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Numahr

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Honestly, many people enjoyed the previous release which, SELIN-wise, was a total mess of apocalyptic scale. But who really cared? :laugh:

The one remaining bug on short reign modifier, in comparison, is like the difference between a half-finished tapestry and a small mistaken nod in the corner of that tapestry.

Anyway I need a bit of time to bug fix this, as I also realized that Futuregary's version of the Matrix had a formula bug, and I need to check individually and re-script all aggression levels and short reign modifiers.
 

riknap

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I think I found a bug in SELIN modifiers. Independence war score bonus and short reign opinion modifiers were scripted as if they changed the default entered in defines.lua, while they actually override it. As a result, the current 00religions.txt decreases the values when it is supposed to increase them, since it acts as if the default values were 0 for both while they are 40 and 5 respectively.

I am correcting this and uploading the corrected version shortly.

By the way, getting rid of these nasty modifiers will be an added incentive for reforming, as reformed religions tend to do better than unreformed ones...

EDIT @ riknap

Please in the future let me know when you change these modifiers in the define.lua since we will have to update all corresponding values in the 00religions.txt (or just think of doing it, which is quite quick with the Ctr+H "Replace all" function)

well, I did ask way back in TOG's early stage, but I think our convo got buried along with the theoreticals so we probably ended up miscommunicating (I had assumed you had adjusted them in the religions file accordingly already :D )
that probably explains why I couldn't find it in the .doc white sheet you made for the mechanics of TOG adoption :p
I'll inform you in the future once I rebalance them (which I do plan to tweak a bit again).
just to confirm though - they're supposed to be higher for "pagans" right?
(then again, I didn't have any idea about the war score bonus though on second thought)

Well, it sounded like some serious stuff was mixed up and it sounded like a game could be pointless because of that.

well, since I haven't exactly even playtested it once, this is essentially preliminary bugfixing for the post-SOA release, so consider it as a beta for the beta as such :p
 
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Bismarck1899

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I tried a game with Neapolis and so far everything seems to be fine but there is one thing I want to ask. Aren't the reform requirements a bit harsh for imperial cultists ? I need to control, for example, the duchy of Mesopotamia and Armenia ??
 

Numahr

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SELIN 2.0 Documentation

Announcing the release of SELIN 2.0 Official Documentation, also accessible in my signature:
- The Change Log & Manual, 9 pages to understand the reformed inner workings of Lux Invicta's spirituality
- The Holy Sites Maps and Overview of the Religious Structure, 25 maps to find your way with your Holy Faith

Riknap, please feel free to use / advertize these documents as you see fit.

---

Edit on short year opinion modifiers:

Well let me quote the freshly published SELIN 2.0 Change Log & Manual on that:

Short Reign Opinion Modifier

Opinion malus for every year within the duration of a “short reign”. Default in Lux Invicta is 10 years of “short reign” duration (unchanged by religious modifiers) with a malus of 5 for each year (-50 opinion malus on year 1, progressive decrease of 5 per year).

Below is how SELIN affects the malus (negative modifiers decrease the default malus of 5 per year):

• Soul: Statist gets -2, Messianic gets +2 and Populist gets +3
• Civilization: Archaic gets -2, Tengri and Celtic get +1 and Norse and Barbarian get +2
Reformed religions get -1.

Modifiers are cumulative, including with ascendants (50%). The range of SELIN affected Short reign opinion modifiers goes from 0 (Archaic Reformed Statist religion) to 10 (Unreformed Barbarian Populist religion).

Beware that religions without a habit of swift succession for earthly princes can create particularly troublesome challenges for new rulers. Choose your starting religion carefully if you wish to avoid those. But remember that these challenges come with exciting benefits, such as the ability to loot, to launch prepared invasions, etc.


