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guess we have to choose performance over mechanics
Nothing to update
I'm trying to combine performance mods.
I cant really give you a detailed answer as I have not checked out the code of the other mod
- Added game rule to only affect AI states
- Added game rule to only affect accepted pops
Obviously using them needs a new save as you cant change rules midgame
Im am pretty sure that no primary pops will be converted to slaves under slave trade as slave pops are functionally the same as normal pops for the functions the mod uses. So if there is any strange interaction its out of my control
Yes they will subside eventually once the game cleans em up. You might think that this hinders migration but instead it sometimes even boosts it because the more communities you have the less likely it is that a new one will generate for you. So the old ones just clutter your immigration. By removing them you might get more or sooner instead. And mass migrations cultural communities wont be removed for their duration anyway :D
That said, the law itself is super buggy in ways Paradox has never fixed—I would not be surprised at all if somewhere under the hood it still considers the starting religion as the state religion. Would explain why I sometimes get Christian colonial events and seem to count as Christian for triggering the Boxer Rebellion event
From what I can tell, since State Atheism starts Atheists as a minority, this mod perpetually consumes them far faster than they can convert. Turning it off, I saw the results change immediately. It might need to be tweaked so that pops of the state religion cannot be consolidated, which would allow the conversion to work long enough to actually start working in the other direction.
No pops will be yeeted while a country he is in is marked as being a secessionist. That should hopefully be the end of those weird edge cases.
Anyhow, imma add a secession check so that seccessionist country states are not affected by the conversion script for the duration of the secession. That should solve all cases at once
I am not sure how that was possible to happen for alsace lorraine tho as the state still has both homelands. That state in particular tends to lose all German pops on its own if you dont build it up, simply due to normal migration as the germans are more likely to move to other german homelands.
Regardless I will look into it. The first thing could prove tricky to solve unless there is like a succession check i could do but I will see.
For example, I was playing as Germany, and alsace-lorraine (a 50/50 german/french culture province) got a french secession. After I beat them in a war, I noticed the province became 100% french.