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
for a check fortrait = lustful
and replace each instance off add_trait lustul withor = {and = { religion = X* trait = lustful_good } and = { religion = Y trait = lustful_bad }
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.