decisions = { convert_to_liege_religion = { potential = { is_playable = yes liege = { NOT = { character = ROOT } NOT = { religion = ROOT } religion_group = ROOT } } allow = { NOT = { trait = zealous } } effect = { hidden_tooltip = { remove_character_modifier = patron_forseti remove_character_modifier = patron_thor remove_character_modifier = patron_njordr remove_character_modifier = patron_loki remove_character_modifier = patron_odin remove_character_modifier = patron_freyja remove_character_modifier = patron_dazbog remove_character_modifier = patron_perun remove_character_modifier = patron_porewit remove_character_modifier = patron_crnobog remove_character_modifier = patron_rod remove_character_modifier = patron_jarilo remove_character_modifier = patron_jupiter remove_character_modifier = patron_mars remove_character_modifier = patron_pluto remove_character_modifier = patron_mercury remove_character_modifier = patron_minerva remove_character_modifier = patron_bacchus remove_character_modifier = patron_dievas remove_character_modifier = patron_perkunas remove_character_modifier = patron_zemyna remove_character_modifier = patron_velnias remove_character_modifier = patron_laima remove_character_modifier = patron_ausrine remove_character_modifier = patron_jumala remove_character_modifier = patron_ukko remove_character_modifier = patron_akka remove_character_modifier = patron_kuu remove_character_modifier = patron_antero_vipunen remove_character_modifier = patron_akras remove_character_modifier = patron_nsamanfo remove_character_modifier = patron_tano remove_character_modifier = patron_abosom remove_character_modifier = patron_anansi remove_character_modifier = patron_nyame remove_character_modifier = patron_asase_ya remove_character_modifier = patron_yer remove_character_modifier = patron_kayra remove_character_modifier = patron_gun_ana remove_character_modifier = patron_ay_dede remove_character_modifier = patron_ulgan remove_character_modifier = patron_umay remove_character_modifier = patron_peter remove_character_modifier = patron_george remove_character_modifier = patron_ambrose remove_character_modifier = patron_gregory remove_character_modifier = patron_augustine remove_character_modifier = patron_anthony remove_character_modifier = patron_mary remove_character_modifier = patron_thomas remove_character_modifier = patron_john remove_character_modifier = patron_vohu_manah remove_character_modifier = patron_khshathra_vairya remove_character_modifier = patron_haurvatat remove_character_modifier = patron_asha_vahishta remove_character_modifier = patron_armaiti remove_character_modifier = patron_ameretat } clr_character_flag = patron_chosen prestige = -500 if = { limit = { higher_tier_than = BARON } religion_authority = { modifier = ruler_converted_from } } liege = { reverse_religion = ROOT } if = { limit = { higher_tier_than = BARON } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } if = { limit = { liege = { trait = shaivist_hindu } } add_trait = shaivist_hindu } if = { limit = { liege = { trait = vaishnavist_hindu } } add_trait = vaishnavist_hindu } if = { limit = { liege = { trait = shaktist_hindu } } add_trait = shaktist_hindu } if = { limit = { liege = { trait = smartist_hindu } } add_trait = smartist_hindu } if = { limit = { liege = { trait = mahayana_buddhist } } add_trait = mahayana_buddhist } if = { limit = { liege = { trait = vajrayana_buddhist } } add_trait = vajrayana_buddhist } if = { limit = { liege = { trait = theravada_buddhist } } add_trait = theravada_buddhist } if = { limit = { liege = { trait = digambara_jain } } add_trait = digambara_jain } if = { limit = { liege = { trait = svetambara_jain } } add_trait = svetambara_jain } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.05 modifier = { factor = 2 trait = content } } } convert_to_liege_culture = { potential = { is_playable = yes liege = { NOT = { character = ROOT } NOT = { culture = ROOT } } } allow = { prestige = 50 } effect = { prestige = -50 liege = { reverse_culture = ROOT } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } convert_to_local_culture = { potential = { is_playable = yes capital_scope = { NOT = { culture = ROOT } } OR = { independent = yes liege = { NOT = { culture = ROOT } } } holy_order = no has_dlc = "Rajas of India" } allow = { prestige = 500 } effect = { prestige = -500 capital_scope = { reverse_culture = ROOT } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.01 } modifier = { factor = 0 primary_title = { is_conquered = yes conquest_culture = ROOT } } modifier = { factor = 0 any_vassal = { culture = ROOT OR = { tier = duke tier = king AND = { tier = count ROOT = { tier = duke } } } } } modifier = { factor = 0 capital_scope = { OR = { AND = { culture = norse NOT = { has_global_flag = norse_culture_flipping } ROOT = { OR = { culture = swedish culture = norwegian culture = danish culture = norman } } } AND = { culture = saxon ROOT = { OR = { culture = norman culture = english } } } AND = { culture = english ROOT = { OR = { culture = norman culture = saxon } } } } } } } } convert_to_local_religion = { potential = { is_playable = yes capital_scope = { NOT = { religion = ROOT } } OR = { independent = yes liege = { NOT = { religion = ROOT } } } # The Indian religions can convert to each other anyway OR = { NOT = { religion_group = indian_group } capital_scope = { NOT = { religion_group = indian_group } } } controls_religion = no holy_order = no has_dlc = "Rajas of India" } allow = { OR = { AND = { piety = 500 capital_scope = { religion_group = ROOT } } AND = { piety = 1000 capital_scope = { NOT = { religion_group = ROOT } } } } } effect = { hidden_tooltip = { remove_character_modifier = patron_forseti remove_character_modifier = patron_thor remove_character_modifier = patron_njordr remove_character_modifier = patron_loki remove_character_modifier = patron_odin remove_character_modifier = patron_freyja remove_character_modifier = patron_dazbog remove_character_modifier = patron_perun remove_character_modifier = patron_porewit remove_character_modifier = patron_crnobog remove_character_modifier = patron_rod remove_character_modifier = patron_jarilo remove_character_modifier = patron_jupiter