With the release of Holy Fury, similarly to
@theStormWeaver, I've also changed my stance a bit on Pagan heresies. Like, if you reform with Autonomous Leadership, who's to
call anyone a Heretic? Essentially, I think only reformed religions which are sufficiently homogenistic in structure should get heresies, because if everyone's chill with whatever there's nothing to separate the "heretics" from everyone else.
Ideally, I think there should be a hidden counter associated with the different Reformation options, so that what you pick would determine how susceptible your religion is to Heresy. So like, if you pick Dogmatic+Unrelenting+BloodthirstyGods+Hierocratic, then your religion would start with no heresies, but once you dip bellow
(say) 70% moral authority
(which could quite possibly be immediately) an event would fire for a pre-coded heresy with a different set of reformation options than you picked to spawn into existence. Meanwhile if you picked, like, Cosmopolitan+Syncretism+Polyamory+Autonomous, you'd have to dip down to
(say) 10% moral authority or even less before the first heresy spawned.
Once a Heresy spawned it would follow all vanilla rules. it would also start a timer for
(say) 20 years, after which if the parent religion is still bellow its threshold a new heresy would spawn, up to
(say) three total.
Each unreformed religion would have four or five total heresies coded for it, each with a different description and name to differentiate them. Any pre-coded heresy that had doctrines too similar to what the reformer had picked would simply not be one of the ones that spawned.
I really very,
very, strongly doubt that this is a remotely moddable idea. Its more me gripping about how vanilla works. Like, one of the main refrains is that pagan religions are too powerful so they shouldn't get more content, but I'm literally advocating for content that would make them weaker. Having a heresy
makes a religion weaker. It would manage to at once add content, make the game more realistic, and
also take Germanic off of the top of all those lists the powergamers make about the best religions for munchkinry.
Mind you, this still wouldn't touch the munchkinry-creating-discrepancy between why the Viking Age ended historically; logistical shifts, both due to the end of the Medieval Warm Period, as well as the coastlines of Europe having seen heavy fortification which made the Viking style of raiding no-longer profitable. And
not, as CK2 would have you think, because all the vikings eventually converted to Catholic and switched from Tribal to Feudal and if they'd reformed their religion instead the Viking Age would have
never ended. Which, and I say this as an IRL polytheist myself, no. Just no.