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ngppgn

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Ahh, but we had religion-tied, trait triggered modifiers for a while, but they take a huge hit on performance (the game has to go through all living characters and apply the modifiers according to their trigger; that's a lot of calculations). I removed them because they were too specific (there were just Buddhist and Zoroastrian ones), but we can always reintroduce them if made more generic. I'll think on that, but right now I'm occupied writing patron gods for the polytheist religions.

Would it be less computer intensive if each personality trait would be replaced by a couple of traits idential in all except that one gives positive opinion and the other gives negative opinion and piety/prestige income(e.g. replace lustful for a pair lustful_good and lustful_bad) and then modifier each condition that tests for the trait for a couple of if conditions that test for the couple of traits, and the same wth effects?

Following my example, replace checks for
trait = lustful
for a check for
or = {and = { religion = X* trait = lustful_good } and = { religion = Y trait = lustful_bad }
and replace each instance off add_trait lustul with
if = { religion = X add_trait = lustful_good } if = { religion = Y add_trait = lustful_bad }

It in theory will be more restricted than search for every character of a religion, so it should be less computer heavy, and once the traits are modified, the modification in events condifion and effect should be doable in 1 min with the notepad++ "replace all" feature.

What do you think of that?




*in truth, instead of "religion = X" there must be an instance of "or = { religion = x1 religion = x2 religion = x3... religion = xn} where x1, x2, x3,...xn are the relevant religions
The same goes for "religion = Y".

Edit: there should be needed a similar change for instance of "remove_trait" along the same lines of those provided above.
 

richvh

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The computation intensive part is the triggered modifier itself, as each and every person has to be checked on a regular basis to see if the trigger conditions are met/are no longer met. The dual trait idea is probably doable, but then getting opinion modifiers for the traits right for everyone they interact with... I'm not sure quite how to do it, as the religion checks for traits are quite limited.
 

ngppgn

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The dual trait idea is probably doable, but then getting opinion modifiers for the traits right for everyone they interact with... I'm not sure quite how to do it, as the religion checks for traits are quite limited.
If you mean that, to follow my example, a lustful character should have bonus opinion with characters of religions that favor it and at the same time malus with characters of religion that condemn if, yeah, I think that can't be done without triggered modifiers or maintenance events (I don't know which of them would be preferable). But event without that, it would be an improvement, at least for piety gain/loss and maybe using same_religion_opinion instead of general_opinion would render an imperfect result, but better than the actual.
In any case, it was just brainstorming, you need not take it in consideration if it doesn't fit your view, of course
 

Numahr

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Hi, a short-scale busy period is getting over, so I'll try to work on 2 things now: holy sites as a priority (Futuregary took me away from my retreat on this already ;) ) and... localizations / descriptions. It seems like we have a release objective so I'll try to do some stuff for that!

Anything else at this point for me?
 

DarkReborn

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Anything else at this point for me?

I'm expanding the "patron gods" system that Rajas of India has for the Hindu religion to other polytheist religions. The general rule of thumb that I'm following is that mainstream religions that are mentioned to be polytheist in their descriptions or names are getting it, thus, Furistaz Siduz (german_pagan) gets patron gods but Wodanazic (allfather) and Irminsulic (irminsul) don't. What do you think about this? I'm already half-way on giving most religions patron gods.
 

futuregary

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Anything else at this point for me?

The necessary SELIN work is basically done. Updated and new religions coded in. All that's missing is localisations for reformed religions; and I could use a bit on help on that front :eek:o
 

DarkReborn

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The necessary SELIN work is basically done. Updated and new religions coded in. All that's missing is localisations for reformed religions; and I could use a bit on help on that front :eek:o

Get into contact with Martellus, he assisted me on that front. He can write pretty good interim descriptions for religions until Numahr has more free time to work on them.
 

futuregary

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Zat was him? I was under the impression that was you :laugh:

Thanks for the pointer.
 

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You guys should really look to consistently open up religion explanations with their SELIN traits, right now it's about half and half. Apologies if you're already looking to do that. :p
 

futuregary

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Afraid I dunno what you mean. You mean like the breakdown of what goes into each religion? Or you mean like the bullet points of what makes each religion unique? Either way, I agree.
 

DarkReborn

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They show up as NONE because they aren't working anymore, somewhere along the line Paradox decided to remove them from modifiers (all modifiers, not just religious ones). I removed them, added them again to see if they worked, and they do not appear to have any effect so far. Case in point, Ahrimanic characters used to be the most warlike ones (So much that Pannonia was formed by Avaria like 20 years in). Now Avaria peacefully sits amidst a sea of chaos, without doing nothing. The only place where ai_modifers still work is at the traits, so we should have think about having some workaround for the AI using traits.
 

TheChronoMaster

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All I can think of is, instead of the old triggered modifiers and the new religious modifiers, use Traits to give a religion's bonuses. Have them be like the branch traits, but for the overall religion, and all of them are opposites, with conversion granting the new religion's trait. That'd probably be a bit tedious to set up though, and god knows what the effect on performance would be.
 

DarkReborn

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All I can think of is, instead of the old triggered modifiers and the new religious modifiers, use Traits to give a religion's bonuses. That'd probably be a bit tedious to set up though, and god knows what the effect on performance would be.

No need for that, it would be indeed tedious and performance would plummet even further. Just invisible traits for the AI that give them this or that AI behaviour modifier. We would need to standardize the values so that we don't have to create a trait just for every religion, though.
 

TheChronoMaster

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No need for that, it would be indeed tedious and performance would plummet even further. Just invisible traits for the AI that give them this or that AI behaviour modifier. We would need to standardize the values so that we don't have to create a trait just for every religion, though.

Divide them up by Soul, maybe, give the SELIN Matrix another use?