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MarkS00N

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Sep 20, 2013
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While Buddhism get new mechanic in Common Sense, the other eastern religions (Confucianism and Shintoism) still doesn't have their own mechanic...

But, with Buddhism having its own mechanic, this gives the rest Eastern Religion a bit more common theme for mechanic that could represent eastern religion group better. Historically, eastern religions has been shaped by several different values such as Confucianism and Buddhism, so the mechanic should represent the up and down of these philosophy relation with one another as they try to influence the locales...

So the gist of my suggestions are:
- Remove Confucianism and make several different religions for eastern religion (so the Chinese will have Shenism, Japanese will retain Shintoism, while Koreans and Vietnamese will have their own counterpart. I am not sure with the nomads, I haven't read much and I think they were Buddhist, but I suppose they too will have their counterpart.)
- Implement mechanic that represent the influence of Confucianism, Buddhism, and Taoism or other value to the eastern religion.

The Mechanic (I dub it "The Three Teaching")
Here is an example of the new mechanic's interface (apologize for the bad 'picture', I am bad at drawing especially using computer, so I use excel for efficiency):
HmiD6t1.png


TNUqNkR.png

1) Faction Name
Self-explanatory.
2) Faction Crest
Beside showing the symbol of the faction, you can click the crest and choose what perk or action that you want to use, similar to Hinduism, but you need to have enough Faction Point before you can use it.
3) Faction Value
Depend on your nation's state or your action, the faction could have a positive, neutral, or negative values. It doesn't have immediate effect (except for one instance described below) and its primary function is to show how much Faction Point you are going to get each month. Each Faction has different condition that increase or decrease the faction value and whether your faction value positive or negative is based on the accumulation of it.
4) Faction Point
The Faction Point can range from -100 to +100 and increase or decrease based on how much Faction Value you have. Negatives point would gives negative effect to your nation. Positive value won't give any effect, but you can use it to get perk or use action. While your point can go negative, you need enough Faction Point before you can use perk or action (so you can't use perk that require 30 points if you only have 20 points).

Perk and Action
As I said, when you have enough Faction Point, you will be able to click the Faction Crest and choose different Perk and Action. Perk is a semi-permanent passive bonus that active once you choose it until you decide to change it with another Perk or use an Action, to do that you just need to repeat the same step (have enough Faction Point to get new Perk, click the Faction Crest, then choose the Perk). Action on the other hand is an instant bonus that gives direct effect but doesn't gives you passive continuous bonus. Action will also remove any perk you've chosen previously (from that faction).

The Factions
Let's dive to each faction and see what would make their value positive and what perk (or action) you can use when you have enough point pool for each faction...

Confucian
The focus of Confucian (from what I've read) has been about stability, legitimacy, and meritocracy. So its value would reflect this.
Things that gives positives value:
- +1 for >80 Legitimacy
- +1 for Positive Stability
- +0.2 for each hired adviser with additional +1 for higher level of advisor (so a total +0.6 for three level one advisor and up to +1.2 for three level three adviser)
Things that gives negative value:
- -1 for <60 Legitimacy
- -1 for Negative Stability
- -1 when no Adviser hired
- -1 when other faction has positive value (this is the only time positive value has direct effect and it is cummulative, so if Buddhist and Taoist factions both have positive value than Confucian faction would get -2)

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]Increase tax by 10% (30 points)
- [Perk]Reduce Adviser's cost by 10% (40 points)
- [Perk]-0.1 Monthly Local Autonomy (50 points)
- [Perk]-10% Core-creation Cost (50 points)
- [Action]Embrace Neo-Confucianism (100 points)(Unlock Neo-Confucianism, explained more below)

Negatives Faction Point would gives following penalties:
- +20% Stability Cost
- -10% Tax Income

Buddhist
There has been several instances where Buddhism being prosecuted, thus Buddhist faction would weigh on factors that present threat toward their presences while also weight in on factors that increase its religion presence and spread on population.
Things that gives positives value:
- +1 when at Peace
- +1 for each Buddhist nation you have as Allies or Subject (so, for example, Ming has Ayuthayya as vassal and Pagaruyung as allies, it would net +2 for Buddhist Faction)
- +0.1 for each Buddhism province (so +1 for 10 provinces)
Things that gives negatives value:
- -0.5 for each active missionary on Buddhism province
- -1 when at war against Buddhist Nation
- -1 when there is a Buddhist rebellion
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]-10% Tech Cost (70 points)
- [Perk]+2 Tolerance of Heathens (40 points)
- [Perk]-2 National Unrest (50 points)
- [Action]Adopt Buddhism as State's Religion (100 points)(It will change your religion to Buddhism and you will need to choose either Theravarda, Mahayana, or Vajrayana, but beware that this action will replace eastern religion mechanic with Buddhism mechanic)

Negatives Faction Point would gives following penalties:
- +1 monthly Unrest for Buddhist Rebellion even without Buddhist provinces (if there is no Buddhist province, the rebels will spawn randomly).
- Give "Resistant Buddhist" which reduce local missionary strength on Buddhist province by 2%.

