
has_religion_feature = religion_beatification
}
}
}
}
#Religions without a Religious Head cannot Canonize
modifier = {
factor = 0
NOT = {
rightful_religious_head_scope = {
always = yes
}
}
}
#Baptism sponsors have a higher chance of becoming a Saint
modifier = {
factor = 1.5
has_any_opinion_modifier = opinion_baptism_sponsor_target
}
#Eastern Christians have a lower chance of becoming Saints
modifier = {
factor = 0.8
OR = {
event_target:saint_person = {
religion = iconoclast
}
event_target:saint_person = {
religion = nestorian
}
event_target:saint_person = {
religion = miaphysite
}
event_target:saint_person = {
religion = monophysite
}
event_target:saint_person = {
religion = monothelite
}
event_target:saint_person = {
religion = paulician
}
event_target:saint_person = {
religion = orthodox
}
}
}
#Players who don't have a saintly bloodline have a higher chance of becoming a Saint
modifier = {
factor = 3
event_target:saint_person = {
ai = no
}
NOT = {
event_target:saint_person = {
any_owned_bloodline = {
OR = {
has_bloodline_flag = defender_of_the_faith
has_bloodline_flag = monastic_saintly_bloodline
has_bloodline_flag = cultural_saintly_bloodline
has_bloodline_flag = inquisitional_saintly_bloodline
has_bloodline_flag = jewish_saintly_bloodline
has_bloodline_flag = theologian_saintly_bloodline
}
}
}
}
}
#Positive traits increase your chances of becoming a Saint
modifier = {
factor = 1.5
event_target:saint_person = {
trait = patient
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = diligent
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = kind
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = chaste
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = charitable
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = temperate
}
}
modifier = {
factor = 1.5
event_target:saint_person = {
trait = humble
}
}
modifier = {
factor = 1.2
event_target:saint_person = {
trait = just
}
}
modifier = {
factor = 1.2
event_target:saint_person = {
has_crusade_trait_trigger = yes
}
}
#Having the bloodline of a Saint severely decrease your chance of becoming a Saint
modifier = {
factor = 0.6
event_target:saint_person = {
any_owned_bloodline = {
OR = {
has_bloodline_flag = defender_of_the_faith
has_bloodline_flag = monastic_saintly_bloodline
has_bloodline_flag = cultural_saintly_bloodline
has_bloodline_flag = inquisitional_saintly_bloodline
has_bloodline_flag = jewish_saintly_bloodline
has_bloodline_flag = theologian_saintly_bloodline
}
}
}
}
#Extra high piety increases your chance of becoming a Saint
modifier = {
factor = 1.2
piety = 1000
}
modifier = {
factor = 1.2
piety = 1500
}
modifier = {
factor = 1.2
piety = 2000
}
modifier = {
factor = 1.2
piety = 2500
}
modifier = {
factor = 1.2
piety = 3000
}
modifier = {
factor = 1.2
piety = 3500
}
modifier = {
factor = 1.2
piety = 4000
}
modifier = {
factor = 1.2
piety = 4500
}
modifier = {
factor = 1.2
piety = 5000
}
modifier = {
factor = 1.2
piety = 5500
}
modifier = {
factor = 1.2
piety = 6000
}
modifier = {
factor = 1.2
piety = 6500
}
modifier = {
factor = 1.2
piety = 7000
}
modifier = {
factor = 1.2
piety = 7500
}
modifier = {
factor = 1.2
piety = 8000
}
modifier = {
factor = 1.2
piety = 8500
}
modifier = {
factor = 1.2
piety = 9000
}
modifier = {
factor = 1.2
piety = 9500
}
modifier = {
factor = 1.2
piety = 10000
}
#First Saint of a Religion is easier
modifier = {
factor = 3
OR = {
AND = {
religion = catholic
NOT = {
has_global_flag = catholic_saint
}
}
AND = {
religion = fraticelli
NOT = {
has_global_flag = fraticelli_saint
}
}
AND = {
religion = orthodox
NOT = {
has_global_flag = orthodox_saint
}
}
AND = {
religion = iconoclast
NOT = {
has_global_flag = iconoclast_saint
}
}
AND = {
religion = paulician
NOT = {
has_global_flag = paulician_saint
}
}
AND = {
religion = monothelite
NOT = {
has_global_flag = monothelite_saint
}
}
AND = {
religion = nestorian
NOT = {
has_global_flag = nestorian_saint
}
}
AND = {
religion = miaphysite
NOT = {
has_global_flag = miaphysite_saint
}
}
AND = {
religion = monophysite
NOT = {
has_global_flag = monophysite_saint
}
}
}
}
random_realm_province = {
province_event = { id = HF.40010 }
}
change_variable = { which = global_saint_number value = 1 }
trigger_switch = {
on_trigger = religion
catholic = { set_global_flag = catholic_saint }
fraticelli = { set_global_flag = fraticelli_saint }
orthodox = { set_global_flag = orthodox_saint }
iconoclast = { set_global_flag = iconoclast_saint }
paulician = { set_global_flag = paulician_saint }
monothelite = { set_global_flag = monothelite_saint }
nestorian = { set_global_flag = nestorian_saint }
