Pᴀɢᴀɴ:
There are two paths I see for Pagan heresies
Isʟᴀᴍ:
Islam should have no heresies. Move all of them to separate religions but enable enmity and warfare between them.
Zᴏʀᴏᴀsᴛʀɪᴀɴ:
Jᴜᴅᴀɪsᴍ:
There are two paths I see for Pagan heresies
Now that pagan reformation has doctrines to choose from, and that the AI only chooses a specific set when reforming, how about setting it so that each religion has a few sub-doctrines. When the religion is reformed, heresies can spawn pushing these sub-doctrines forward. For example:
The Norse faith reforms with Temporal, Warmongering, Unrelenting, and Sons of Ragnarok. The heresies have other doctrines assigned to them automatically - one heresy has Animistic instead of Unrelenting, another has Proselytizing instead of Warmongering and the final one wants Hierocratic instead of Temporal.
Basically there is only one combination for the AI to take while two/three combinations are left to the heresies to take. If player chooses one of the 'heretical' combinations then they have to deal with the main combination as well as the others. If the player chooses a completely different combination then they have to deal with all the heresies as well as the main combination (because well its the player. It should be a little harder)
Or instead, of assigning sub-doctrines to each religion, make it so that the selection of each doctrine/nature/leadership has a counter-doctrine to it (save for the unique one). Temporal leaders will always face calls to hand over religious authority, while Hierocratic leaders will face calls to devolve authority to kingdoms, leading to autocephaly. Autocephaly will face calls to degrade to Autonomous and autonomous religions will have powerful rulers who will seek to unify the religion under them, leading to Temporal or Hierocratic. Choosing either Agnatic or Enatic will spawn an Equality Heresy. Choosing Warmongering and Dogmatic will spawn heresies that see Proselytizing as the better option. Choosing Peaceful leads to an Unyielding heresy. And so on.
The heresies will emerge 50 years later or after the death of the reformer. The first heresy will spawn regardless of the religious MA at the time. They will be named dynamically after some priest vassal who will become the first one to convert to it, also converting his province to it (conditions: not a direct vassal of religious head, not a vassal to anyone in head's dynasty). The heresy gets a +10% MA boost for 15 years after spawning and has a high chance of converting anyone with a low opinion of the religious head.
This system is separate from the old_pagan heresy that spawns from the reformation itself. That should remain as well as this. The reason I am suggesting this is because the old_pagan heresy rarely wins or makes a comeback as well as to add more flavour.
Isʟᴀᴍ:
Islam should have no heresies. Move all of them to separate religions but enable enmity and warfare between them.
- Kharjites should get the option to challenge any non-Kharjite Muslim to a duel. Their caliphate should also be locked to Elective as it's a tenet of their faith.
- Yazidi should be hated by all other Muslims because they are considered Devil Worshippers (not true but that is the perception). Not sure what special features to give them yet, I'll only be able to research that next week. Also if nothing else is implemented at least make them their own religion in a separate group.
- Hurufi should be renamed Sufism (or maybe use the Arabic name). They should have no caliphal figure, they should be autonomous or autocephalous.
- Zikri should be removed.
- Druze should be renamed Al-Muwahiddun. They should not have any religious head, being autonomous, they should have reincarnation, they should allow divorce despite a piety drop, their icon should be a five-pointed star.
Zᴏʀᴏᴀsᴛʀɪᴀɴ:
- Manichean should be it's own religion, not a Zoroastrian heresy. Give manicheans and zoroastrians more opinion penalties between each other however.
Jᴜᴅᴀɪsᴍ:
- Samaritan should not have Jerusalem as a holy site as they believe the Holy Site is Mount Gerizim. Apart from this I'm really not sure which mechanical differences to implement since the differences they do have can't really be shown in CK2 except in flavour text I guess.
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