Taoist
Due to its preference for "naturalness" and the bluriness between Taoism's ritual and folk-religion's ritual (if I get it right), I consider Taoist to have a much closer tie to the folk-religion compared to other factions, thus it prefer more provinces with folk-religion. It also consider loyalty to the state less important.
Things that gives positives value:
- +0.1 for each provinces that has >25% Local Autonomy
- +1 for each provinces with "Increase Local Autonomy" modifier
- +1 for each active missionary
Things that gives negatives value:
- -1 for aggressive war (so if you are a defender, you won't have this negative value)
- -1 for each provinces with "Lower Local Autonomy" modifier
- -1 for each use of "Harsh Treatment"
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]+1% Missionary Strength (50 points)
- [Perk]+2 Tolerance of Heretics (60 points)
- [Perk]-0.05 Monthly War Exhaustion (60 points)
- [Action]Adopt Taoist Philosophy (100 points)(Increase all provinces (except Capital) local autonomy by 25% but instantly reset all unrest and disaster bar, won't stop rebellion or disaster that already happening)

Negatives Faction Point would gives following penalties:
- -1% missionary strength
- +0.1 Monthly Local Autonomy


Special Factions

Beside the three faction available normally, there are another factions that you can get access to through certain method...

Neo-Confucian
Available once you use "Embrace Neo-Confucianism" action, Neo-Confucian change your faction mechanic in a big way. Instead of three different factions, you now only have one faction, the Neo-Confucian, but you can have three different perks active at time. Things that increase and decrease Faction Value and Point are the same with Confucian faction (along with negative effect when having negative Point) so I won't list them again. Instead I'll list what makes them truly different:
- Instead of "Embrace Neo-Confucianism", Neo-Confucian will get access to [Action]Heaven's Will (100 Points) which will instantly gives 100 legitimacy toward current ruler.
- Able to choose three different perks at the time, but you no longer have access to Buddhist and Taoist faction.
- Have inherent passive bonus and penalties, beside the one provided by perk
- For bonus, Neo-Confucian reduce unrest by 10%
- For penalties, Neo-Confucian increase tech cost by 10% and -1 stability each time you declare war
- When you have negative Faction Point, you can decide to denounce Neo-Confucianism which return the mechanic to what it was (multiple faction with one perk each) at the cost of -3 Stability and -50 Legitimacy but it will reset all factions' point (so you no longer have negative point)
- When westernizing, Neo-Confucian will reduce westernization point by 3 (so if you have 3 3 3 ruler without adviser, you'll have total of 6 point at the end of the month instead of 9)
- When westernization is complete, Neo-Confucianism will transform into New-Confucianism and remove its penalties while keep its inherent bonus and option to choose perk or action
- You can still denounce New-Confucianism, but you no longer able to embrace Neo-Confucianism, you will instead get New-Confucianism
- However, if you embrace Neo-Confucianism after Westernization, you won't get New-Confucianism. So embrace Neo-Confucianism before you finish Westernizing (if you want to get New-Confucianism)

Here is an example of their interface:
JCcELt6.png


Christian
Available when you accept Western Jesuit when you westernizing. When you accept it, at the cost of -1 Stability, you now will have to four factions instead of three, though the rule still the same. Christian will behave similar to Buddhism, so what increase or decrease its Faction Value would be similar.
Example of the interface:
WOgaOPT.png

Things that gives positives value:
- +1 when at Peace
- +1 for each Christian nation you have as Allies or Subject
- +0.1 for each Christian province (so +1 for 10 provinces)
Things that gives negatives value:
- -0.5 for each active missionary on Christian province
- -1 when at war against Christian Nation
- -1 when there is a Christian rebellion
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]-10% Idea Cost (40 points)
- [Perk]+10% Trade Power (60 points)
- [Perk]+10 Relation Bonus Toward Christian Nation (30 points)
- [Action]Adopt Christianity as State's Religion (100 points)(It will change your religion to Christianity and you will need to choose either Catholicism, Orthodox, or Coptic (with addition of Protestantism or Reformed when those have been unlocked), but beware that this action will replace eastern religion mechanic with chosen Christian mechanic (or no mechanic for Coptic as it currently doesn't have one))

Negatives Faction Point would gives following penalties:
- Increase monthly Unrest for Christian Rebellion by 1% even without Christian province (if there is no Christian province, the rebels will spawn randomly).
- Give "Resistant Christian" which reduce local missionary strength on Christian province by 2%.

Other noteworthy thing about Christian factions:
- When you embrace Neo-Confucianism once you unlock Christian factions, you will able to use fourth perk in exchange of no longer able to access Christian faction.
- When you have embrace Neo-Confucianism before you westernize, you won't be able to unlock Christian faction.

Other Note
- While I list Taoist as a faction, I think each eastern religion could have its own faction (such as Shintoist if your religion is Shintoism) to replace Taoist due to Taoism isn't as impactful compared to Confucianism and Buddhism (at least as far as I've read about this). But for brevity, I put Taoist as a general example.
- The list of Perks and Actions in only example (I am especially not sure about what Taoist faction 100 points action would be, so I make an imaginative one), so your suggestion to add in there is welcome

Thank you...

