Scripted Effect
enforce_religion_effect
$target$- Converts to the
$actor$Religion Religion - change_religion_for_ruler_and_family: Country: target · Religion:
$actor$ReligionNot shown in the game's tooltip↗$target$IfRulerOwner: targetThen- HeirIfOwner: targetThenConverts to the
$actor$Religion Religion - Ruler
- If
- At least one of
- Is NOT a Religious Figure
- Religious Figure: NotCardinal
- Owner: Not
Catholicism › Religious head
ThenConverts to the$actor$Religion Religion - Every descendantwhere
- Owner: target
- At least one of
- Is NOT a Religious Figure
- Religious Figure: NotCardinal
- Owner: Not
Catholicism › Religious head
Converts to the$actor$Religion Religion - Every spousewhere
- Owner: target
- At least one of
- Is NOT a Religious Figure
- Religious Figure: NotCardinal
- Owner: Not
Catholicism › Religious head - If
$target$Heir existsThenThis: Not$target$Heir
Converts to the$actor$Religion Religion
- Heir
- Add cooldown: Type:
convert_religion· Years: 10 - CapitalEvery popwhereReligion: Not
$actor$ReligionSplit pop: Fraction: 0.16 · Religion:$actor$Religion
Exact script
Script that calls it fills these in, as each caller in Connections shows.
$target$$actor$
Used by 2
Enforce Religionenforce_religionactor = scope:actor · target = scope:recipientEffect
Enforce Religionunion_enforce_religionactor = scope:actor · target = scope:recipientEffect
Scripting 1
Uses 1
- change_religion_for_ruler_and_familycountry = $target$ · religion = $actor$.religion$target$