remove_character_modifier = patron_mars remove_character_modifier = patron_pluto remove_character_modifier = patron_mercury remove_character_modifier = patron_minerva remove_character_modifier = patron_bacchus remove_character_modifier = patron_dievas remove_character_modifier = patron_perkunas remove_character_modifier = patron_zemyna remove_character_modifier = patron_velnias remove_character_modifier = patron_laima remove_character_modifier = patron_ausrine remove_character_modifier = patron_jumala remove_character_modifier = patron_ukko remove_character_modifier = patron_akka remove_character_modifier = patron_kuu remove_character_modifier = patron_antero_vipunen remove_character_modifier = patron_akras remove_character_modifier = patron_nsamanfo remove_character_modifier = patron_tano remove_character_modifier = patron_abosom remove_character_modifier = patron_anansi remove_character_modifier = patron_nyame remove_character_modifier = patron_asase_ya remove_character_modifier = patron_yer remove_character_modifier = patron_kayra remove_character_modifier = patron_gun_ana remove_character_modifier = patron_ay_dede remove_character_modifier = patron_ulgan remove_character_modifier = patron_umay remove_character_modifier = patron_peter remove_character_modifier = patron_george remove_character_modifier = patron_ambrose remove_character_modifier = patron_gregory remove_character_modifier = patron_augustine remove_character_modifier = patron_anthony remove_character_modifier = patron_mary remove_character_modifier = patron_thomas remove_character_modifier = patron_john remove_character_modifier = patron_vohu_manah remove_character_modifier = patron_khshathra_vairya remove_character_modifier = patron_haurvatat remove_character_modifier = patron_asha_vahishta remove_character_modifier = patron_armaiti remove_character_modifier = patron_ameretat } clr_character_flag = patron_chosen if = { limit = { capital_scope = { NOT = { religion_group = ROOT } } } piety = -1000 } if = { limit = { capital_scope = { religion_group = ROOT } } piety = -500 } religion_authority = { modifier = ruler_converted_from } capital_scope = { reverse_religion = ROOT } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } convert_to_parent_religion = { potential = { is_playable = yes independent = yes is_heretic = yes } allow = { NOT = { trait = zealous } } effect = { hidden_tooltip = { remove_character_modifier = patron_forseti remove_character_modifier = patron_thor remove_character_modifier = patron_njordr remove_character_modifier = patron_loki remove_character_modifier = patron_odin remove_character_modifier = patron_freyja remove_character_modifier = patron_dazbog remove_character_modifier = patron_perun remove_character_modifier = patron_porewit remove_character_modifier = patron_crnobog remove_character_modifier = patron_rod remove_character_modifier = patron_jarilo remove_character_modifier = patron_jupiter remove_character_modifier = patron_mars remove_character_modifier = patron_pluto remove_character_modifier = patron_mercury remove_character_modifier = patron_minerva remove_character_modifier = patron_bacchus remove_character_modifier = patron_dievas remove_character_modifier = patron_perkunas remove_character_modifier = patron_zemyna remove_character_modifier = patron_velnias remove_character_modifier = patron_laima remove_character_modifier = patron_ausrine remove_character_modifier = patron_jumala remove_character_modifier = patron_ukko remove_character_modifier = patron_akka remove_character_modifier = patron_kuu remove_character_modifier = patron_antero_vipunen remove_character_modifier = patron_akras remove_character_modifier = patron_nsamanfo remove_character_modifier = patron_tano remove_character_modifier = patron_abosom remove_character_modifier = patron_anansi remove_character_modifier = patron_nyame remove_character_modifier = patron_asase_ya remove_character_modifier = patron_yer remove_character_modifier = patron_kayra remove_character_modifier = patron_gun_ana remove_character_modifier = patron_ay_dede remove_character_modifier = patron_ulgan remove_character_modifier = patron_umay remove_character_modifier = patron_peter remove_character_modifier = patron_george remove_character_modifier = patron_ambrose remove_character_modifier = patron_gregory remove_character_modifier = patron_augustine remove_character_modifier = patron_anthony remove_character_modifier = patron_mary remove_character_modifier = patron_thomas remove_character_modifier = patron_john remove_character_modifier = patron_vohu_manah remove_character_modifier = patron_khshathra_vairya remove_character_modifier = patron_haurvatat remove_character_modifier = patron_asha_vahishta remove_character_modifier = patron_armaiti remove_character_modifier = patron_ameretat } clr_character_flag = patron_chosen prestige = -500 if = { limit = { higher_tier_than = BARON } religion_authority = { modifier = ruler_converted_from } } abandon_heresy = yes if = { limit = { higher_tier_than = BARON } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } # Pagans are allowed to convert to the attacker's religion when under holy war convert_to_attacker_religion = { is_high_prio = yes potential = { is_playable = yes OR = { religion_group = pagan_group religion_group = zoroastrian_group } controls_religion = no war = yes any_war = { defender = { character = ROOT } attacker = { OR = { religion_group = muslim religion_group = christian } } OR = { using_cb = crusade using_cb = religious using_cb = muslim_invasion } } } allow = { NOT = { trait = zealous } } effect = { hidden_tooltip = { remove_character_modifier = patron_forseti remove_character_modifier = patron_thor remove_character_modifier = patron_njordr remove_character_modifier = patron_loki remove_character_modifier = patron_odin remove_character_modifier = patron_freyja remove_character_modifier = patron_dazbog remove_character_modifier = patron_perun remove_character_modifier = patron_porewit remove_character_modifier = patron_crnobog remove_character_modifier = patron_rod remove_character_modifier = patron_jarilo remove_character_modifier = patron_jupiter remove_character_modifier = patron_mars remove_character_modifier = patron_pluto remove_character_modifier = patron_mercury remove_character_modifier = patron_minerva remove_character_modifier = patron_bacchus remove_character_modifier = patron_dievas remove_character_modifier = patron_perkunas remove_character_modifier = patron_zemyna remove_character_modifier = patron_velnias remove_character_modifier = patron_laima remove_character_modifier = patron_ausrine remove_character_modifier = patron_jumala remove_character_modifier = patron_ukko remove_character_modifier = patron_akka remove_character_modifier = patron_kuu remove_character_modifier = patron_antero_vipunen remove_character_modifier = patron_akras remove_character_modifier = patron_nsamanfo remove_character_modifier = patron_tano remove_character_modifier = patron_abosom remove_character_modifier = patron_anansi remove_character_modifier = patron_nyame remove_character_modifier = patron_asase_ya remove_character_modifier = patron_yer remove_character_modifier = patron_kayra remove_character_modifier = patron_gun_ana remove_character_modifier = patron_ay_dede remove_character_modifier = patron_ulgan remove_character_modifier = patron_umay remove_character_modifier = patron_peter remove_character_modifier = patron_george remove_character_modifier = patron_ambrose remove_character_modifier = patron_gregory remove_character_modifier = patron_augustine remove_character_modifier = patron_anthony remove_character_modifier = patron_mary remove_character_modifier = patron_thomas remove_character_modifier = patron_john remove_character_modifier = patron_vohu_manah remove_character_modifier = patron_khshathra_vairya remove_character_modifier = patron_haurvatat remove_character_modifier = patron_asha_vahishta remove_character_modifier = patron_armaiti remove_character_modifier = patron_ameretat } clr_character_flag = patron_chosen prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { religion_group = pagan_group } add_trait = sympathy_pagans } if = { limit = { religion_group = zoroastrian_group } add_trait = sympathy_zoroastrianism } any_war = { limit = { defender = { character = ROOT } attacker = { OR = { religion_group = muslim religion_group = christian } } OR = { using_cb = crusade using_cb = religious using_cb = muslim_invasion } } attacker = { hidden_tooltip = { letter_event = { id = 62800 } } hidden_tooltip = { ROOT = { any_courtier = { limit = { religion = ROOT employer = { character = ROOT } } religion = PREVPREV } any_vassal = { limit = { is_playable = no religion = ROOT } religion = PREVPREV } capital_scope = { if = { limit = { religion = ROOT } religion = PREVPREV } } } } reverse_religion = ROOT } } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 100 } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.1 } modifier = { factor = 0 NOT = { any_war = { defender = { character = ROOT } attacker = { OR = { religion_group = muslim religion_group = christian } } OR = { using_cb = crusade using_cb = religious using_cb = muslim_invasion } war_score = 50 thirdparty_title_scope = { ROOT = { primary_title = { title = PREVPREV } } } } } } modifier = { factor = 2 any_war = { defender = { character = ROOT } attacker = { OR = { religion_group = muslim religion_group = christian } } OR = { using_cb = crusade using_cb = religious using_cb = muslim_invasion } war_score = 75 thirdparty_title_scope = { ROOT = { primary_title = { title = PREVPREV } } } } } } } convert_to_icelandic = { potential = { culture = norse is_ruler = yes capital_scope = { kingdom = { title = k_iceland } } any_realm_province = { culture = icelandic } } allow = { culture = norse } effect = { culture = icelandic any_courtier = { limit = { culture = norse employer = { character = ROOT } dynasty = ROOT } culture = icelandic } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.2 # Slow it down a bit } modifier = { factor = 0.01 capital_scope = { NOT = { culture = icelandic } } } modifier = { factor = 2.0 liege = { culture = icelandic } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 2 culture = icelandic } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 4 culture = icelandic } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 6 culture = icelandic } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 8 culture = icelandic } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 10 culture = icelandic } } } } convert_to_swedish = { potential = { culture = norse is_ruler = yes capital_scope = { kingdom = { title = k_sweden } } any_realm_province = { culture = swedish } } allow = { culture = norse } effect = { culture = swedish any_courtier = { limit = { culture = norse employer = { character = ROOT } dynasty = ROOT } culture = swedish } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.2 # Slow it down a bit } modifier = { # Do not flip if we're in a huge Norse empire factor = 0 top_liege = { culture = norse } 290 = { # Uppland owner = { same_realm = ROOT } } 272 = { # Akershus owner = { same_realm = ROOT } } 266 = { # Sjaelland owner = { same_realm = ROOT } } } modifier = { factor = 0.01 capital_scope = { NOT = { culture = swedish } } } modifier = { factor = 2.0 liege = { culture = swedish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 2 culture = swedish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 4 culture = swedish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 6 culture = swedish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 8 culture = swedish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 10 culture = swedish } } } } convert_to_norwegian = { potential = { culture = norse is_ruler = yes capital_scope = { kingdom = { title = k_norway } } any_realm_province = { culture = norwegian } } allow = { culture = norse } effect = { culture = norwegian any_courtier = { limit = { culture = norse employer = { character = ROOT } dynasty = ROOT } culture = norwegian } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.2 # Slow it down a bit } modifier = { # Do not flip if we're in a huge Norse empire factor = 0 top_liege = { culture = norse } 290 = { # Uppland owner = { same_realm = ROOT } } 272 = { # Akershus owner = { same_realm = ROOT } } 266 = { # Sjaelland owner = { same_realm = ROOT } } } modifier = { factor = 0.01 capital_scope = { NOT = { culture = norwegian } } } modifier = { factor = 2.0 liege = { culture = norwegian } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 2 culture = norwegian } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 4 culture = norwegian } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 6 culture = norwegian } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 8 culture = norwegian } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 10 culture = norwegian } } } } convert_to_danish = { potential = { culture = norse is_ruler = yes capital_scope = { kingdom = { title = k_denmark } } any_realm_province = { culture = danish } } allow = { culture = norse } effect = { culture = danish any_courtier = { limit = { culture = norse employer = { character = ROOT } dynasty = ROOT } culture = danish } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.2 # Slow it down a bit } modifier = { # Do not flip if we're in a huge Norse empire factor = 0 top_liege = { culture = norse } 290 = { # Uppland owner = { same_realm = ROOT } } 272 = { # Akershus owner = { same_realm = ROOT } } 266 = { # Sjaelland owner = { same_realm = ROOT } } } modifier = { factor = 0.01 capital_scope = { NOT = { culture = danish } } } modifier = { factor = 2.0 liege = { culture = danish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 2 culture = danish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 4 culture = danish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 6 culture = danish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 8 culture = danish } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 10 culture = danish } } } } convert_to_norman = { potential = { culture = norse is_ruler = yes capital_scope = { culture = norman } } allow = { culture = norse } effect = { culture = norman any_courtier = { limit = { culture = norse employer = { character = ROOT } dynasty = ROOT } culture = norman } } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { factor = 0.2 # Slow it down a bit } modifier = { # Do not flip if we're in a huge Norse empire factor = 0 top_liege = { culture = norse } OR = { top_liege = { tier = emperor } AND = { 290 = { # Uppland owner = { same_realm = ROOT } } 272 = { # Akershus owner = { same_realm = ROOT } } 266 = { # Sjaelland owner = { same_realm = ROOT } } } } } modifier = { factor = 1.2 liege = { culture = norman } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 2 culture = norman } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 4 culture = norman } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 6 culture = norman } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 8 culture = norman } } modifier = { factor = 1.1 num_culture_realm_provs = { num = 10 culture = norman } } } } convert_to_reformed = { potential = { is_playable = yes is_heretic = yes OR = { religion = norse_pagan religion = finnish_pagan religion = baltic_pagan religion = tengri_pagan religion = slavic_pagan religion = aztec religion = west_african_pagan religion = east_african_pagan } } allow = { NOT = { trait = zealous } piety = 50 } effect = { piety = -50 if = { limit = { religion = norse_pagan } religion = norse_pagan_reformed } if = { limit = { religion = finnish_pagan } religion = finnish_pagan_reformed } if = { limit = { religion = baltic_pagan } religion = baltic_pagan_reformed } if = { limit = { religion = tengri_pagan } religion = tengri_pagan_reformed } if = { limit = { religion = slavic_pagan } religion = slavic_pagan_reformed } if = { limit = { religion = aztec } religion = aztec_reformed } if = { limit = { religion = west_african_pagan } religion = west_african_pagan_reformed } if = { limit = { religion = east_african_pagan } religion = east_african_pagan_reformed } hidden_tooltip = { any_courtier = { limit = { is_heresy_of = ROOT employer = { character = ROOT } } religion = ROOT } any_vassal = { limit = { is_playable = no is_heresy_of = ROOT } religion = ROOT } capital_scope = { if = { limit = { is_heresy_of = ROOT } religion = ROOT } } } } revoke_allowed = { always = no } ai_will_do = { factor = 1 # On average ca 1 year before taken modifier = { factor = 0.025 # Generally quite a slow process - ca 40 years } modifier = { factor = 0.5 trait = slow } modifier = { factor = 0.1 trait = imbecile } modifier = { factor = 0.5 trait = content } modifier = { factor = 2.0 trait = quick } modifier = { factor = 4.0 trait = genius } modifier = { factor = 5.0 trait = cynical # It's the future.. } modifier = { factor = 2.0 trait = ambitious } modifier = { factor = 0 independent = no any_liege = { religion = ROOT } } } } # Pagans can convert to the Catholic faith if their wife or a concubine is Catholic convert_to_spouse_catholic = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = catholic hidden_tooltip = { is_alive = yes } } any_consort = { religion = catholic hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = catholic hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Cathar faith if their wife or a concubine is Cathar convert_to_spouse_cathar = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = cathar hidden_tooltip = { is_alive = yes } } any_consort = { religion = cathar hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = cathar hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Fraticelli faith if their wife or a concubine is Fraticelli convert_to_spouse_fraticelli = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = fraticelli hidden_tooltip = { is_alive = yes } } any_consort = { religion = fraticelli hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = fraticelli hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Waldensian faith if their wife or a concubine is Waldensian convert_to_spouse_waldensian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = waldensian hidden_tooltip = { is_alive = yes } } any_consort = { religion = waldensian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = waldensian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Lollard faith if their wife or a concubine is Lollard convert_to_spouse_lollard = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = lollard hidden_tooltip = { is_alive = yes } } any_consort = { religion = lollard hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = lollard hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Bogomilist faith if their wife or a concubine is Bogomilist convert_to_spouse_bogomilist = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = bogomilist hidden_tooltip = { is_alive = yes } } any_consort = { religion = bogomilist hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = bogomilist hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Nestorian faith if their wife or a concubine is Nestorian convert_to_spouse_nestorian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = nestorian hidden_tooltip = { is_alive = yes } } any_consort = { religion = nestorian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = nestorian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Monothelite faith if their wife or a concubine is Monothelite convert_to_spouse_monothelite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = monothelite hidden_tooltip = { is_alive = yes } } any_consort = { religion = monothelite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = monothelite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Iconoclast faith if their wife or a concubine is Iconoclast convert_to_spouse_iconoclast = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = iconoclast hidden_tooltip = { is_alive = yes } } any_consort = { religion = iconoclast hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = iconoclast hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Orthodox faith if their wife or a concubine is Orthodox convert_to_spouse_orthodox = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = orthodox hidden_tooltip = { is_alive = yes } } any_consort = { religion = orthodox hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = orthodox hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Sunni faith if their wife or a concubine is Sunni convert_to_spouse_sunni = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = sunni hidden_tooltip = { is_alive = yes } } any_consort = { religion = sunni hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = sunni hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Zikri faith if their wife or a concubine is Zikri convert_to_spouse_zikri = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = zikri hidden_tooltip = { is_alive = yes } } any_consort = { religion = zikri hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = zikri hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Yazidi faith if their wife or a concubine is Yazidi convert_to_spouse_yazidi = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = yazidi hidden_tooltip = { is_alive = yes } } any_consort = { religion = yazidi hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = yazidi hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Ibadi faith if their wife or a concubine is Ibadi convert_to_spouse_ibadi = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = ibadi hidden_tooltip = { is_alive = yes } } any_consort = { religion = ibadi hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = ibadi hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Shiite faith if their wife or a concubine is Shiite convert_to_spouse_shiite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = shiite hidden_tooltip = { is_alive = yes } } any_consort = { religion = shiite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = shiite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Druze faith if their wife or a concubine is Druze convert_to_spouse_druze = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = druze hidden_tooltip = { is_alive = yes } } any_consort = { religion = druze hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = druze hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Hurufi faith if their wife or a concubine is Hurufi convert_to_spouse_hurufi = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = hurufi hidden_tooltip = { is_alive = yes } } any_consort = { religion = hurufi hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = hurufi hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Zoroastrian faith if their wife or a concubine is a believer convert_to_spouse_zoroastrian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = zoroastrian hidden_tooltip = { is_alive = yes } } any_consort = { religion = zoroastrian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = zoroastrian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Mazdakite faith if their wife or a concubine is a believer convert_to_spouse_mazdakite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = mazdakite hidden_tooltip = { is_alive = yes } } any_consort = { religion = mazdakite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = mazdakite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Manichean faith if their wife or a concubine is a believer convert_to_spouse_manichean = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = manichean hidden_tooltip = { is_alive = yes } } any_consort = { religion = manichean hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = manichean hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Miaphysite faith if their wife or a concubine is a believer convert_to_spouse_miaphysite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = miaphysite hidden_tooltip = { is_alive = yes } } any_consort = { religion = miaphysite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = miaphysite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Monophysite faith if their wife or a concubine is a believer convert_to_spouse_monophysite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = monophysite hidden_tooltip = { is_alive = yes } } any_consort = { religion = monophysite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = monophysite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Jewish faith if their wife or a concubine is a believer convert_to_spouse_jewish = { potential = { has_dlc = "Sons of Abraham" is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = jewish hidden_tooltip = { is_alive = yes } } any_consort = { religion = jewish hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = jewish hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Samaritan faith if their wife or a concubine is a believer convert_to_spouse_samaritan = { potential = { has_dlc = "Sons of Abraham" is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = samaritan hidden_tooltip = { is_alive = yes } } any_consort = { religion = samaritan hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = samaritan hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Karaite faith if their wife or a concubine is a believer convert_to_spouse_karaite = { potential = { has_dlc = "Sons of Abraham" is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = karaite hidden_tooltip = { is_alive = yes } } any_consort = { religion = karaite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = karaite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } convert_to_hinduism = { potential = { is_playable = yes religion_group = indian_group NOT = { religion = hindu } is_theocracy = no OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture = afghan culture = baloch } } allow = { is_adult = yes prestige = 500 NOT = { trait = zealous } any_realm_province = { religion = hindu } custom_tooltip = { text = indian_has_not_converted NOT = { has_character_flag = india_converted } } } effect = { if = { limit = { higher_tier_than = BARON } religion_authority = { modifier = ruler_converted_from } } religion = hindu if = { limit = { higher_tier_than = BARON } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } set_character_flag = india_converted prestige = -500 piety = 100 hidden_tooltip = { character_event = { id = RoI.110 } } # Choose branch } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { # Slow down factor = 0.1 } modifier = { # Don't convert away from liege's religion factor = 0 liege = { religion = ROOT } } modifier = { # Don't start rocking the boat if all your provinces are under foreign religious influence factor = 0 NOT = { any_realm_province = { religion_group = indian_group } } } modifier = { # NEVER consider it unless your liege or, if independent, all your vassals are Hindu and they don't like you factor = 0 NOT = { OR = { AND = { independent = yes NOT = { any_vassal = { NOT = { religion = hindu } } } NOT = { any_vassal = { opinion = { who = ROOT value = 25 } } } } AND = { liege = { religion = hindu } opinion = { who = liege value = 25 } } } } } modifier = { # More likely to do it sooner factor = 3 trait = cynical } modifier = { # Sometimes you really need to hurry up factor = 5 higher_tier_than = DUKE num_of_vassals = 5 } } } convert_to_buddhism = { potential = { is_playable = yes religion_group = indian_group NOT = { religion = buddhist } is_theocracy = no OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture = afghan culture = baloch } } allow = { is_adult = yes prestige = 500 NOT = { trait = zealous } any_realm_province = { religion = buddhist } custom_tooltip = { text = indian_has_not_converted NOT = { has_character_flag = india_converted } } } effect = { if = { limit = { higher_tier_than = BARON } religion_authority = { modifier = ruler_converted_from } } religion = buddhist if = { limit = { higher_tier_than = BARON } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } set_character_flag = india_converted prestige = -500 piety = 100 hidden_tooltip = { character_event = { id = RoI.111 } } # Choose branch } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { # Slow down factor = 0.1 } modifier = { # Don't convert away from liege's religion factor = 0 liege = { religion = ROOT } } modifier = { # Don't start rocking the boat if all your provinces are under foreign religious influence factor = 0 NOT = { any_realm_province = { religion_group = indian_group } } } modifier = { # NEVER consider it unless your liege or, if independent, all your vassals are Buddhist and they don't like you factor = 0 NOT = { OR = { AND = { independent = yes NOT = { any_vassal = { NOT = { religion = buddhist } } } NOT = { any_vassal = { opinion = { who = ROOT value = 25 } } } } AND = { liege = { religion = buddhist } opinion = { who = liege value = 25 } } } } } modifier = { # More likely to do it sooner factor = 3 trait = cynical } modifier = { # Sometimes you really need to hurry up factor = 5 higher_tier_than = DUKE num_of_vassals = 5 } } } convert_to_jainism = { potential = { is_playable = yes religion_group = indian_group NOT = { religion = jain } is_theocracy = no OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture = afghan culture = baloch } } allow = { is_adult = yes prestige = 500 NOT = { trait = zealous } any_realm_province = { religion = jain } custom_tooltip = { text = indian_has_not_converted NOT = { has_character_flag = india_converted } } } effect = { if = { limit = { higher_tier_than = BARON } religion_authority = { modifier = ruler_converted_from } } religion = jain if = { limit = { higher_tier_than = BARON } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } } set_character_flag = india_converted prestige = -500 piety = 100 hidden_tooltip = { character_event = { id = RoI.112 } } # Choose branch } revoke_allowed = { always = no } ai_will_do = { factor = 1 modifier = { # Slow down factor = 0.1 } modifier = { # Don't convert away from liege's religion factor = 0 liege = { religion = ROOT } } modifier = { # Don't start rocking the boat if all your provinces are under foreign religious influence factor = 0 NOT = { any_realm_province = { religion_group = indian_group } } } modifier = { # NEVER consider it unless your liege or, if independent, all your vassals are Jain and they don't like you factor = 0 NOT = { OR = { AND = { independent = yes NOT = { any_vassal = { NOT = { religion = jain } } } NOT = { any_vassal = { opinion = { who = ROOT value = 25 } } } } AND = { liege = { religion = jain } opinion = { who = liege value = 25 } } } } } modifier = { # More likely to do it sooner factor = 3 trait = cynical } modifier = { # Sometimes you really need to hurry up factor = 5 higher_tier_than = DUKE num_of_vassals = 5 } } } convert_indian_branch = { potential = { is_playable = yes is_adult = yes is_theocracy = no religion_group = indian_group } allow = { NOT = { trait = zealous } prestige = 50 custom_tooltip = { text = indian_has_not_converted NOT = { has_character_flag = india_branch_converted } } } effect = { set_character_flag = india_branch_converted prestige = -50 piety = 25 if = { limit = { religion = hindu } character_event = { id = RoI.115 } # Choose branch } if = { limit = { religion = buddhist } character_event = { id = RoI.116 } # Choose branch } if = { limit = { religion = jain } character_event = { id = RoI.117 } # Confirm conversion } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } # Pagans can convert to the Hindu faith if their wife or a concubine is a believer convert_to_spouse_hindu = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = hindu hidden_tooltip = { is_alive = yes } } any_consort = { religion = hindu hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagan } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagan } } religion = hindu if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = shaivist_hindu } } add_trait = shaivist_hindu } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = vaishnavist_hindu } } add_trait = vaishnavist_hindu } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = shaktist_hindu } } add_trait = shaktist_hindu } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = smartist_hindu } } add_trait = smartist_hindu } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } # Pagans can convert to the Buddhist faith if their wife or a concubine is a believer convert_to_spouse_buddhist = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = buddhist hidden_tooltip = { is_alive = yes } } any_consort = { religion = buddhist hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = buddhist if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = mahayana_buddhist } } add_trait = mahayana_buddhist } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = vajrayana_buddhist } } add_trait = vajrayana_buddhist } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = theravada_buddhist } } add_trait = theravada_buddhist } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } # Pagans can convert to the Jain faith if their wife or a concubine is a believer convert_to_spouse_jain = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = jain hidden_tooltip = { is_alive = yes } } any_consort = { religion = jain hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = jain if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = digambara_jain } } add_trait = digambara_jain } if = { limit = { any_courtier = { OR = { spouse = { character = ROOT } is_consort = ROOT } religion = hindu hidden_tooltip = { is_alive = yes } trait = svetambara_jain } } add_trait = svetambara_jain } hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } # Pagans can convert to the Paulician faith if their wife or a concubine is a believer convert_to_spouse_paulician = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = paulician is_alive = yes } } any_consort = { religion = paulician is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = paulician religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Bosnian faith if their wife or a concubine is a believer convert_to_spouse_bosnian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = bosnian_religion is_alive = yes } } any_consort = { religion = bosnian_religion hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = bosnian_religion hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Syriac faith if their wife or a concubine is a believer convert_to_spouse_syriac = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = syriac hidden_tooltip = { is_alive = yes } } any_consort = { religion = syriac hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = syriac hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Maronite faith if their wife or a concubine is a believer convert_to_spouse_maronite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = maronite hidden_tooltip = { is_alive = yes } } any_consort = { religion = maronite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = maronite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Chaldean faith if their wife or a concubine is a believer convert_to_spouse_chaldean = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = chaldean hidden_tooltip = { is_alive = yes } } any_consort = { religion = chaldean hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = chaldean hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Messalnian faith if their wife or a concubine is a believer convert_to_spouse_nasrani = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = messalian hidden_tooltip = { is_alive = yes } } any_consort = { religion = messalian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = nasrani hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Arkagun faith if their wife or a concubine is a believer convert_to_spouse_arkagun = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = arkagun hidden_tooltip = { is_alive = yes } } any_consort = { religion = arkagun hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = arkagun hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Murjite faith if their wife or a concubine is a believer convert_to_spouse_murjite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = murjite hidden_tooltip = { is_alive = yes } } any_consort = { religion = murjite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = murjite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Qalandari faith if their wife or a concubine is a believer convert_to_spouse_qalandari = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = qalandari hidden_tooltip = { is_alive = yes } } any_consort = { religion = qalandari hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = qalandari hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Salihist faith if their wife or a concubine is a believer convert_to_spouse_salihist = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = salihist hidden_tooltip = { is_alive = yes } } any_consort = { religion = salihist hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = salihist hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Qarmatian faith if their wife or