So in fact, since I have to correct these values anyway, I have increased potential bonus, taking into account the LI default value of 5.
- bonus to Archaic increased from -1 to -2
- new -1 bonus to all reformed religions (again, goes in the direction of straightforard incentive to reform, in the category reform should be interesting for: stabilizing power. Note that this will stack, in most cases, with a Soul changed to Statist for a total bonus of -3 upon reform compared to the pre-reform opinion modifier).

---

I tried a game with Neapolis and so far everything seems to be fine but there is one thing I want to ask. Aren't the reform requirements a bit harsh for imperial cultists ? I need to control, for example, the duchy of Mesopotamia and Armenia ??

You are already reformed. Your Holy Sites, as documented in the Maps I just published, are Rome, Jérusalem, Carthage, Alexandria (the four common Graeco-Roman Holy Sites) and Trapezous (your custom Holy Site).

What you see at the location of the usual "reform" button is the conditions for the decision to restore the Roman Empire. I did not work on this, but I am not surprised that a backwater rump State should have a hard time doing this, especially when you already have 3 major powers claiming to be just that already... ;) And by the way, to have located there is quite neat I think!
 
Last edited:
B

Bismarck1899

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Announcing the release of SELIN 2.0 Official Documentation, also accessible in my signature:
- The Change Log & Manual, 9 pages to understand the reformed inner workings of Lux Invicta's spirituality
- The Holy Sites Maps and Overview of the Religious Structure, 25 maps to find your way with your Holy Faith

Riknap, please feel free to use / advertize these documents as you see fit.

---

Edit on short year opinion modifiers:

Well let me quote the freshly published SELIN 2.0 Change Log & Manual on that:




So in fact, since I have to correct these values anyway, I have increased potential bonus, taking into account the LI default value of 5.
- bonus to Archaic increased from -1 to -2
- new -1 bonus to all reformed religions (again, goes in the direction of straightforard incentive to reform, in the category reform should be interesting for: stabilizing power. Note that this will stack, in most cases, with a Soul changed to Statist for a total bonus of -3 upon reform compared to the pre-reform opinion modifier).

---



You are already reformed. Your Holy Sites, as documented in the Maps I just published, are Rome, Jérusalem, Carthage, Alexandria (the four common Graeco-Roman Holy Sites) and Trapezous (your custom Holy Site).

What you see at the location of the usual "reform" button is the conditions for the decision to restore the Roman Empire. I did not work on this, but I am not surprised that a backwater rump State should have a hard time doing this, especially when you already have 3 major powers claiming to be just that already... ;) And by the way, to have located there is quite neat I think!

No, I'm pretty sure that it is the decision after which I'd get a relgious head (Pontifex Maximus) :)
 

DarkReborn

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No, I'm pretty sure that it is the decision after which I'd get a relgious head (Pontifex Maximus) :)

No, the creatable Roman Empire is the religious head of the Imperial Cult... I believe that Futuregary made it like that. Previously it just was a creatable head that needed of the Imperial Cult's holy sites for it's creation, but it was inconsistent, because most other religions can't create a rel. head as it is, so no reason for them to have one. The Roman Empire is just a hardmode objective for the Imperial Cultists (which are in a fairly bad situation.... just Neapolis and Trebizond).

@Numahr:
On that account; should we have creatable heads for the rest of the religions (the ones that start reformed) that haven't one AND fits on their souls? For example, statist and clerical soul religions should get a chance to create one, and not always ruler heads, mind you. With the new religious head features/actions coming with SoA (ask head for money, claims... etc...) I believe that this would benefit some religions.

Great documentation BTW, I find it very instructive.
 

Numahr

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@Numahr:
On that account; should we have creatable heads for the rest of the religions (the ones that start reformed) that haven't one AND fits on their souls? For example, statist and clerical soul religions should get a chance to create one, and not always ruler heads, mind you. With the new religious head features/actions coming with SoA (ask head for money, claims... etc...) I believe that this would benefit some religions.

Great documentation BTW, I find it very instructive.

Thanks, I am happy the documention serves its purpose :)

On Heads: you are totally right. Note that columns 1, 2 and 3 in the Matrix indicate what kind of Head each religion should have, based on some discussions with Futuregary. But only for some religions.

Somehow the Heads are a topic I never fully got involved in, maybe because of the necessary connection with landed_titles. Now would you like to, hum, lead the Head question, for that matter?.. I am still busy with these other topics of agression level and short reign modifiers...
 
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Bismarck1899

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one thing I noticed was that the ERE had a zorastrian ruler and one italian country was manichean. Might be nothing but I got alot of those an interesting relgious person arrived or something like that (with three options)
 

DarkReborn

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one thing I noticed was that the ERE had a zorastrian ruler and one italian country was manichean. Might be nothing but I got alot of those an interesting relgious person arrived or something like that (with three options)

:wacko: That event shouldn't be enabled.... damn... I forgot to disable it.

Good thing we're releasing a new version in the "near" future...
 

Numahr

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From reading the SooA manual:

- more rebellions from different religions: mixed blessing, given the multi-religious nature of LI, we don't want Tarhuntite to rebel from Luwian... on the other had, in the appropriate context, the more dynamic heretic rebellions are interesting, especially since we did a good homework at limiting the number of hérésies - those who are still in are really hérésies in the Vanilla sense, so them revolting is legit. Let's see how all this is coded in.

- a side effect of the two schools of Islam is that we should have a good modifier for tech bonus beyond spread, which we may be able to use as a triggered modifier (one that already existed, but that I did not know, maybe?)
 

SirKulinski

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So far it doesn't look too bad, then again I don't know how bad it'll be to fix probably 180~ religions as they are showing up as no-religion, the cardinal feature doesn't work because there are none or they aren't being selected.

What seems (for now) to work fine:
Buildings
CB's
Stat modifiers
Religion modifiers of the ones that work
Realm Modifiers
Retinues
Council jobs
Grand tournament
Invite (counciler)
Give to charity
Family, martial, female marshal pop-ups at 1-3 days after game start.
Region/Tradition (buildings)
All trade republics are in game.

What is broken:
180~ Religions - It does appear it's only for provinces, rulers still have their religions.
Mercanaries- Upon their selection it CTD's (Normal and Legio's)
Holy orders - Upon their selection it CTD's
Martial modifier on levies seems to be reversed? I have 26 martial but -200% levy...
Grand hunt picture is gone,
There appears to be a broken decision, my guess it's the Feast.
About half the ambitions are gone.

Religions that survived (on the map at least)
Arian
Cathar
Catholic
Graeco-Roma
Mithraic-Christian
Forn sidric
Imperial Cultist
Sunni
Solar-Christian
'Ilm Islamic
Haruri
Ash-Shamsi
Zoroastrian
Zoroastrian Hindu
Buddhist
Marcionist
Audianist
Solar-Imperial
Montanist
Alexandros-Amonite
Orthodox
Eosphorist
Sabellianist
Platonic Pythagorean
Beelshameni
Almaqahi
Indo-Hellenic
Sowiloic
Lughite
Hibernicist
Druidic
semipelagian
Pelagian
Ofrdatrivaric (Gotland...)
I'll put then in order in a moment.
 
Last edited:

DarkReborn

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The missing religions bug is due to the provinces history files, some files have culture before religion, and apparently now it must be religion BEFORE culture. Yeah... now to manually check all the 930-something files...

I had no CTDs on selecting/raising holy orders or mercenaries, or their holding characters.
The modifier is Riknap's thing, so I'll guess he'll check that.
 

Polskers

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The provinces thing to ensure that religion actually shows up seems to be something that could be fairly easily fixed. Less than I would've assumed it to be considering the immensity of it all.

Glad to see, however, that progress is being made already on conversion to SoA. Any idea when we could expect to see the beta to the beta out and about? ;)