So a while back I applied for the Game Designer position, but was turned down. @Groogy said provided I didn't violate any NDAs I'd be fine posting my ideas on the forums. So my suggestions on reworking Pagan Reformations and Heresies follow:
For Pagan Reformations, instead of the current “click button, reform religion” mechanic, when reforming a religion, a religious council is called. These consist of holders of the holy sites, the reformer and a number of high piety characters. They decide on aspects of the reformed faith to keep from the original or to introduce during the reformation, shaped by their traits, choices, and neighbouring religions. For example, if most of the council has the “Zealous” trait, the newly reformed faith could have the Germanic aspect of requiring regular war or suffering a prestige loss. The reformation will take time to complete and while the council deliberates, all characters can attempt to shape the new religion by influencing its members (adding another use for Favours). If the Moral Authority of the faith or the number of owned Holy Sites drops below the threshold, during this time, the council is dismissed incurring a further Moral Authority penalty and the reformation fails. This offers players greater challenges and agency in reforming the Pagan faiths, and gives a further rewards for a successful reformation by being able to shape the religion, similar to how aspects of most religions may be chosen in EU4.
Dynamically generated heresies could mirror the way historically religions often took on aspects of existing local faiths. Dynamic heresies would give further roleplay opportunities to players. These would take on religious mechanics shaped by the cultures, faiths, and government forms of the provinces they rise up in. For example, a Catholic heresy could develop in Scandinavia, syncretic to or assimilating the Germanic faith, by accepting Germanic deities as “saints”, granting the “Sympathy for Pagans” trait to members, and allowing raiding and/or concubinage.
For Pagan Reformations, instead of the current “click button, reform religion” mechanic, when reforming a religion, a religious council is called. These consist of holders of the holy sites, the reformer and a number of high piety characters. They decide on aspects of the reformed faith to keep from the original or to introduce during the reformation, shaped by their traits, choices, and neighbouring religions. For example, if most of the council has the “Zealous” trait, the newly reformed faith could have the Germanic aspect of requiring regular war or suffering a prestige loss. The reformation will take time to complete and while the council deliberates, all characters can attempt to shape the new religion by influencing its members (adding another use for Favours). If the Moral Authority of the faith or the number of owned Holy Sites drops below the threshold, during this time, the council is dismissed incurring a further Moral Authority penalty and the reformation fails. This offers players greater challenges and agency in reforming the Pagan faiths, and gives a further rewards for a successful reformation by being able to shape the religion, similar to how aspects of most religions may be chosen in EU4.
Dynamically generated heresies could mirror the way historically religions often took on aspects of existing local faiths. Dynamic heresies would give further roleplay opportunities to players. These would take on religious mechanics shaped by the cultures, faiths, and government forms of the provinces they rise up in. For example, a Catholic heresy could develop in Scandinavia, syncretic to or assimilating the Germanic faith, by accepting Germanic deities as “saints”, granting the “Sympathy for Pagans” trait to members, and allowing raiding and/or concubinage.
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