miaphysite = { set_global_flag = miaphysite_saint }
monophysite = { set_global_flag = monophysite_saint }
}
}
}
check_if_ancestor_worship_worthy_effect = {
random = {
chance = 3
#Extra high piety increases your chance of becoming a Saint
modifier = {
factor = 1.2
piety = 500
}
modifier = {
factor = 1.2
piety = 1000
}
modifier = {
factor = 1.2
piety = 1500
}
modifier = {
factor = 1.2
piety = 2000
}
modifier = {
factor = 1.2
piety = 2500
}
modifier = {
factor = 1.2
piety = 3000
}
modifier = {
factor = 1.2
piety = 3500
}
modifier = {
factor = 1.2
piety = 4000
}
modifier = {
factor = 1.2
piety = 4500
}
modifier = {
factor = 1.2
piety = 5000
}
modifier = {
factor = 1.2
piety = 5500
}
modifier = {
factor = 1.2
piety = 6000
}
modifier = {
factor = 1.2
piety = 6500
}
modifier = {
factor = 1.2
piety = 7000
}
modifier = {
factor = 1.2
piety = 7500
}
modifier = {
factor = 1.2
piety = 8000
}
modifier = {
factor = 1.2
piety = 8500
}
modifier = {
factor = 1.2
piety = 9000
}
modifier = {
factor = 1.2
piety = 9500
}
modifier = {
factor = 1.2
piety = 10000
}
### Prestige based modifiers ###
modifier = {
factor = 1.2
prestige = 1500
}
modifier = {
factor = 1.2
prestige = 2000
}
modifier = {
factor = 1.2
prestige = 2500
}
modifier = {
factor = 1.2
prestige = 3000
}
modifier = {
factor = 1.2
prestige = 3500
}
modifier = {
factor = 1.2
prestige = 4000
}
modifier = {
factor = 1.2
prestige = 4500
}
modifier = {
factor = 1.2
prestige = 5000
}
modifier = {
factor = 1.2
prestige = 6000
}
modifier = {
factor = 1.2
prestige = 7000
}
modifier = {
factor = 1.2
prestige = 8000
}
modifier = {
factor = 1.2
prestige = 9000
}
modifier = {
factor = 1.2
prestige = 10000
}
modifier = {
factor = 1.2
prestige = 15000
}
modifier = {
factor = 1.2
prestige = 20000
}
modifier = {
factor = 1.2
prestige = 25000
}
modifier = {
factor = 1.2
prestige = 30000
} modifier = {
factor = 1.2
prestige = 35000
}
modifier = {
factor = 1.2
prestige = 40000
}
#### Religion based modifiers ####
### Religion Nature ###
## Peaceful Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
trait = humble
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
trait = content
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
trait = temperate
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
trait = just
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
war = no
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
piety = 1000
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
piety = 2000
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
piety = 3000
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
piety = 4000
}
modifier = {
factor = 1.5
has_religion_feature = religion_peaceful
piety = 5000
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
has_education_martial_trigger = yes
}
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
OR = {
trait = duelist
trait = strategist
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
trait = wroth
}
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
trait = zealous
}
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
has_any_leadership_trait_trigger = yes
}
modifier = {
factor = 0.65
has_religion_feature = religion_peaceful
war = yes
}
## Warlike Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = brilliant_strategist
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = strong
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = robust
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
OR = {
trait = duelist
trait = strategist
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = wroth
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = ambitious
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = brave
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
trait = zealous
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
has_any_leadership_trait_trigger = yes
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
war = yes
}
modifier = {
factor = 1.5
has_religion_feature = religion_warlike
has_crusade_trait_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
trait = humble
}
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
trait = content
}
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
war = no
}
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
NOT = {
has_education_martial_trigger = yes
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
NOT = {
has_any_leadership_trait_trigger = yes
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_warlike
NOT = {
has_crusade_trait_trigger = yes
}
has_global_flag = pagan_ghws_unlocked
}
## Defensive Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_defensive
trait = patient
}
modifier = {
factor = 1.5
has_religion_feature = religion_defensive
trait = cynical
}
modifier = {
factor = 1.5
has_religion_feature = religion_defensive
trait = defensive_leader
}
modifier = {
factor = 1.5
has_religion_feature = religion_defensive
trait = paranoid
}
modifier = {
factor = 1.5
has_religion_feature = religion_defensive
has_education_martial_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
trait = brave
}
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
trait = wroth
}
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
trait = zealous
}
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
trait = holy_warrior
}
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
trait = trusting
}
modifier = {
factor = 0.65
has_religion_feature = religion_defensive
NOT = {
has_education_martial_trigger = yes
}
}
## Proselytizing Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
trait = zealous
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
trait = gregarious
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
OR = {
trait = socializer
trait = scholar
trait = theologian
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
OR = {
trait = grey_eminence
trait = mastermind_theologian
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
OR = {
trait = celibate
trait = erudite
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
diplomacy = 15
}
modifier = {
factor = 1.5
has_religion_feature = religion_proselytizing
learning = 15
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
trait = wroth
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
trait = brave
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
trait = cynical
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
NOR = {
trait = socializer
trait = scholar
trait = theologian
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
NOR = {
has_education_diplomacy_trigger = yes
has_education_learning_trigger = yes
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
NOT = {
diplomacy = 10
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_proselytizing
NOT = {
learning = 10
}
}
## Dogmatic Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
trait = paranoid
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
trait = zealous
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
trait = cruel
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
OR = {
trait = brilliant_strategist
trait = mastermind_theologian
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
OR = {
trait = theologian
trait = scholar
trait = strategist
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
martial = 15
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
learning = 15
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
has_crusade_trait_trigger = yes
}
modifier = {
factor = 1.5
has_religion_feature = religion_dogmatic
trait = pilgrim
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
trait = trusting
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
trait = cynical
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
trait = kind
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
NOR = {
has_education_martial_trigger = yes
has_education_learning_trigger = yes
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
NOT = {
martial = 10
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
NOT = {
learning = 10
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
NOT = {
has_crusade_trait_trigger = yes
}
has_global_flag = pagan_ghws_unlocked
}
modifier = {
factor = 0.65
has_religion_feature = religion_dogmatic
NOT = {
trait = pilgrim
}
}
## Cosmopolitan Religion ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
trait = kind
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
trait = gregarious
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
trait = cynical
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
OR = {
trait = socializer
trait = administrator
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
OR = {
trait = grey_eminence
trait = midas_touched
}
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
diplomacy = 15
}
modifier = {
factor = 1.5
has_religion_feature = religion_cosmopolitan
stewardship = 15
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_cosmopolitan
OR = {
trait = envious
trait = cruel
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_cosmopolitan
trait = zealous
}
modifier = {
factor = 0.65
has_religion_feature = religion_cosmopolitan
NOR = {
has_education_diplomacy_trigger = yes
has_education_stewardship_trigger = yes
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_cosmopolitan
NOT = {
diplomacy = 10
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_cosmopolitan
NOT = {
stewardship = 10
}
}
### Religion Doctrines ###
## Holy Family ##
# Positive
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_feature_zun
has_religion_feature = religion_holy_family
}
NOT = {
any_spouse_even_if_dead = {
NOT = {
dynasty = ROOT
}
}
}
}
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_feature_zun
has_religion_feature = religion_holy_family
}
NOT = {
any_child_even_if_dead = {
trait = inbred
}
}
}
# Negative
modifier = {
factor = 0.65
OR = {
has_religion_feature = religion_feature_zun
has_religion_feature = religion_holy_family
}
any_spouse_even_if_dead = {
NOT = {
dynasty = ROOT
}
}
}
modifier = {
factor = 0.65
OR = {
has_religion_feature = religion_feature_zun
has_religion_feature = religion_holy_family
}
any_child_even_if_dead = {
trait = inbred
}
}
## Harems ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_harems
has_religion_feature = religion_feature_tengri
any_spouse = {
count = 2
}
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_harems
has_religion_feature = religion_feature_tengri
NOT = {
any_spouse = {
count = 2
}
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_harems
has_religion_feature = religion_feature_tengri
trait = chaste
}
## Meritocratic ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_meritocratic
has_religion_feature = religion_feature_hellenic
has_religion_feature = religion_feature_bon
NOT = {
is_foe = current_heir
}
}
#
modifier = {
factor = 0.65
has_religion_feature = religion_meritocratic
has_religion_feature = religion_feature_hellenic
has_religion_feature = religion_feature_bon
is_foe = current_heir
}
## Stable ##
# Positive
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_stable
has_religion_feature = religion_feature_slavic
has_religion_feature = religion_feature_finnish
}
trait = just
}
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_stable
has_religion_feature = religion_feature_slavic
has_religion_feature = religion_feature_finnish
}
trait = administrator
}
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_stable
has_religion_feature = religion_feature_slavic
has_religion_feature = religion_feature_finnish
}
trait = diligent
}
# Negative
modifier = {
factor = 0.65
OR = {
has_religion_feature = religion_stable
has_religion_feature = religion_feature_slavic
has_religion_feature = religion_feature_finnish
}
trait = arbitrary
}
modifier = {
factor = 0.65
OR = {
has_religion_feature = religion_stable
has_religion_feature = religion_feature_slavic
has_religion_feature = religion_feature_finnish
}
OR = {
trait = slothful
trait = envious
}
}
## Jizya ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_jizya
any_realm_lord = {
NOT = {
religion = ROOT
}
}
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_jizya
NOT = {
any_realm_lord = {
religion = ROOT
}
}
}
## Monastic ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_monastic
learning = 20
}
modifier = {
factor = 1.5
has_religion_feature = religion_monastic
trait = celibate
}
modifier = {
factor = 1.5
has_religion_feature = religion_monastic
trait = erudite
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_monastic
NOT = {
learning = 15
}
}
## Jizya bonus for Totem Guardians ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_feature_west_african
any_realm_lord = {
NOT = {
religion = ROOT
}
}
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_feature_west_african
NOT = {
any_realm_lord = {
religion = ROOT
}
}
}
## Monastic bonus for Totem Guardians ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_feature_west_african
learning = 20
}
modifier = {
factor = 1.5
has_religion_feature = religion_feature_west_african
trait = celibate
}
modifier = {
factor = 1.5
has_religion_feature = religion_feature_west_african
trait = erudite
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_feature_west_african
NOT = {
learning = 15
}
}
## Syncretic ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_syncretic
has_religion_feature = religion_feature_hellenic
has_any_sympathy_trait_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_syncretic
has_religion_feature = religion_feature_hellenic
NOT = {
has_any_sympathy_trait_trigger = yes
}
}
## Haruspicy ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_haruspicy
trait = zealous
}
modifier = {
factor = 1.5
has_religion_feature = religion_haruspicy
trait = holy_warrior
}
modifier = {
factor = 1.5
has_religion_feature = religion_haruspicy
martial = 15
learning = 15
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_haruspicy
trait = cynical
}
modifier = {
factor = 0.65
has_religion_feature = religion_haruspicy
NOR = {
martial = 15
learning = 15
}
}
## Astrology ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_astrology
has_any_astrology_trait_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_astrology
NOT = {
has_any_astrology_trait_trigger = yes
}
}
## Animism ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_animistic
has_religion_feature = religion_feature_adulthood_rite
has_any_animistic_trait_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_animistic
has_religion_feature = religion_feature_adulthood_rite
NOT = {
has_any_animistic_trait_trigger = yes
}
}
## Ritual Sacrifice ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_ritual_sacrifice
has_religion_feature = religion_feature_aztec
trait = impaler
}
modifier = {
factor = 1.5
has_religion_feature = religion_ritual_sacrifice
has_religion_feature = religion_feature_aztec
trait = cruel
}
modifier = {
factor = 1.5
has_religion_feature = religion_ritual_sacrifice
has_religion_feature = religion_feature_aztec
OR = {
trait = bloodthirsty_gods_1
trait = bloodthirsty_gods_2
trait = bloodthirsty_gods_3
}
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_ritual_sacrifice
has_religion_feature = religion_feature_aztec
NOR = {
trait = impaler
trait = cruel
}
}
modifier = {
factor = 0.2
has_religion_feature = religion_ritual_sacrifice
has_religion_feature = religion_feature_aztec
NOR = {
trait = bloodthirsty_gods_1
trait = bloodthirsty_gods_2
trait = bloodthirsty_gods_3
}
}
## Adventuring & Sea-faring ##
# Positive
modifier = {
factor = 1.5
OR = {
has_religion_feature = religion_adventuring
has_religion_feature = religion_seafaring
religion_feature_norse
has_religion_feature = religion_feature_aztec
}
OR = {
trait = pirate
trait = viking
trait = ravager
trait = sea_queen
trait = seaking
}
}
# Negative
modifier = {
factor = 0.65
OR = {
has_religion_feature = religion_adventuring
has_religion_feature = religion_seafaring
religion_feature_norse
has_religion_feature = religion_feature_aztec
}
NOR = {
trait = pirate
trait = viking
trait = ravager
trait = sea_queen
trait = seaking
}
}
## Unrelenting ##
# Positive
modifier = {
factor = 1.5
has_religion_feature = religion_relentless
has_religion_feature = religion_feature_tengri
has_religion_feature = religion_feature_aztec
martial = 20
}
modifier = {
factor = 1.5
has_religion_feature = religion_relentless
has_religion_feature = religion_feature_tengri
has_religion_feature = religion_feature_aztec
has_any_leadership_trait_trigger = yes
}
# Negative
modifier = {
factor = 0.65
has_religion_feature = religion_relentless
has_religion_feature = religion_feature_tengri
has_religion_feature = religion_feature_aztec
NOT = {
martial = 15
}
}
modifier = {
factor = 0.65
has_religion_feature = religion_relentless
has_religion_feature = religion_feature_tengri
has_religion_feature = religion_feature_aztec
NOT = {
has_any_leadership_trait_trigger = yes
}
}
## Equality ##
modifier = {
factor = 1.5
has_religion_feature = religion_equal
has_religion_feature = religion_feature_bon
}
## Patriarchal ##
modifier = {
factor = 1.5
has_religion_feature = religion_patriarchal
}
## Matriarchal ##
modifier = {
factor = 1.5
has_religion_feature = religion_matriarchal
}
####Increase Chance if No Ancestor Worshipping Bloodlines ####
modifier = {
factor = 2
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 0
}
}
#### Reduce chance if already have other Ancestor Worshipping Bloodlines ####
modifier = {
factor = 0.8
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 1
}
}
modifier = {
factor = 0.8
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 2
}
}
modifier = {
factor = 0.8
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 3
}
}
modifier = {
factor = 0.8
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 4
}
}
modifier = {
factor = 0.8
any_owned_bloodline = {
has_bloodline_flag = ancestor_worship_bloodline
count = 5
}
}
set_character_flag = blessed_ancestor_prestige
rightful_religious_head_scope = {
character_event = { id = HF.40101 days = 0 }
}
}
}
I'm not sure what to do with Defenders though. AFAICT none of it's features correspond to any doctrines or natures. If anyone has suggestions let me know.
Also I'm sort of regretting adding piety modifiers for veneration. I think it's intended that Christians need piety, pagans need prestige and I should keep it that way, but the mod has already been around for months now so I'm reluctant to "nerf" anything.