UPDATE:
The basic mechanic is still the same, but a lot of perk/action has been added and some new idea introduce to better represent some instances (like Buddha-Shinto).

Introduction
Historically, Eastern Religion is shaped by three teaching that interchange between one another, Confucianism, Taoism, and Buddhism. So I propose that Eastern Religion mechanic should represent this interaction. While Buddhism in itself also shaped by this interaction, since Common Sense expansion they already have their own mechanic so I am going to focus on those left behind (Confucianism and Shintoism).

The basic of my suggestions are:
- Remove Confucianism and make several different religions for eastern religion group based on their culture (at least at start date). These religion's difference will be on their modifier, but they will use the same mechanic. The list would be:
-- Shenism for Chinese
-- Sinism for Koreans
-- Shintoism for Japanese
-- Dao Mau for Vietnamese
- Implement mechanic that represent the influence of Confucianism, Buddhism, and Taoism or other value to the eastern religion.

The Mechanic (I dub it "The Three Teaching")
Here is an example of the new mechanic's interface (apologize for the bad 'picture', I am bad at drawing especially using computer, so I use excel for efficiency):
HmiD6t1.png

TNUqNkR.png

1) Faction Name
Self-explanatory.
2) Faction Crest
Beside showing the symbol of the faction, you can click the crest and choose what perk or action that you want to use, similar to Hinduism, but you need to have enough Faction Point before you can use it.
3) Faction Value
Depend on your nation's state or your action, your faction could have a positive, neutral, or negative values. It doesn't have immidiate effect (except for one instance described below) and its primary function is to show how much Faction point you are going to get each month. Each Faction has different parameter that increase or decrease the faction value and whether your faction value positive or negative is based on the accumulation of it.
4) Faction Point
The Faction Point can range from -100 to +100 and increase or decrease based on how much Faction Value you have. Negatives point would gives negative effect to your nation. Positive value won't give any effect, but you can use it to use perk or action and while your point can go negative, you need enough Faction Point before you can use perk or action (so you can't use perk that require 30 points if you only have 20 points).

Perk and Action
As I said, when you have enough Faction Point, you will be able to click the Faction Crest and choose different Perk and Action. Perk is a semi-permanent passive bonus that active once you choose it until you decide to change it with another Perk or use an Action, to do that you just need to repeat the same step (have enough Faction Point to get new Perk, click the Faction Crest, then choose the Perk). Action on the other hand is either an instant bonus that gives direct effect (that could be game changing) or strong bonus that expire quickly.

The Factions
Let's dive to each faction and see what would make their value positive and what perk (or action) you can use when you have enough point pool for each faction...

(=) Confucian
The focus of Confucian is about state stability, monarch legitimacy, and meritocracy. Thus the faction try to represent that, both on what increase/decrease the Faction Value and what you can use using Faction Point. Also, due to its focus on stability, Confucian has more and heavily rely on 'perk' than 'action', thus 'perk' being range between cheap to moderate (20-40ish) while their 'action' is expensive but bring a big change.

Things that gives positives value:
- +1 for >80 Legitimacy
- +1 for Positive Stability
- +0.2 for each hired advisor with additional +1 for higher level of advisor (so a total +0.6 if you hire three level one advisor and up to +1.2 if you hire three level three advisor)
Things that gives negative value:
- -1 for <60 Legitimacy
- -1 for Negative Stability
- -1 when no Advisor hired
- -1 when other faction has positive value (This is cummulative, so if Buddhist and Taoist factions both have positive value than Confucian faction would get -2)

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]Increase tax by 2% (20 points)
- [Perk]Reduce Advisor's cost by 5% (30 points)
- [Perk]-0.01 Monthly Local Autonomy (40 points)
- [Perk]-2% Core-creation Cost (40 points)
- [Action]Imperial Exam (80 points)(Give 1 random adviser)
- [Action]Embrace Neo-Confucianism (100 points)(Unlock Neo-Confucian Faction)

If your Faction Point in negatives, Confucian would gives following penalties:
- +20% Stability Cost
- -10% Tax Income
- +10% Advisor Cost

(=) Buddhist
As an originally foreign religion, Buddhism act a bit differently compare to other faction. Buddhist will try to spread Buddhism across your nation. In exchange, Buddhist has immediate bonus when their Faction Value is positive, a +1 Tolerance of Heretic (or Heathen, if they become new religious group). As Buddhist try to spread Buddhism, their Faction Value would prefer condition that allow for faster or safer conversion and their action represent the Buddhist contribute to the community they are currently in. Their perk however would represent which branch of Buddhism currently influencing the nation, and this will unlock action option that could change the mechanic in big way.

