Description of problem
AI can select religious conversion province policy even when all pops have state religion
What game version are you running?
2.0.2
What platform are you playing on?
Steam
Please select any/all DLC you have enabled.
(DID NOT ANSWER QUESTION)
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
In the file common/governor_policies/00_default.txt, the current modifier for the AI to choose the religious conversion policy when there are no territories with non-state religion is as follows (comments in code from your devs, not me):
In contrast, the culture conversion policy has a similar modifier for when the territories all have integrated culture that looks like this:
The first one only adds a modifier of 0 (which has no effect) while the second multiplies by a factor of 0 (causing that policy to not be selected in such a situation). Thus, the AI can and does choose the religious conversion policy even with no pops to convert. I've seen some provinces set to this on game start in religiously homogeneous places like Gaul. Simply changing "add" to "factor" in the religious conversion modifier block will make it do as your comment indicates it is supposed to.
Because the bug report system requires an attachment, I have attached the file with the fix made.
Steps to reproduce the issue.
N/A
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File(s) attached
AI can select religious conversion province policy even when all pops have state religion
What game version are you running?
2.0.2
What platform are you playing on?
Steam
Please select any/all DLC you have enabled.
(DID NOT ANSWER QUESTION)
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
In the file common/governor_policies/00_default.txt, the current modifier for the AI to choose the religious conversion policy when there are no territories with non-state religion is as follows (comments in code from your devs, not me):
modifier = { # Won't do if all state territories follow country religion
add = 0
any_state_province = {
count = all
dominant_province_religion = governor_or_ruler.religion
}
}
In contrast, the culture conversion policy has a similar modifier for when the territories all have integrated culture that looks like this:
modifier = { # Won't do if all state territories already have governor's culture or the dominant culture of the owner
factor = 0
any_state_province = {
count = all
OR = {
dominant_province_culture = governor_or_ruler.culture
owner = {
any_country_culture = {
is_integrated = yes
this.culture = prev.prev.culture
}
}
}
}
}
The first one only adds a modifier of 0 (which has no effect) while the second multiplies by a factor of 0 (causing that policy to not be selected in such a situation). Thus, the AI can and does choose the religious conversion policy even with no pops to convert. I've seen some provinces set to this on game start in religiously homogeneous places like Gaul. Simply changing "add" to "factor" in the religious conversion modifier block will make it do as your comment indicates it is supposed to.
Because the bug report system requires an attachment, I have attached the file with the fix made.
Steps to reproduce the issue.
N/A
Upload Attachment
File(s) attached
Attachments
- 1
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