Europa Universalis IV

Europa Universalis IV

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Dynamic Faith Conversion
   
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23 Feb, 2022 @ 10:12am
9 Oct, 2024 @ 12:06pm
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Dynamic Faith Conversion

Description
Discord[discord.gg]

Have you ever wondered why the religion of provinces does not change dynamically even if the same country has owned a province for hundreds of years? This mod enables such dynamic faith conversions.

Is it compatible with other mods and saved games? What about achievements?

Since no existing files are changed, the mod should also be compatible with any other mods used. It will also work with any religions added or altered by other mods.

While using this mod no achievements can be earned.

The mod can be turned on and off in any saved games without any issues. The save might be marked as incompatible by the game afterwords, but it can be loaded and played without any problems.

How does it work?

If a province suitable for a religious conversion exists, an event will be triggered. After some time, the culture of a province will change to the owner's religion The MTTH will normally be between 8 and 15 years for changing to the owner's religion. However, the MTTH can be much higher or lower depending on the exact conditions. The owner can always prevent this change which will in return grant some small temporary bonuses.

To trigger the events, the following conditions must be met
  • The religion of the province is not currently changed by force
  • The province must be a core province of the owner and has to be under his control
  • The province has to be free of separatism and must not have an autonomy value above 80
  • At least one neighboring core province of the same owner, which is also under the owner's control, must have the religion to which the current province will change

The MTTH after those conditions are met is reduced by
  • The province is completely surrounded by provinces of the owner's religion
  • The province is in the same area as the owner's capital
  • The ideas Adaptability and the effect Inquisition
  • A tolerance towards the religion of the province of at least 2
  • High prestige (above 89) but only if the stability is also at least 2
  • Being a coastal province
  • Some buildings: market places, trade depots, stock exchanges and universities
  • The owner being a colonial nation

The MTTH is increased by the following
  • If the province is the last province of that specific culture
  • The ideas Local Nobility and Religious Toleration
  • Local autonomy, the steps are: 5%, 10%, 15%, 20%, 30%, 40%, 50%, 60%, 70%
  • Being granted to an estate (this will increase the MTTH only slightly)
  • Development below 7 -- except for hordes if the province is located in a plain like terrain -- or above 15, steps: 16, 26, 46
  • Harsh terrain: glacier, hills, mountain, jungle, marsh or -- if not a horde -- savannah, desert and coastal desert
  • The government type enlightened despotism if the culture of the province is an accepted culture
  • The province being part of a trade company

Additions
  • A decision that will allow you to spend 1 years worth of income that will increase the overall factor by 0.75 This changes the normal amount of 8-15 years to 6-11 years

Notes
  • A lot of the code used in this project was originally from Dynamic Culture Conversion I recommend heavily looking into that mod as well as I believe they pair relatively well together

  • There are some differences between Dynamic Culture Conversion and Dynamic Faith Conversion, one of these being the amount of time taken, since its expensive to change the culture of a province but not to change the religion, I decided it would be best to reduce it to only 10 or so years that way if you've conquered a lot of land you can easily let the mod pick up some of the slack

Mod Source[gitlab.com]
8 Comments
Tyrannys  [author] 9 Oct, 2024 @ 12:07pm 
@Scott2277, I've updated it as well, so hopefully that should fix whatever issue that was, I know that just having a version mismatch can cause issues, so it's updated
Tyrannys  [author] 9 Oct, 2024 @ 11:51am 
@scott2277, The main issue with Total Conversion mods is that they typically replace ALL vanilla files leaving it a game of chance if others will work with them or not, I attempted to add native support to Extended Timelines when I originally made this mod out of Dynamic Culture Conversion or DCC for short, but for some reason I always had issues with one thing or another when testing, So I cannot say that I can add specific support for ET
Scott2277 8 Oct, 2024 @ 2:04pm 
Thanks for supporting this great mod for so long, I love it. I recently found an inter-mod compatibility problem with the Extended Timeline mod. Specifically, with the Secular faith as it has a mechanic that changes provinces to the Irreligious faith resulting in Dynamic Faith Conversion getting stuck switching provinces from Irreligious to Secular, which then switches back to Irreligious again causing an endless cycle. I don't know if this is fixable but I thought I would bring it to your attention anyway.
GamingToSky 21 Aug, 2024 @ 12:16pm 
@Tyrannys Same thing here ^^ Thanks for the fast support :D
Hecton 30 Dec, 2023 @ 8:40am 
This mod needs a on-off decision
Rafaelkai 23 Nov, 2023 @ 3:02am 
Since you are reviving broken mods, is there any chance for you to revive "Countries Can Collapse 1.31" and "Dynamic Postcolonial Nations"? Specially "Countries Can Collapse" was an essetial mod to prevent late game blobbing.
pianoplayer201 16 Oct, 2023 @ 9:52pm 
Will this mod be getting any updates to modern versions? Its really useful for colonial nations
Tyrannys  [author] 23 Feb, 2022 @ 3:37pm 
If the current MTTH is too long/short even with the option settings, please lmk