So to summarize, Buddhist faction has following general effect:
- Small chance to convert your province in to Buddhism (random branch)
- +1 Tolerance of Heretic (or Heathen if Buddhism is different religious group) when their Faction Value is positive

Things that gives positives value:
- +1 when at Peace
- +1 for each Buddhist nation, Whatever the branch is, you have as Allies or Subject (so, for example, Ming has Ayuthayya as vassal and Pagaruyung as allies, it would net +2 for Buddhist Faction)
- +0.1 for each Buddhism province (so +1 for 10 provinces)
Things that gives negatives value:
- -0.5 for each active missionary on Buddhism, Whatever the branch is, province
- -1 when at war against Buddhist Nation, Whatever the branch is
- -1 when there is a Buddhist rebellion, Whatever the branch is
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]Theravarda (70 points)(Gives +10 relation with Theravarda nation, additional bonus depend on real Theravarda bonus)(When your province convert to Buddhism, it will be the Theravarda branch, no longer random)
- [Perk]Mahayana (70 points)(Gives +10 relation with Mahayana nation, additional bonus depend on real Mahayan bonus)(When your province convert to Buddhism, it will be the Mahayan branch, no longer random)
- [Perk]Vajrayana (70 points)(Gives +10 relation with Vajrayana nation, additional bonus depend on real Vajrayana bonus)(When your province convert to Buddhism, it will be the Vajrayana branch, no longer random)
- [Action]Lay Buddhist activites (60 points)(Represent Lay Buddhist contribute to community they are in, gives +15% Good Production for 1 years)

These action require you to active perk:
- [Action]Adopt Buddhism as State's Religion (90 points)(require 'Theravarda', 'Mahayana', or 'Vajrayana' perk)(It will change your religion to Buddhism, the branch is depend on which perk is active, but beware that this action will replace eastern religion mechanic with Buddhism mechanic)
- [Action]Assimilate Buddhism completely (100 points)(require 'Theravarda', 'Mahayana', or 'Vajrayana' perk)(Unlock Buddha-[folk religion] faction, more explanation below)

If your Faction Point in negatives, Buddhist would gives following penalties:
- Increase monthly Unrest for Buddhist Rebellion by 1% even without Buddhist provinces (if there is no Buddhist province, the rebels will spawn randomly).
- Give "Resistant Buddhist" on provinces with Buddhism (whatever the branch is) as religion which reduce local missionary strength on Buddhist province by 2%.

(=) Taoist
I based what Taoist prefer from the wikipedia article which describe the "practical, political side" of Taoist philosophy (at least as Arthur Waley translate it) as "abstention from aggressive war and capital punishment", "absolute simplicity of living", and "refusal to assert active authority". The Taoist faction thus would prefer more autonomy and dislike war. Also, due to close relation between Taoism's ritual and the folk religion's ritual, Taoist also prefer for the spread of folk religion. Taoism value of simplicity will translated as them have more action and less perk with their action being weaker, makes them kinda opposite of Confucian in this regard.

Things that gives positives value:
- +0.1 for each provinces that has >25% Local Autonomy
- +1 for each provinces with "Increase Local Autonomy" modifier
- +1 for each active missionary
Things that gives negatives value:
- -1 for aggressive war (so if you are a defender, you won't have this negative value)
- -1 for each provinces with "Lower Local Autonomy" modifier
- -0.5 for each provinces with "Harsh Treatment" modifier
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Action]Taoist Divination (20 points)(Gives 10 Prestige)
- [Action]-2 National Unrest for 2 years (30 points)
- [Action]Employ Daoshi (40 points)(Gives one additional missionary for 3 years)
- [Action]Spread Taoist Influence (40 points)(Gives -10% Stability Cost for 2 years)
- [Action]-2 War Exhaustion (40 Points)
- [Perk]Adopt Taoist as State Religion (100 points)(Activate special mechanic, explained below)

If your Faction Point in negatives, Taoist would gives following penalties:
- -1% missionary strength
- +0.1 Monthly Local Autonomy

State Religion Perk:
Taoism has been several times adopted as State Religion, but the spread of Buddhism and Confucianism never diminish when that happen, so instead of an override mechanic like Neo-Confucianism or Buddha-[folk religion], Taoism perk just modify the current mechanic a bit. So the perk would work as follow:
- +1 Faction Value to every factions (including Taoist)
- In exchange for unable to use action (because if you use action, the perk is cancelled), Taoist pool of action (not perk) is included to other faction's pool of perk and action. So, for example, when you click Buddhist crest, you'll find Taoist action as option to use using Buddhist Faction Power.

Special Factions
Beside the three faction available normally, there are another factions that you can get access to through certain method...

(=) Neo-Confucian
The birth of Neo-Confucianism was when Confucian scholar formalized the influence of Buddhism and Taoism. But despite Buddhism and Taoism influence, Neo-Confucian oppose Buddhism and Taoism. Then, when Neo-Confucianism is accepted as State Religion, the influence of Buddhism and Taoism on state gradually reduced. Thus Neo-Confucian would try to represent this by changing the Eastern Religion mechanic in a big way. In short, instead of three different faction, when you embrace Neo-Confucian, other faction's crest will change in to Neo-Confucian crest, so there will be only one faction but with three crest to activate different perk or action.

