• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Lord of Pain

Lt. General
4 Badges
Jul 13, 2004
1.615
176
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • 500k Club
I suppose there's no big harm in turning on viking invasions for all the pagan/indian religions. It's not like they can actually use the viking_invasion CB (or at least I'll make sure that they cannot). They just might get a confusing diplo-button that may or may not be greyed-out. I'll make a note of it in my release notes for EMF.

Just remember that 'viking invasion' makes raiders within that religion target other religious groups, in other words, giving it to all pagan religions will also cause an inaccurate behaviour among all non-Norse pagans to start behaving like vikings (raiding far and wide by ship), instead of doing what those non-Norse pagan religions did historically (raiding close neighbours by foot). But then again, non-Norse tribals still need to get gold somehow until Paradox fixes the issue.
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
Just remember that 'viking invasion' makes raiders within that religion target other religious groups, in other words, giving it to all pagan religions will also cause an inaccurate behaviour among all non-Norse pagans to start behaving like vikings (raiding far and wide by ship), instead of doing what those non-Norse pagan religions did historically (raiding close neighbours by foot). But then again, non-Norse tribals still need to get gold somehow until Paradox fixes the issue.

Hmm, I would've thought allow_rivermovement=yes would trigger that behavior. [In fact, viking invasions have nothing to do with raiding, so this is odd in general.]
 

Lord of Pain

Lt. General
4 Badges
Jul 13, 2004
1.615
176
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • 500k Club
Hmm, I would've thought allow_rivermovement=yes would trigger that behavior. [In fact, viking invasions have nothing to do with raiding, so this is odd in general.]
'Allow_rivermovement=yes' only does what the command suggests; allows ships to travel major rivers, so raiding religions that aren't allowed river movement will still raid along shorelines.
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
Just remember that 'viking invasion' makes raiders within that religion target other religious groups, in other words, giving it to all pagan religions will also cause an inaccurate behaviour among all non-Norse pagans to start behaving like vikings (raiding far and wide by ship), instead of doing what those non-Norse pagan religions did historically (raiding close neighbours by foot). But then again, non-Norse tribals still need to get gold somehow until Paradox fixes the issue.

Non-Norse tribals do indeed still need to get gold somehow. Regardless of historical raiding behavior.

So, here's the thing:

If the non-Norse AI goes off raiding far and wide frequently (assuming they even have access to a port, as I imagine they just raid neighbors as normal if they're landlocked / only bordering a major river like most pagans), they probably won't make any decent money at it and could even lose a lot of money. Due to allow_rivermovement = yes, the Norse are given a -90% discount on galley maintenance. If we give allow_viking_invasion = yes to these other pagan religions w/o allow_rivermovement = yes, then they may just lose a crap-ton of money trying to raid if coastal.

This leaves us with two temporary solutions of which I can think:

1) Give river movement to all pagans. If they're coastal, they'll have ports, and they'll raid like the Norse do in that case. This'd be pretty ahistorical, but fuck it, if they're coastal, then it's not entirely implausible that they might raid via boat. It'd be temporary anyhow.

2) Temporarily remove the -90% discount on galley maintenance for religions w/ allow_rivermovement = yes and cut the _general_ galley maintenance cost by -90% (from 300 in EMF to 30, essentially making boats free for everyone for the time being-- well, they'd cost as much as 30 light infantry or 20 archers).

Thoughts?

The 2nd solution is obviously not ideal if this fix has to be in place for a long time, but to be honest, galley levies are already something that can cost essentially nothing when efficiently used (raised exactly when troops are ready to board, drop-off troops, and either disband immediately or quickly jet home and disband in port) and _are_ annoying as heck when you do accidentally forget to dismiss them. That is, galley maintenance being extortionate doesn't really serve any important purpose to game mechanics, and it won't be missed while this fix is in place.

The 1st solution has an upside of being kinda fun, but a) it will inevitably result in people complaining that non-Norse are traveling down the Rhine, b) it will probably result in the 'vikings appear off the coast of...' notification to fire for non-vikings, and c) it still doesn't address Catholic tribal raiding (unless suddenly Catholics get allow_rivermovement = yes, which is where I think I draw the line at what I'm willing to do for a temp. fix).

EDIT:

Upon further inspection, the define LOOTER_SHIP_MAINT_MULT (= 0.1, currently) has the comment "Religions that have looting have lower ship maintenance costs." Now, defines.lua comments are never what one might call 'trustworthy,' but this suggests that river movement has nothing to do with the galley maintenance discount, and purely 'allow_looting = yes' does. I'm going to go with this for now and thus simply keep galley maintenance costs as they are (and give all pagans allow_viking_invasion = yes for now).

Also, I noted that Christian tribals are still screwed for option (1), but I realize that they are for option (2) as well (and thus this temp. solution), as I'm not going to add allow_viking_invasion = yes to the Christian religions (unless it no longer enables the diplo-button due to the 2.2.1 migration to the new history command enable_prepared_invasion = <religion>).
 
Last edited:

Sirrobert1

General
55 Badges
Apr 15, 2014
1.950
642
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Dungeonland
  • Europa Universalis IV: Art of War
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
It always bothered me that boats are so expencive.
I gues it's supposed to limit land powers ferrying an entire army acros the sea?

I don't think it does anything other than force you to micromanage your boats though.

So personally nr2 sounds best, for having (I think) the lowest impact.

I wouldn't mind seeing non-norse sailing down a river though. Might be fun
 

Auvar

Sergeant
40 Badges
Feb 20, 2009
98
6
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Cities in Motion
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
instead of doing what those non-Norse pagan religions did historically (raiding close neighbours by foot).

This is sort of a side issue, but keep in mind that you will in fact tank your own religion's moral authority by plundering temples of your own faith. Right now this isn't a problem because most pagans do not actually raid, but if this issue were to be "fixed" and pagans were to "accurately" raid their co-religionist neighbors, I suspect you would rapidly see all pagan moral authority drop to zero in relatively short order.
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
This is sort of a side issue, but keep in mind that you will in fact tank your own religion's moral authority by plundering temples of your own faith. Right now this isn't a problem because most pagans do not actually raid, but if this issue were to be "fixed" and pagans were to "accurately" raid their co-religionist neighbors, I suspect you would rapidly see all pagan moral authority drop to zero in relatively short order.

Will you? Same-religion raiding was specifically enabled in CM for tribals for the purpose of being able to eventually generate enough cash and prestige to develop their settlements and feudalize. The religion modifier is "Infidel Temples Looted." Is it applied when you loot temples of the same faith?
 

Auvar

Sergeant
40 Badges
Feb 20, 2009
98
6
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Cities in Motion
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
Will you? Same-religion raiding was specifically enabled in CM for tribals for the purpose of being able to eventually generate enough cash and prestige to develop their settlements and feudalize. The religion modifier is "Infidel Temples Looted." Is it applied when you loot temples of the same faith?

When a Slavic ruler plunders a Slavic temple, the Slavic religion loses 1% MA. I assume the same to be true of other religions (though I've only observed it in a Slavic game).

In other words - assuming this is true for all religions - when a ruler loots a temple of his same faith, his religion gets the 1% MA penalty for having a temple looted, but does not get the 1% MA bonus for looting an infidel temple.
 
Last edited:

Lord of Pain

Lt. General
4 Badges
Jul 13, 2004
1.615
176
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • 500k Club
Op 1 sounds better, IMO.

It always bothered me that boats are so expencive.
I gues it's supposed to limit land powers ferrying an entire army acros the sea?

I don't think it does anything other than force you to micromanage your boats though.

So personally nr2 sounds best, for having (I think) the lowest impact.

I wouldn't mind seeing non-norse sailing down a river though. Might be fun

Fleets were very expensive and hardly ever used in the west, even as transports, until high medieval times.
 

Sirrobert1

General
55 Badges
Apr 15, 2014
1.950
642
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Dungeonland
  • Europa Universalis IV: Art of War
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
Will you? Same-religion raiding was specifically enabled in CM for tribals for the purpose of being able to eventually generate enough cash and prestige to develop their settlements and feudalize. The religion modifier is "Infidel Temples Looted." Is it applied when you loot temples of the same faith?

Infidel temple looted is the bonus, +1%
On the other side (so usually christian), there's a -1% for 'temple looted'
 

das

Althistorian
64 Badges
Feb 13, 2001
1.559
111
  • Crusader Kings II
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Shadowrun: Dragonfall
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Shadowrun: Hong Kong
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
In my current game (latest version, all modules except SWMH) there was a brief, intense burst of raiding activity at the start of the Viking Age... and nothing more in the years after that, as far as I could tell.
 

Auvar

Sergeant
40 Badges
Feb 20, 2009
98
6
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Cities in Motion
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
Infidel temple looted is the bonus, +1%
On the other side (so usually christian), there's a -1% for 'temple looted'

"Usually" is the key word here. In a situation where it's just Norse pagans raiding Christians, the modifiers make sense and work reasonably well. In a world in which same-religion raiding is not only possible, but encouraged as a way for tribals to survive, feudalize, and expand, however, the fact that the "temples looted" malus doesn't care who looted the temple is going to potentially do horrible things to MA.