1. ## Religious Conversion Mod!

Your monarch has awoken blind one morning and has decided to pray to his deity. Upon the seventh day, he emerges...

EU3_1.png
EU3_2.png
EU3_3.png
Nobody expects the Spanish Shintos...

The "Religious Conversion Mod" is a partially done, DIY mod. I basically make the code and the event, and you put it in your localization/text.csv file and the religious.txt file of "events"!

So, if you play Death and Taxes like me (or any other mod for that matter), you've been annoyed sometimes, when oh say... you start in 1356 as Lithuania, and your Animist, and you have no way to change to Catholic, Orthodox or Sunni.

That's where this custom-event comes into play! Convert your monarch to whatever you like.

It's designed for Divine Wind, and is untested on all other versions. It's been tested on Vanilla DW and Death or Taxes, unconfirmed on all others, da? Da.

Code:
EVTNAME20510;Religious Conversion;;;;;;x;
EVTDESC20510;$MONARCH$ awoke blind on unseasonally cold morning. In fear of divine vengeance, he fled to the nearest location of prayer and entered a small room and did not emerge. For days, it seemed all $MONARCH$ could do was pray. Pray and hope. Then, upon the seventh day of his prayer, he saw something. He saw the deity. As he emerged from his room, $MONARCH$ 's first words were...;;;;;;x;
EVTOPTA20510;Deus Vult! For God!;;;;;;x;
EVTOPTB20510;Constantinople is the light of humanity!;;;;;;x;
EVTOPTC20510;ALLAHU AKBAR!;;;;;;x;
EVTOPTE20510;Zen is necessary for balance.;;;;;;x;
EVTOPTF20510;Kami-sama will protect me in my new life!;;;;;;x;
religious_convert_title;To the temple...;;;;;;x;
religious_convert_desc;The monarch has been feeling rather sick lately...;;;;;;x;
EVTNAME20511;More Conversion;;;;;;x;
EVTDESC20511;This event contains religions that are heretical to pretty much everyone that's not them. Be careful when converting in Europe...;;;;;;x;
EVTOPTB20511;Shark-bait Hoo-Hah-Hah!;;;;;;x;
EVTOPTC20511;Outfit an expedition to the Ganges!;;;;;;x;
EVTOPTD20511;Confucious say...;;;;;;x;
Take this code and place it in \localisation\text.csv.

Code:
country_event = {

id = 20510

major = no
is_triggered_only = yes

title = "EVTNAME20510"
desc = "EVTDESC20510"

option = {
name = "EVTOPTA20510"
religion = catholic
capital_scope = { religion = catholic }
stability = -2
}

option = {
name = "EVTOPTB20510"
religion = orthodox
capital_scope = { religion = orthodox }
stability = -2
}

option = {
name = "EVTOPTC20510"
religion = sunni
capital_scope = { religion = sunni }
stability = -2
}

option = {
name = "EVTOPTD20510"
religion = shiite
capital_scope = { religion = shiite }
stability = -2
}

option = {
name = "EVTOPTE20510"
religion = buddhist
capital_scope = { religion = buddhist }
stability = -2
}

option = {
name = "EVTOPTF20510"
religion = shinto
capital_scope = { religion = shinto }
stability = -2
}

option = {
name = "EVTOPTG20510"
country_event = 20511
}

}
Code:
country_event = {

id = 20511

major = no
is_triggered_only = yes

title = "EVTNAME20511"
desc = "EVTDESC20511"

option = {
name = "EVTOPTA20511"
religion = animism
capital_scope = { religion = animism }
stability = -2
}

option = {
name = "EVTOPTB20511"
religion = shamanism
capital_scope = { religion = shamanism }
stability = -2
}

option = {
name = "EVTOPTC20511"
religion = hinduism
capital_scope = { religion = hinduism }
stability = -2
}

option = {
name = "EVTOPTD20511"
religion = confucianism
capital_scope = { religion = confucianism }
stability = -2
}

option = {
name = "EVTOPTG20510"
country_event = 20510
}
}

This has the basic religions of the game, but if your mod has others, feel free to add onto it. Place THIS text batch in \events\religious.txt (or any other convient events file).

Code:

country_decisions = {
religious_convert = {
potential = {
NOT = defender_of_faith
}

allow = {
defender_of_faith=no
force_converted=no
war=no
stability=1
}

effect = {
country_event = 20510
}

ai_will_do={
factor=1
modifier={
factor=0.0
}
}
}
}
Add this to \decisions\religion.txt, and it will allow you to fire the event if you are not the Defender of the Religion, Not at war, or force converted, and requires you to have +1 stability.

Have fun,
Sakura_F
----

Update 1: Changed the Shi'ite option title, to make it less boring. Now it has a real statement a person would make. Hehe.