Here is an example of the interface:
JCcELt6.png


You unlock Neo-Confucian by using the final action from Confucian faction, the "Embrace Neo-Confucianism" action. When you use it, the interface changes to the image above. You only have 1 Faction Value and Faction Power, but you can use your Faction Power on any crest to activate different perk or action. Beside changing mechanic, Neo-Confucianism also gives you inherent bonus and penalties (which means, you don't need Faction Value or Faction Power to get the effect). You can see it when you hover the Faction Name.

The Bonus is:
- -3 National Unrest

The Penalties are:
- Increase tech cost by 10%
- -1 stability each time declaring war

Neo-Confucian doesn't differ greatly from Confucian faction, both in term of preference or perk/action to activate, so the list won't change much.

Things that gives positives value:
- +1 for >80 Legitimacy
- +1 for Positive Stability
- +0.2 for each hired advisor with additional +1 for higher level of advisor (so a total +0.6 if you hire three level one advisor and up to +1.2 if you hire three level three advisor)
Things that gives negative value:
- -1 for <60 Legitimacy
- -1 for Negative Stability
- -1 for each unhired Adviser hired (so if you don't hire any adviser, you'll get -3 Faction Value)

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]Increase tax by 2% (20 points)
- [Perk]Reduce Advisor's cost by 5% (30 points)
- [Perk]-0.01 Monthly Local Autonomy (40 points)
- [Perk]-2% Core-creation Cost (40 points)
- [Action]Imperial Exam (80 points)(Give 1 random adviser)
- [Action]Strengthen Neo-Confucian Position (100 points)(Gives 50 Legitimacy)

If your Faction Point in negatives, Confucian would gives following penalties:
- +20% Stability Cost
- -10% Tax Income
- +10% Advisor Cost
- The "Denounce Neo-Confucianism" is now available

Denounce Neo-Confucianism:
Perhaps you think the perk/action of Neo-Confucianism isn't as good when used alone, perhaps you find it is boring to only have one, or you simply can't get the Faction Value or Faction Point in to positive (for some reason), then you can decide to Denounce Neo-Confucianism through the special button. It has condition you should consider:
- Your Faction Value and Faction Point must be negatives before the button can be used
- When you Denounce Neo-Confucianism, it cost you -3 Stability and -50 Legitimacy

Once you Denounce Neo-Confucianism, the interface and mechanic are reverted back to original Eastern Religion interface and mechanic (three 'religion', each has different crest).

Neo-Confucianism and Westernization:
When you decide to westernize while having Neo-Confucianism, there are several things to note:
- When westernizing, Neo-Confucian will give additional penalties, +5 national unrest
- When westernizing, Neo-Confucian will reduce westnization point by 3 (so if you have 0 0 0 ruler without advisor and no power projection or national focus, you'll have total of 6 point at the end of the month instead of 9)
- When westernization is complete, Neo-Confucianism will transform into New-Confucianism, explained more below

(=) New-Confucianism
Historically, New-Confucianism is a very recent development of Confucianism. But as the basic of New-Confucianism is assimilation of Neo-Confucianism idea with western idea, I think it isn't a stretch that in a "what-if" scenario when an Eastern Nation with Neo-Confucianism successfully westernize, a development similar to New-Confucianism would happen.

New-Confucianism isn't a totally different thing, in term of mechanic, to Neo-Confucianism. Its only difference is unlike Neo-Confucianism, New-Confucianism gives you no penalty, only bonus. Also, once you unlock New-Confucianism, you no longer able to access Neo-Confucianism (so when you Denounce New-Confucianism, the final action of Confucianism turn in to "Embrace New-Confucianism" instead of "Embrace Neo-Confucianism").

(=) Buddha-[Folk Religion]

The basis for this faction is Shintoism where the Buddhism is assimilated so thoroughly with local religion that until 19th, the two is indistinguishable. It has been dubbed as Buddha-Shinto several time in this forum, and I am inclined to use the same thing but allowing it to more folk-religion, so this mechanic will allow you to have Buddha-Shenism for example. Similar to Neo-Confucianism mechanic, Buddha-[Folk Religion] override the Eastern Religion mechanic, but it has several key differences. Perhaps the most important thing is, it entirely remove the perk/action mechanic and just gives permanent passive bonus.

Here is an example of the interface:
qXMicGn.png


You unlock this special faction through the final action from Buddhist faction. Things to note about Buddha-[Folk Religion] mechanic:
- It removes Faction Crest, Faction Value, and Faction Point, along with perk and action
- Instead, it gives 4 permanent bonus (2 primary and 2 secondary)
- Primary bonuses are bonuses that given to you regardless of perk you have before you activate the Buddha-[Folk Religion] mechanic
- Secondary bonuses are bonuses that given to you based on what perk you have before you active the Buddha-[Folk Religion] mechanic and its bonus is the same as basic bonus of religion represented by that perk (so a Theravarda perk will gives Theravarda modifier)
- Unlike Buddhist faction, your province won't turn in to Buddhism
- Once you activate this special faction, you can't turn back to the original Eastern Religion mechanic, until certain condition is met

Separate Buddhism Influence:
Historically, after Japanese westernize and its nationalism grow, the scholar began to dissect which teaching is original of Shintoism and which one is from Buddhism, giving birth to State Shintoism. Much like Neo-Confucianism transformation toward New-Confucianism, this special mechanic is based on a "Wait-if" scenario when your nation finish westernize.

