Results 1 to 8 of 8

Thread: Slower conversion rate and more rebellions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Needs more flowers Moderator drone's Avatar
    Join Date
    Dec 2004
    Location
    Moral High Grounds
    Posts
    9,286

    Default Re: Slower conversion rate and more rebellions

    Welcome to the Org, Kolvorok!

    Unfortunately, some things about the game are hardcoded. The happiness effect of the faction leader across the empire is one, as is the conversion rate to the faction's religion. gollum is on the money with the building conversion rates though, they give both a happiness bonus and a high conversion rate, which knocks back the chance of rebellion quickly. Another point, the religious buildings are in separate building lines, so the bonuses for happiness and conversion stack. A Church and a Monastery will give a combined total of +30% to happiness, and 20% conversion. The standard Bishop is only 2% conversion.

    You are correct in how to change the province unrest factor in the startpos file. The building conversion is set in the build_prod file, column 22 (Faith Propagation). The conversion for agents is in the unit_prod file, column 67 (Faith). I think any unit can be set to add conversion, for grins you could make Ghazis or Fanatics convert a small amount. I've always thought that Ports/Merchants might be a good place to throw in a small conversion rate for all religions (even Jews/Heretics/Pagans), more contact with the outside world would encourage religious experimentation and immigration, and might liven things up a bit.
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

  2. #2

    Default Re: Slower conversion rate and more rebellions

    Thank you for adding details for our new friend drone. It wasn't for lack of effort that i was not more specific, but because i have not the game at hand and did not remember the cols in question :)
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  3. #3
    Member Member Stazi's Avatar
    Join Date
    Jun 2008
    Location
    Poland
    Posts
    455

    Default Re: Slower conversion rate and more rebellions

    Just some of my thoughts.
    As gollum said AI can't handle high rebellious provinces properly. Happiness in such provinces fluctuates constantly so the AI loses them sooner or later (probably sooner). Big garrisons don't change much cause rebel armies are scaled up to the size of garrison. Low rebelliousness help to keep the AI's empires together. The same goes for buildings that improve happiness and shorten the time of religious conversion. If the AI has less problems with managing its own empire it becomes a greater threat to the player. The constant struggle with rebels makes the AI's empires small and insignificant. Of course, things that help the AI, helps player too but the player is much more versatile and can handle much more difficult situations than the AI. IMO the best way to make the game more challenging is to make it easy for the AI.

    Before you start to make major changes try to check some of the existing mods. For example Redux is the mod where rebels are really strong. On the other side is probably XL mod (piles of money > huge armies and garrisons > high happiness > rare rebellions and big empires). Somewhere in the middle is the Caravel mod which gives the most balanced gameplay. These mods will save you much of the testing. You can just copy the solutions which suit you best.
    Last edited by Stazi; 06-28-2011 at 18:46.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  4. #4

    Default Re: Slower conversion rate and more rebellions

    Thanks alot for the quick and informative replies everyone, and thank you for the warm welcome also

    I think there is a point in making things easier for the AI, so I will leave rebellion probability the way it is but change the conversion rates caused by buildings and agents very low. I guess this will make the pace of the game slower but maybe more realistic and hopefully more difficult for me because fast conquest won´t be possible anymore.

    Just wondering that if I build for example a church to a mostly muslim province, will that cause unrest?


    Quote Originally Posted by drone
    I've always thought that Ports/Merchants might be a good place to throw in a small conversion rate for all religions (even Jews/Heretics/Pagans), more contact with the outside world would encourage religious experimentation and immigration, and might liven things up a bit.
    I don't have the game files available right now, but is it possible to make buildings and/or agents to convert people to other religion than your own? I mean, it would be kind of realistic that a university would convert people to heresy for example


    This goes slightly offtopic, but is it possible to make faction re-emerging more likely to happen?


    EDIT: If I change the building and agent conversion rates in the middle of my current campaign, will I be able to use my old save games?
    Last edited by Kolvorok; 06-29-2011 at 09:57.

  5. #5
    Member Member Stazi's Avatar
    Join Date
    Jun 2008
    Location
    Poland
    Posts
    455

    Default Re: Slower conversion rate and more rebellions

    Just wondering that if I build for example a church to a mostly muslim province, will that cause unrest?
    No. Dependencies system is not so sophisticated. Church is just a building that increase happiness and spread faith. It's role is to reduce the chance of unrest.

    I don't have the game files available right now, but is it possible to make buildings and/or agents to convert people to other religion than your own? I mean, it would be kind of realistic that a university would convert people to heresy for example
    Agents can spread any faith you want. Buildings only your own.

    This goes slightly offtopic, but is it possible to make faction re-emerging more likely to happen?
    AFAIK no. It depends on how many heirs the faction had when disappeared, what age they were, actual happiness of it's old provinces. Even if all of these factors are covered it still needs lucky dice roll to reemerge.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  6. #6
    Needs more flowers Moderator drone's Avatar
    Join Date
    Dec 2004
    Location
    Moral High Grounds
    Posts
    9,286

    Default Re: Slower conversion rate and more rebellions

    Quote Originally Posted by Stazi View Post
    Agents can spread any faith you want. Buildings only your own.
    Ah yes, the building faith propagation column doesn't specify which faith, unlike the unit file. My bad.

    Quote Originally Posted by Kolvorok
    EDIT: If I change the building and agent conversion rates in the middle of my current campaign, will I be able to use my old save games?
    I think this will work.
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO