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{{version|Heart of Darkness}} {{rewrite}} There are two kinds of '''Assimilation''' in the game. Cultural assimilation where [[POP]]s of non-accepted culture will turn into POPs of the primary culture, and religious conversion where POPs not following the state [[religion]] will convert to the state religion. Both happens over time automatically. Cultural Assimilation and Religious Conversion are similar to [[Promotion]] and Demotion and [[Immigration]], except that they do not have a direction roll. Instead, they automatically assimilate or convert to the national primary culture or national religion ''if'' POPs of those types exist in the province. For example, Italian POPs will assimilate to the Yankee culture in New York City, but not in Los Angeles (until some Yankees migrate there at least). ==Cultural Assimilation== Cultural Assimilation is the phenomenon that people of not-accepted cultures will turn into the primary culture of the nation. (For example, German pops living in Denmark will slowly turn into Danes)<br /> The formula for calculating the number of people in a pop to assimilate each month is the following: '''Number to Assimilate''' = '''Pop Size''' x '''Base Assimilation Rate''' x (1 + '''Continent Modifier''') x '''Total Assimilation Factor''' (as shown in game) x 100 where: '''Base Assimilation Rate''' = 0.40% per month (vanilla) '''Continent Modifier''' = -0.25 (Europe); -0.5 (Asia); -0.25 (Africa); 0.5 (Americas and Oceania) {| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;" |- style="background-color:#C0C0C0" ! Modifier !! Value !! Factor !! Total |- | rowspan="3" | Literacy ≥ || 60% || +0.10% || {{green|+0.10%}} |- | 70% || +0.10% || {{green|+0.20%}} |- | 80% || +0.10% || {{green|+0.30%}} |- | Has Cultural Core || || || {{red|-20.00%}} |- | Is '''NOT''' Accepted Culture<br>'''AND'''<br>Continent is North America '''OR''' South America '''OR''' Oceania || || || {{green|+10.00%}} |- | rowspan="5" | Luxury Needs ≥ || 10% || +0.20% || {{green|+0.20%}} |- | 30% || +0.20% || {{green|+0.40%}} |- | 50% || +0.20% || {{green|+0.60%}} |- | 70% || +0.20% || {{green|+0.80%}} |- | 90% || +0.20% || {{green|+1.00%}} |- | rowspan="3" | Militancy ≥ || 7 || -0.20% || {{red|-0.20%}} |- | 8 || -0.20% || {{red|-0.40%}} |- | 9 || -0.20% || {{red|-0.60%}} |- | Is Accepted Culture || || || {{red|-1.00%}} |- | rowspan="2" | Unemployment < || 10% || +0.05% || {{green|+0.05%}} |- | 5% || +0.05% || {{green|+0.10%}} |} ==Religious Conversion== Similarly, the formula for calculating the number of people in a pop to convert each month is the following: '''Number to Convert''' = '''Pop Size''' x '''Base Conversion Rate''' x '''Total Conversion Factor''' (as shown in game) x 100 where: '''Base Conversion Rate''' = 1% per month (vanilla) {| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;" |- style="background-color:#C0C0C0" ! Modifier !! Value !! Factor !! Total |- | rowspan="3" | Literacy ≥ || 40% || +0.05% || {{green|+0.05%}} |- | 50% || +0.05% || {{green|+0.10%}} |- | 60% || +0.05% || {{green|+0.15%}} |- | rowspan="3" | Luxury Needs < || 90% || +0.20% || {{green|+0.20%}} |- | 70% || +0.20% || {{green|+0.40%}} |- | 50% || +0.20% || {{green|+0.60%}} |- | rowspan="3" | Life Needs < || 90% || +0.05% || {{green|+0.05%}} |- | 80% || +0.05% || {{green|+0.10%}} |- | 70% || +0.05% || {{green|+0.15%}} |- | '''NOT''' National Culture || || || {{green|+0.15%}} |- | rowspan="3" | Unemployment > || 10% || +0.05% || {{green|+0.05%}} |- | 20% || +0.05% || {{green|+0.10%}} |- | 30% || +0.05% || {{green|+0.15%}} |} [[Category:Population]]
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