Okay, now after a month or two or so and no posting on this, I'm back with the modding I was working on. It's not all I want done with it, but I've finally fixed the glitches and the like to a workable degree. Anyway.
The Evangelical Reformation
Evangelicalism is described as a faith where the doctrinal divisions that used to exist in Pre-Event Protestantism have been set aside in the face of the post-deluge world. Part of this was the establishment of the Ecumenical Council's, with its seats in Atlanta, Chapel Hill, Washington, St Louis and Chicago. However, only the first two remain at the time of the games start. This flexibility in doctrine, once a feature and strength, becomes a weakness in the face of heresy
With this event chain, an event can fire at any point after 2667 (I'm thinking a MTTH of about 200 years, maybe slightly more; the intention that it does fire at some stage during each game, rather than only occasionally) about a monk writing a document about the Westphalia Treaty, and claiming that the Holy Columbian Emperor needs to allow his subjects to choose which religion they believe in. Heretic priests start using this as an excuse to convert Evangelical's in the empire to heresies such as the Charsimatic faith. The Emperor is then given a variety of responses to this; having the monk executed, calling a church council in Augusta, or simply ignoring the monk's claims (I'm considering adding one other option, which would be available to high stewardship emperors). These choices then result in various events that either lead to the Emperor ending the outbreak of heresy, or the Evangelical faith taking a moderate to large Moral Authority hit that stays for a long time. This moral authority hit can be removed if the Emperor manages to retake the 5 seats of the Evangelical Convention, at which point they will be able to take a decision that removes the moral authority hit and gives a moral authority boost.
If the Emperor fails to stop the Evangelical Reformation from beginning, another series of events begins; starting in Evangelical provinces, events fire which result in revival meetings occuring in the provinces. The province owners get a variety of choices in how to handle them, modelled after the Atomicist revivals; the province owners can try to remove the heresy, the can convert to the heresy, they can simply allow the peasants to convert to this new heresy, or they can violently suppress the heresy. If the province converts to the heresy, it also gains a modifier called "Burned Over", which makes the province able to be converted again, this time to even more heresies. I've coded in an event for an Antinomian revival, and will be modifying it for other revivals-Charismatic, High Church, Americanist, Mormon, Revelationist, Occultist, Consumerist. Basically, it'll turn the HCC into an unstable region full of different faiths, and should make it more interesting to play in.
Some pictures to go along with it
(The main glitches now are just working on ai chance and localisation glitches).
I'd like to add in a few more evangelical events unrelated to this event chain, just as flavour, but this is what I have for now