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Dragatus

Knight of the Toxic God
35 Badges
Jul 29, 2015
7.270
8.410
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Age of Wonders III
UPDATE: The mod has been hidden from view because it needed to be updated, but I'm now modding CK3, so I'm not going to do that anytime soon.

The objective of this little mod is to reign in the rampant spread of secret religious cults. In the unmodded game whenever the AI tries to convert a courtier the chance of success will be about 75% before taking into account the converter's diplomacy and the target's rank and traits.

The mod changes the following:
1. The converter's Diplomacy no longer has any effect.
2. The basic chance for the AI to convert a courtier is 50% for a heresy (for example Catholic vs Cathar), 25% for another religion in the same group (for example Catholic vs Orthodox), and only 10% for a completely different religion (for example Catholic vs Sunni). Note that as the player you're going to have to use the right one of the 4 offered approaches to get those odds, otherwise they are downgraded one step (25% for heresy, 10% for same religion, 3% for different religion).
3. If the target of the conversion attempt is in a province with the converter's true religion the odds of conversion are upgraded one step (75% for heresy, 50% for same group, 25% for different religious group).
4. Chance of conversion is now influenced by the moral authority of both religions (weight for both options multiplied by MA of the appropriate religion, rounded down).
5. Barons and zealous characters are harder to convert than before (increased weight multipliers from 2 and 6 to 3 and 9).
6. Unlanded heirs are now as hard to convert as a count or baron (weight multiplier is 3).

Let me know if you run into any bugs and please rate the mod.

Future plans:
1. Include moral authority of the two religions in the calculation.
2. Include local religion in the calculation.
3. Make heirs harder to convert.

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=926647696

Dropbox link: https://www.dropbox.com/s/6tr3sgt5z7jcol8/CK2_SecretCultSlowdown.zip?dl=0
 
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A really good idea. A few things--

You don't need ai = no in the modifier blocks, as humans aren't influenced by those blocks. If you have ai = no, those blocks are completely disabled (and redundant).

Is the event target character still around for the second set of events about the book? Didn't it get killed off at the end of the first event?
 
Oh, I see what I did wrong. That should've been FROM = { ai = no }. The idea was that the human player has to pick the appropriate method while the AI is treated as if it automatically picked the right method. For a human picking the right method is as simple as matching it to the target's education and/or lifestyle trait while the ai makes a random choice, so it needs a bit of help.

The event_target characters get killed off at the end of the first event if the target of the conversion chooses the option to not read the book, which ends the event chain.
 
I just updated the mod:
- Fixed the bug where the bonus for using the appropriate method to convert checked whether the target was an AI instead of whether the character trying to perform the conversion was an AI.
- Moral authority now has an effect on conversion chance.
- It's now easier to convert people to the religion of the province in which they are.
- Unlanded heirs as hard to convert as if they were counts/barons.
 
Did you delete this mod from the workshop? Has this been fixed by patch in the meantime or is there another option to slow the ridiculous spread of cults?
 
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I hid the mod because it needed updating, but I never got around to actually updating it and I now moved on to modding CK3.