Perhaps, you think the bonus provided isn't good enough or you think it is boring to just have bonuses without ability to choose what bonuses you wish to have, then you can use "Separate Buddhism Influence" button to return to the original Eastern Religion mechanic. But there are some condition:
- You must've finished westernizing
- When you Separate Buddhism Influence, it cost you -2 Stability

Other Note on Buddha-[Folk Religion]
The other way to return to Eastern Religion mechanic, if you don't want to wait for westernization, is to convert to other religion, than return to your original Eastern Religion. For example, if your religion is Shintoism, you can "choose" to convert to Hinduism (through religious rebel or other mean), then when you convert back to Shintoism it will have Eastern Religion mechanic.

(=) Christian
Westernization, if I take it right, supposedly change the mindset of the people, this would gives Christianity (that comes along the westernization) ability to influence the Eastern Religion, hence the Christian faction.

When a nation with an Eastern Religion as its religion decide to westernize, they will given option whether to accept the Western Jesuit or not. If they accept the jesuit, Christian Faction is unlocked, but if they don't then the faction won't get unlocked. Christian Faction do not override the Eastern Religion mechanic like Neo-Confucianism or Buddha-[Folk Religion], instead they become a fourth faction.

Here is an example of the interface:
WOgaOPT.png


Christian faction would behave similar to Buddhism (due to its origin as foreign religion), so they will have a lot similarity (prefer condition that help their religion's spread, they gives effect when their Faction Value positive, etc.).

Christian faction has following general effect:
- Small chance to convert your province in to Christianity (random branch)
- +1 Tolerance of Heathen when their Faction Value is positive

Things that gives positives value:
- +1 when at Peace
- +1 for each Christian nation you have as Allies or Subject
- +0.1 for each Christian province (so +1 for 10 provinces)
Things that gives negatives value:
- -0.5 for each active missionary on Christian province
- -1 when at war against Christian Nation
- -1 when there is a Christian rebellion
- -1 when other faction has positive value

Once you have enough point, you can click on the faction crest and choose of of these perks or action:
- [Perk]Chatolic (70 points)(Gives +10 relation with Chatolic nation, +1 TOlerance of True Faith)(When your province convert to Christianity, it will be the Chatolic branch, no longer random)
- [Perk]Protestant (70 points)(Gives +10 relation with Protestant nation, +10% National Tax Modifier)(When your province convert to Christianity, it will be the Protestant branch, no longer random)
- [Perk]Reformed (70 points)(Gives +10 relation with Reformed nation, +1 Possible Advisor)(When your province convert to Christianity, it will be the Reformed branch, no longer random)
- [Perk]Orthodox (70 points)(Gives +10 relation with Orthodox nation, -10% Stability Cost)(When your province convert to Christianity, it will be the Orthodox branch, no longer random)
- [Perk]Coptic (70 points)(Gives +10 relation with Coptic nation, +10% Fort Bonus)(When your province convert to Christianity, it will be the Coptic branch, no longer random)

These action require you to active perk:
- [Action]Adopt Christianity as State's Religion (90 points)(require 'Chatolic', 'Protestant', 'Reformed', 'Orthodox', or 'Coptic' perk)(It will change your religion to Christianity, the branch is depend on which perk is active, but beware that this action will replace eastern religion mechanic with the relevant Christiniaty branch mechanic, or no mechanic if Coptic (because it currently doesn't have one))

Negatives Faction Point would gives following penalties:
- Increase monthly Unrest for Christian Rebellion by 1% even without Christian province (if there is no Christian province, the rebels will spawn randomly).
- Give "Resistant Christian" which reduce local missionary strength on Christian province by 2%.

There are however several thing to note about special faction mechanic in relation to christian mechanic:
- When you embrace Neo-Confucianism once you unlock Christian factions, you will able to use fourth perk (as there are now four faction).
- When you have embrace Neo-Confucianism or Buddha-[Folk Religion] before you westernize, you won't be able to unlock Christian faction when you accept Christian Jesuit.

