Better AI Conversion

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Author: Dyson777nosyD

Last revision: 20 Oct, 2021 at 11:08 UTC (1)

File size: 536.58 KB

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Description:
Better AI Conversion

The vanilla AI’s religious and cultural conversion strategy could use some improvement. In vanilla, the AI will always religiously convert if possible (except for falsely-converted crypto-religionists) which tends to quickly turn the religion map into several large homogeneous blobs, even in diverse places like India and Tibet where it does not make sense for this to occur. Cultural conversion is generally better, but there is still room for improvement there as well, mostly in that it could happen under more circumstances. This mod includes several improvements to both so that the AI will hold back on conversion when it makes sense, or (culturally) to be more likely to convert when it makes sense.

This mod also fixes the bug in vanilla where Central Germanic and Czech characters will never culturally convert.

Religious Conversion

The primary method of determining whether to religiously convert is based on the converter’s faith’s Religious Attitude, its Faith Hostility toward the faith to be converted, and the individual character’s AI Zeal. The AI’s Zeal must exceed a provided threshold based on the other two parameters, with stricter Faith Hostility lowering the threshold and more favorable Religious Attitude increasing it.

Minimum Zeal
Evil
Hostile
Astray
Righteous
Fundamentalist
-29
-9
10
30
Righteous
-9
10
30
60
Pluralist
10
30
60
100

Other methods of determining whether to religiously convert include the converter’s faith having a holy site on that county, the character having certain traits/character modifiers/government types, converting defeated county rebels to prevent future rebellions, reformed pagans converting unreformed of their religion, and others based mostly on relevant decisions and non-universal conversion bonuses.

Cultural Conversion

The primary method of determining whether to culturally convert is the same as in vanilla – counties will be converted when they border a county of the ruler’s culture. This mod also removes the restriction on non-independent counts and adds the ability for characters who can raid and raid across water to convert coastal provinces (which mostly means: More Viking Settlements). Cultural conversion will also occur toward defeated county rebels to prevent future rebellions, and others based mostly on cultures which normally replace each other in game, relevant decisions, and non-universal conversion bonuses.

Compatibility

This mod overwrites task_conversion and task_promote_culture, so it will be incompatible with other mods which modify either of the two. However, most of the internal logic is actually located in scripted triggers ("baic_should_convert_faith_trigger" and "baic_should_convert_culture_trigger"), so improvising a compatch should be fairly simple. It is also, of course, incompatible with Ironman.

Image Source

"Saint Benedict delivering his rule to the monks of his order", Monastery of St. Gilles, Nimes, France, 1129

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Revisions:

Old revisions of this mod are available below. Click the link to download.