Well I am happy to note that I've been able to disprove two of uanime's bugs with religion; they work as they should. Regions can start with a new religion from more than 0%; you just have to delete map.rwm. Here I create a latin religion (really a latin culture, for our PI mod), competing 50/50 with catholicism, from turn1:
Also, buildings convert to your religion just fine. As you can see on the bottom, I have a cathedral, which immediately gets to work on converting the populace:
However! There's something you have to change. A religious building is designed to convert to a certain religion only, it does not convert to whatever your factional religion is. Here it says in export_descr_buildings.txt:
Code:
building temple_catholic
{
convert_to temple_catholic_castle
religion catholic
levels small_church church abbey cathedral huge_cathedral
{
small_church city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, }
{
convert_to 0
capability
{
.
.
.
You need to create your own building complex, and make it convert to your religion:
Code:
building temple_latin
{
religion latin
levels cathedral
{
cathedral city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, venice, }
{
capability
{
;agent priest 0 requires factions { normans, denmark, scotland, hre, france, england, }
recruit_pool "Armored Clergy" 1 0.4 3 0 requires factions { denmark, }
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
}
material wooden
construction 4
cost 6400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Presto, done.
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