Other Note
- There are several religion I think can be included because the nation is independent at game start, but I guess they are too small to be its own religion:
-- Manchu Shamanism for Manchu Tribes
-- Ryuukuan Shamanism for Ryuuku
- The bonus for Buddhist perk isn't finished because we haven't know what their basic modifier will be. Once we know it, the bonus would be similar to Christian bonus (one of the religion modifier will become the bonus).
- While I list Taoist as a faction, I think each eastern religion could have its own faction (such as Shintoist if your religion is Shintoism) to replace Taoist due to Taoism isn't as impactfull compared to Confucianism and Buddhism (at least as far as I've read about this). But for brevity, I put Taoist as a general example.
- The list of Perks and Actions in only example (I am especially not sure about what Taoist's action would be, so I make an imaginative one), so your suggestion to add in there is welcome.
- Despite having same mechanic, I imagine each nation will start with different condition:
-- Dai Viet will start with 90 Faction Point for Buddhist with 'Mahayana' perk, so they are able to immediatly convert to Mahayana like their real life counterpart while present player with choice to keep using Eastern Religion mechanic
-- Japanese (Japan and Daimyo) will start with Buddha-Shinto
-- Korea either start with Neo-Confucianism or have high amount of Confucian Faction point
-- The rest (like Ming) will have a more balance between Faction Point of Confucian, Buddhist, and Taoist

Thank you...
 
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Gaussia

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Although the post is quite long, unclear in some places and I think some of the bonuses might be to strong I think the basic idea (correct me if I'm wrong):
The non budhist easter religions gains a mechanism with three faction (representing that several religions co-existed in a way different from other places). The different factions have different influence connected with different positive and negative effects. If one religion becomes very strong one can convert to a pure form of that religion.
Is truly briliant.
 
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Possibly make it so that you can only have factions if you posses provinces of the various religions, with the 3 most dominant (comparing total development of all provinces) being shown?
 

MarkS00N

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Possibly make it so that you can only have factions if you posses provinces of the various religions, with the 3 most dominant (comparing total development of all provinces) being shown?
I think it is going to be overly complicated (both in term of content and balancing of value, perk, action, and penalties) if every single religion has its own faction...
Also, it could limit what nation you are going to attack, for example, your nation has Shenism, Shintoism, and Buddhism as three most dominant religion province wise with Islam as close fourth, thus you have Shenist, Shintoist, and Buddhist faction, if you like the bonus that these three religions provide, you probably discouraged to take Islam provinces because Islam might become too dominant and replace one your factions, removing the bonus you previously enjoy...
Also it run against the 'three teaching' concept (which consist of Confucianism, Buddhism, and Taoism) that this mechanic try to represent...

Another thing, because I suggest Confucianism and Taoism be replaced with local Folks Religions (like Shenism, Shinto, etc.), then Confucianism and Taoism won't appear in game, thus if what faction available is based on what religion is dominant province wise, then Confucianism and Taoism faction won't exist which, again, run against the idea to represent the 'three teaching' concept...
 

Gaussia

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Another set of comments:

3 religions for Korea could be: Confusianism, Buddhism and Korean Shamanism. Japan I have very hard to imagine more then 2 good starters.

Next, currently I would say that the perks currently are quite powerful, it is hard to say from this how could a human could micromanage them but I would imagine that the last 200 years you could fill them up and almost have a double idea set. The entire system is also quite ambitious compared to other religions (exception the new init/maya/nahutl, so maybe we are going towards more complicated religions). My point is that it is so ambitious that it might be a bit out of place and more then the developers would want to implement.

I think a lot of the details could be thought over but the core (the important parts) is there.

Now the suggestions:
- I would add a base bonus, like +2 tolerance to heretics (not to spectacular and fits nicely).
- Maybe tone down the perks a bit, one idea would be to add a negative so it becomes more of a trade of.
- Or alternatively to simplify, remove actions and make each a meter 0 - 100 with a poss/neg like Patriach Authority.
- You have defined "perks" and "actions". If the only "action" is going to be to reform religion then this seems a bit to complicated, remove actions and just add a decision avaiable once value = 100.
- Maybe make the Taoist action make you reform into some "pure" Taoist religion similar to the other ones?
- Once reforming to a new religion you should have some bonus (or automatic conversion) to the new religion. Techincally all your provinces have some amount of Buddhism, only now that is strengthened compared to the others.

So ideally (in my opinion), neither the reformed or the orginal religions should be so much more powerfull then the other religions in the game. Also the post could benefit from a more dedicated introduction in the beginning, the idea of 3 faction is awsome, but much of the post is details that might scare a few people (?) (This is my best explanation why it has not gotten the attention I think it deserves).
 
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MarkS00N

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I am currently updating my concept to include more action...

The idea is for action to be 'immediate' while perk is something you want to keep around for a while, but as I am still reading material about eastern religion, in this version I decide to just include the 'game changing' action first...

Thanks for the input, I'll consider it... :)
 

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Ah sorry. To clarify, I'm not suggesting there be factions for every religion; rather that there be separate factions for Budhism, Daoism, Shinto, Confucianism and Christianity via Jesuit event. Instead of adding an extra slot, it just allows for the christian faction to be considered. Then the 3 most dominant of these 5 are used for the faction system. If this were used, the base effect would probably be +tolerance (Heretic). Possibly also Heathen? I guess having factions for Islam and Pagan groups might be a thing you could have too, but I was assuming not.
 

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Ah sorry. To clarify, I'm not suggesting there be factions for every religion; rather that there be separate factions for Budhism, Daoism, Shinto, Confucianism and Christianity via Jesuit event. Instead of adding an extra slot, it just allows for the christian faction to be considered. Then the 3 most dominant of these 5 are used for the faction system. If this were used, the base effect would probably be +tolerance (Heretic). Possibly also Heathen? I guess having factions for Islam and Pagan groups might be a thing you could have too, but I was assuming not.
The idea to include Christianity was that westernization process change the way people thinking, thus to represent that changing process I include the Christian faction...
So without westernization, there won't be Christian faction, and because the another religion doesn't have similar 'thought changing' process on society like westernization, I decide to not have them...
The +Heretic or +Heathen I think is depend on whether Buddhism become its own religious group or not, and my concept that currently posted is based on assumption that they do become their own religious group...

As for Shinto, I am currently updating my concept to better represent their situation...

Now Buddhism is splitted into Theravada, Mahayana and Vajarayana
Yes, I am aware on that, and the Buddhist faction here meant to 'include' all of them (like Christian faction 'include' all branch of Christianity) until you convert, that's when you choose which branch you are going to be...
 
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Good concept in that these areas did have religions which were quite shaped by the local rulers (little of the independence form local authority that Catholicism had). That having been said I think that this is a bit to complex and with the numbers you gave quite OP to boot. -10% percent unrest means that westernising would be a breeze even if more slowly and keeping the bonus after would make the already stupidly powerful westernised ming even more of an issue (and so much more likely to make it to that stage).
 

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Good concept in that these areas did have religions which were quite shaped by the local rulers (little of the independence form local authority that Catholicism had). That having been said I think that this is a bit to complex and with the numbers you gave quite OP to boot. -10% percent unrest means that westernising would be a breeze even if more slowly and keeping the bonus after would make the already stupidly powerful westernised ming even more of an issue (and so much more likely to make it to that stage).
Ah yes, most of these aren't that balance and I am appreciate for any input on that regard (mostly because I am lack experience to balance properly)...
That said, in my update for this concept (hasn't finished yet), the value has been significantly lowered...
 

Gaussia

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Read the new update and now I like the implementation as well as the concept, it all seems much more balanced now. I still fear a lot won't bother with the long post :( . Since paradox did a update of the inti/maya/nahutl religion with quite complex mechanism, and these are the last major religions without mechanism something as conmplex as this might get implemented, if they did so it would be awsome.
 
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BrokenSky

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There are however several thing to note about special faction mechanic in relation to christian mechanic:
- When you embrace Neo-Confucianism once you unlock Christian factions, you will able to use fourth perk (as there are now four faction).
- When you have embrace Neo-Confucianism or Buddha-[Folk Religion] before you westernize, you won't be able to unlock Christian faction when you accept Christian Jesuit.

I'm not sure I understand. Are you saying that if you accept Jesuits before converting to neo-Confucianism you get a fourth bonus, but if you convert to neo-Confucianism before accepting Jesuits you don't?
 

MarkS00N

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I'm not sure I understand. Are you saying that if you accept Jesuits before converting to neo-Confucianism you get a fourth bonus, but if you convert to neo-Confucianism before accepting Jesuits you don't?
Yes...
My understanding of the 'political' nuance of the Three Teaching is that because each of them has equal strength in influencing local religion, they can keep influencing one another and absorbing the other Teaching element...
So the idea in 'mechanic changing' action like embrace "Neo-Confucianism", "Assimilate Buddhism", and "Adopt Buddhism" is that these action represent the teaching become the dominant force and no longer influenced by other Teaching...

Neo-Confucianism historically formed by absorb some elements of Buddhism and Taoism, so the three bonus that Neo-Confucianism has in my suggestion is there to represent Neo-Confucianism absorbing elements of Buddhism and Taoism...
And because Neo-Confucianism is the dominant force after being embraced, it no longer influenced by other Teaching, thus when the Jesuit arrives, Christianity they brought no longer influence Neo-Confucianism, hence no fourth bonus...

But, if Neo-Confucianism isn't yet embraced by the state, each Teaching will keep have equal places and keep influencing one another, so when new Teaching arrives, Confucianism will also be influenced and will try to incorporate the new Teaching, thus when Neo-Confucianism is embraced after Christianity faction is unlocked, it will the get fourth bonus, signifying it absorbs elements of Christianity...
 

BrokenSky

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Ah that makes sense. The main thing I didn't understand was the wording to be honest.
 
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MarkS00N

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Ah that makes sense. The main thing I didn't understand was the wording to be honest.
I see...
I guess I need to edit the post again to make it more understandable (along with fix for Buddhism perk bonus after the branch modifier is certain)...
I am still trying to improve my English, so thank you for your input...

Since paradox did a update of the inti/maya/nahutl religion with quite complex mechanism, and these are the last major religions without mechanism something as conmplex as this might get implemented, if they did so it would be awsome.
I am sure Paradox will take suggestion like this as inspiration...
I am not sure it will be as I suggested, but I believe they will make it as fun as possible (well, it can't be more boring than current Orthodox :p )...