a concubine is a believer convert_to_spouse_qarmatian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = qarmatian hidden_tooltip = { is_alive = yes } } any_consort = { religion = qarmatian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = qarmatian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Alawite faith if their wife or a concubine is a believer convert_to_spouse_alawite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = alawite hidden_tooltip = { is_alive = yes } } any_consort = { religion = alawite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = alawite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Yarsani faith if their wife or a concubine is a believer convert_to_spouse_yarsani = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = yarsani hidden_tooltip = { is_alive = yes } } any_consort = { religion = yarsani hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = yarsani hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Harranian faith if their wife or a concubine is a believer convert_to_spouse_harranian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = harranian hidden_tooltip = { is_alive = yes } } any_consort = { religion = harranian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = harranian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Adawi faith if their wife or a concubine is a believer convert_to_spouse_adawi = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = adawi hidden_tooltip = { is_alive = yes } } any_consort = { religion = adawi hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = adawi hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Haruri faith if their wife or a concubine is a believer convert_to_spouse_haruri = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = haruri hidden_tooltip = { is_alive = yes } } any_consort = { religion = haruri hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = haruri hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Azraqite faith if their wife or a concubine is a believer convert_to_spouse_azraqite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = azraqite hidden_tooltip = { is_alive = yes } } any_consort = { religion = azraqite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = azraqite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Najdite faith if their wife or a concubine is a believer convert_to_spouse_najdite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = najdite hidden_tooltip = { is_alive = yes } } any_consort = { religion = najdite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = najdite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Zurvanite faith if their wife or a concubine is a believer convert_to_spouse_zurvanite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = zurvanite hidden_tooltip = { is_alive = yes } } any_consort = { religion = zurvanite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = zurvanite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Khurramite faith if their wife or a concubine is a believer convert_to_spouse_khurramite = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = khurramite hidden_tooltip = { is_alive = yes } } any_consort = { religion = khurramite hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = khurramite hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Denawar faith if their wife or a concubine is a believer convert_to_spouse_denawar = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = denawar hidden_tooltip = { is_alive = yes } } any_consort = { religion = denawar hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = denawar hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Sabian faith if their wife or a concubine is a believer convert_to_spouse_sabian = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = sabian hidden_tooltip = { is_alive = yes } } any_consort = { religion = sabian hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = sabian hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Mandaean faith if their wife or a concubine is a believer convert_to_spouse_mandean = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = mandaean hidden_tooltip = { is_alive = yes } } any_consort = { religion = mandaean hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = mandaean hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Messianic faith if their wife or a concubine is a believer convert_to_spouse_messianic = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = messianic hidden_tooltip = { is_alive = yes } } any_consort = { religion = messianic hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = messianic hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Bon faith if their wife or a concubine is a believer convert_to_spouse_bon = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = bon hidden_tooltip = { is_alive = yes } } any_consort = { religion = bon hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = bon hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Maitreyaism faith if their wife or a concubine is a believer convert_to_spouse_maitreyaism = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = maitreyaism hidden_tooltip = { is_alive = yes } } any_consort = { religion = maitreyaism hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = maitreyaism hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # Pagans can convert to the Sammitiya faith if their wife or a concubine is a believer convert_to_spouse_sammitiya = { potential = { is_playable = yes religion_group = pagan_group controls_religion = no NOT = { trait = zealous } OR = { any_spouse = { religion = sammitiya hidden_tooltip = { is_alive = yes } } any_consort = { religion = sammitiya hidden_tooltip = { is_alive = yes } } } } effect = { prestige = -500 religion_authority = { modifier = ruler_converted_from } if = { limit = { trait = cynical } random = { chance = 60 add_trait = sympathy_pagans } } if = { limit = { NOT = { trait = cynical } } random = { chance = 50 add_trait = sympathy_pagans } } religion = sammitiya hidden_tooltip = { religion_authority = { modifier = ruler_converted_to } } piety = 200 } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } }