Is there a command that allows the effect of culture change when converting a pagan province to be applied to another religion? Or is this not moddable?
can_convert_culture = yes/no flag in geography.txt;
Are you sure that when you where converting the other provinces they were Norse? Because Norse does not work like Paganism, the reason being the one already posted (the religions.txt file section for Norse should say "annexable = yes", which it does not).
Thanks anyway! But I still find very strange how a south-american civilisation has the same religion as... Norway (Inca & Norway?!?) + a religion from the pagan group is not so ... pagan (the culture can not be converted)...I've seen rebel disband if they can't take the province many times.
#Regional definitions
#Continents, regions and areas must be uniquely named in three separate lists ("Any" is reserved keyword and may NOT be used).
#Areas, regions and continents are three geographical different concepts that are linked through the definition of the provinces. Effects are combined for involved provinces.
#Usually, an area is comprised in a single region and a region is comprised in a single continent. Nevertheless, there is no check in the game and any combination is thus possible, especially for seas.
#in the folowwing lists, land areas and corresponding regions are sorted for better readability according to the definition of the provinces.
#Continents:
#id = X Used as UNIQUE value of a single list in the script engine for continents, regions and areas. Target a random city province of the continent, region or area. X = 1 means value = -1001 for the script engine (default is 0 and not taken in account in the script engine if not specified).
#culture_change = yes/no If yes, culture of the colonial cities turns to primary culture of the country when nationalism fades away (default is yes if not specified).
#[COLOR="#FFFF00"]can_convert_culture = yes/no[/COLOR] If yes, provinces with annexable religions will convert culture also when converted to a non-annexable religion (default is yes if not specified).
#whiteman_penalty = yes/no If yes, penalties until contacts with other continents (default is no if not specified).
#popgrowth_island_colony = X.XX Extra negative population growth for island colonies (default is 0.00 if not specified).
#popgrowth_continent_colony = X.XX Extra negative population growth for continent (i.e. not island) colonies (default is 0.00 if not specified).
#popgrowth_penalty = yes/no If yes, penalty for population growth of all the colonies (default is no if not specified).
#cot_assign_penalty = yes/no If yes, CoTs have less chance to appear on the continent + influence on trade (default is no if not specified).
#combat_overrun = yes/no If yes, armies have more chance to be annihilated (default is no if not specified).
#badboy_penalty = yes/no If yes, badboy penalty for actions against countries of the continent (default is yes if not specified).
#hre_election = yes/no If yes, monarch of the country can be elected HRE Emperor if capital on the continent and other conditions are met (default is no if not specified).
#available_mercenaries = yes/no If yes, mercenaries can be hired on the continent (default is yes if not specified).
#vp_discover_first = { } Victory Points attributed for first discovery of the continent by a foreign country (default is 0 if not specified and no desc message in this case).
# - province = any => at least one province must be discovered (default).
# - province = all => all the provinces must be discovered.
# IMPORTANT: only land provinces are involved for continents.
#vp_first_establishment = X Only for land provinces, Victory Points attributed for first TP or colony established on the continent by a foreign country (default is 0 if not specified).
#Regions:
#id = X Same as continent.
#movement_penalty = yes/no If yes, same multiplier as arctic climate for movement time if not already Artic climate (default is no if not specified).
#colonization_spread = yes/no If yes, trading posts are sufficient for colonization of adjacent provinces (default is no if not specified).
#revolt_strength = X.XX Only for land provinces, strength of the revolts (default is 1.00 if not specified).
#natives = entry Only for land provinces, entry of natives.txt to be used for natives computation and map display.
#natives_death = X Only for land provinces, natives population extra loss when discovered by foreign country (default is 0 if not specified).
#galleys_penalty = yes/no If no, no extra attrition for galleys (default is yes if not specified).
#wind_penalty = X Only for sea provinces, decreases wind factor if no stormy weather (default is 0 if not specified).
#piracy = low/medium/high Frequency and number of pirates in the region (default is medium if not specified)
# - increased effect on coastal sea zones if high piracy for the region.
# - reduced effect in coastal sea zones of the region for each low piracy neighbouring coastal province.
#[COLOR="#FFFF00"]can_convert_culture = yes/no[/COLOR] If yes, provinces with annexable religions will convert culture also when converted to a non-annexable religion (default is the continent setting if not specified).
#vp_discover_first = { } Same as continent but sea provinces are involved too.
#vp_first_establishment = X Only for land provinces, Victory Points attributed for first TP or colony established in the region (default is 0 if not specified).
#Areas:
#id = X Same as continent.
#type = land/lake/sea Type of the area for pathfinding and specific calculations (default is land if not specified).
#vp_discover_first = { } Same as continent but sea provinces are involved too.
#-----------------------------------------------------------------------------------------------
#Continents
#-----------------------------------------------------------------------------------------------
continent = {
id = 1
tag = "Africa"
name = "CON_Africa"
culture_change = yes
whiteman_penalty = no
popgrowth_island_colony = 2.00
popgrowth_continent_colony = 12.00
popgrowth_penalty = no
cot_assign_penalty = no
combat_overrun = no
badboy_penalty = yes
hre_election = no
available_mercenaries = no
[COLOR="#FFFF00"]can_convert_culture = no[/COLOR]
vp_first_establishment = 5
}