Update 3: Added decision to launch the event from and made converting religions incur a -2 stability hit (You don't expect your entire nation to follow the new religion blindly?)

Update 4: Added a second event that allows you to convert to Shamanism, Animism, Hinduism and Confucianism.

2. you could make it so every effect sets a flag for the country. Then make it so it has a mean time to happen of days = 1 and the trigger is that the country does NOT have the flag set by the effects. This will only allow it to fire once right as the game starts, however, and the AI will have it. If you do/ do not want the ai to use it, set ai = yes/no in the trigger.

3. Originally Posted by Alpha Zeke
you could make it so every effect sets a flag for the country. Then make it so it has a mean time to happen of days = 1 and the trigger is that the country does NOT have the flag set by the effects. This will only allow it to fire once right as the game starts, however, and the AI will have it. If you do/ do not want the ai to use it, set ai = yes/no in the trigger.
Instead of having it trigger as an event (that would annoy people), I'm thinking of figuring out how to implement it as a religious decision or something, where you fire the decision, and it triggers the event. Perhaps something like what they use in Steppe Wolf, but with less religions to worry about.

4. I'm having issues with the event firing. For some reason, I can't get the event to fire. even "country_event" which is an actual modifier for a decision in the HRE decisions (join HRE), doesn't work.

5. Originally Posted by Sakura_F
I'm having issues with the event firing. For some reason, I can't get the event to fire. even "country_event" which is an actual modifier for a decision in the HRE decisions (join HRE), doesn't work.
One possibility is to split it into multiple religious decisions, convert to sunni (shiite, catholic, etc).

6. Ah don't worry, I've got it, it works after a bit of retooling.

7. I want to add this to the game, but I can simply not figure out how to add the code to the localization folder! (I am sort of noob on this) Help is appreciated!

By the way, does this work for all nations in the game?

8. Originally Posted by Vrael_1492
I want to add this to the game, but I can simply not figure out how to add the code to the localization folder! (I am sort of noob on this) Help is appreciated!

By the way, does this work for all nations in the game?
It does work for all nations in the game, and to add it to localization, just take the code I have for you, and paste it into the "text.csv" file (open it with Notepad).

9. One more thing, I cannot find the religion folder in events. Is it in decisons then?

10. Originally Posted by Vrael_1492
One more thing, I cannot find the religion folder in events. Is it in decisons then?
It should be there. "religious.txt", if not, just put it any folder. I only suggested that one file because it was the most convenient.

11. Originally Posted by Sakura_F
It should be there. "religious.txt", if not, just put it any folder. I only suggested that one file because it was the most convenient.
OK, Thanks!

12. Update 4 posted, put all the heretical religions into a new event. Warning has been added to mention that the religions forementioned are pretty much heretical to 90% of the world. Animist France? Oh yeah, have fun with that...

13. Sakura... I can see MASSIVE hilarity ensuing. That, and endless religious wars. All you need to do is create some code that makes the AI choose different religions (with appropriate checks to keep them from changing every day).

You've got a great mini-mod here.

14. Originally Posted by MrTaxman
Sakura... I can see MASSIVE hilarity ensuing. That, and endless religious wars. All you need to do is create some code that makes the AI choose different religions (with appropriate checks to keep them from changing every day).

You've got a great mini-mod here.
Yeah, I actually, when I first started fiddling with the whole aspect of the religious conversion, I forgot to put "is_triggered_only" and every day, nations were flipping religions. Within days, half of Europe was fighting the other half. But yeah... that seems like an interesting way to go, but I'm not good with code, I'd need helpers. :P

15. Because I'm a noob and I have no idea how the files work, how would this work if you were, say, a Native American nation and you converted to Catholicism and the Reformation rolled around? Would you not be able to convert to Protestant/Reformed?

16. Originally Posted by Seek75
Because I'm a noob and I have no idea how the files work, how would this work if you were, say, a Native American nation and you converted to Catholicism and the Reformation rolled around? Would you not be able to convert to Protestant/Reformed?
You would be able to convert to Protestant, afaik, since you are a Christian nation. When you convert to Catholicism, iirc, you discover ALL of Europe, same if you convert to Islam.

17. Ah, ok then. Thanks!

18. It would be cool if pagan countries surrounded by Christians or Muslims could get an event to convert. This way the AI would also get a chance to convert.

19. Originally Posted by xcrissxcrossx
It would be cool if pagan countries surrounded by Christians or Muslims could get an event to convert. This way the AI would also get a chance to convert.
That's something that's way beyond my event creation capabilities. Perhaps somebody else could help me with that.

20. Originally Posted by xcrissxcrossx
It would be cool if pagan countries surrounded by Christians or Muslims could get an event to convert. This way the AI would also get a chance to convert.
I thought there already was such an event

#### Posting Permissions

• You may not post new threads
• You may not post replies
• You may not post attachments
• You may not edit your posts