A *very* basic pop-system to fix conversion speed and add depth.

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BurnBird

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The speed at which counties are converted, both culturally and religiously is ridiculously fast and a problem since it makes warmongering nations way too stable. My suggestion would be to implement a system where 1 development equals one "pop" and that said pop has a religion and culture. Popular opinion could be determined by these pops, with pops of wrong culture and religion giving the most and pops of the wrong culture *or* religion giving less. I know that a pop system would be a major overhaul, which is why the system I'm proposing would build on the already implemented development , as well as it *only* representing religion and culture of the county and not class and happiness for each pop, like in Imperator.

This system would mean that counties wouldn't flip from one culture/religion to another in just a day, but that pops with time would convert and grow from a minority to a majority. This system would also allow you to represent minority cultures and religions that would otherwise not be presented at all, or just in characters, without any counties following the culture.

I threw together a very crude mock-up, just to illustrate what I'm thinking. Mind you that I'm not a designer in any way and that there would need to be additional tool-tips and maybe some of the information I've displayed could be part of tool-tips instead.
 

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baltarstar

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Though I do like the idea of tracking culture and religious conversion by specific population, you might change your mind about the conversion speed if you consider that there is already a development penalty for both the convert religion and convert culture actions. I had a similar idea to this, made a post about it, started digging in to modding to see if I could make the conversion speeds slower, and I learned that conversion speed already does get much slower as the game progresses. So, if it seems fast, it's probably just because its in a poorly developed county. At default speeds, assuming a skill of 10 and no other modifiers, a 0 development county will convert in 5.56 years and a 90+ development county will convert in 55.56 years. That's already fairly long, but of course you can take the slower speed, making it 11 to 110 years, or the slowest speed, making it 22 to 220 years.

It might be interesting to see the individual pop breakdown, but I can see why Paradox just takes an abstraction of all of that kind of stuff. It gets pretty fiddly and it doesn't change the key outcomes that much. Having a little tribe in the middle of nowhere be easier to convert seems to check out with my perceptions of what would be realistic.
 

ulix

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I've also had counties not convert at all, with no ETA, because the value was negative. So it would take an infinite amount of time. Something fervor something something.
 

Pied-Noir

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No, CK doesn't need pops.

I don't want every single Paradox game mechanic to wind up in every single Paradox game, but half-arsed and poorly thought through - look at Imperator if you want to see where that leads.
 
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