When are they gonna add this CK2 game rule to the game? On/Off/Player Only (disable achievements)
I know there is a More Game Rules mod but it’s quite buggy.
I know there is a More Game Rules mod but it’s quite buggy.
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I'd rather that Pagan Reformation be replaced entirely with the normal Create New Faith system (perhaps with an additional cost for creating a new faith out of an old pagan faith).When are they gonna add this CK2 game rule to the game? On/Off/Player Only (disable achievements)
I know there is a More Game Rules mod but it’s quite buggy.
I'd rather that Pagan Reformation be replaced entirely with the normal Create New Faith system (perhaps with an additional cost for creating a new faith out of an old pagan faith).
Pagan Reformations are a CK2 holdover. There should be no reason I'm locked out of reforming the Slavic faith in Bohemia unless I conquer some Russian hill that my people have never even heard of, nor is it particularly logical that the faith can only ever be reformed once.
If reformations are included in that system, there could be game rule covering all new religions, so people who want a more historic game would get strictly historic heresies + no fantasy reformations, and the rest of us could either keep it at the default (rare but possible) or crank it up (common).
That wouldn't matter if the reformation mechanic were subsumed into general faith creation, as the random AI duke's reformation would neither spread to Scandinavia, nor block anyone there / the player from doing his own separate reformation. They would just be separate faiths.The pagan reformation mechanics exist so that Scandinavia converts to Christianity. Without the holy site requirement, some random AI duke would reform the faith because he happened to have 3 virtuous traits.
They could make sure that most unreformed pagan lands convert to reformed religions by adding another CK2 mechanic missing from CK3... other kingdoms sending their court chaplains to convert the populace, or the pagan king requesting conversion from a neighbor.The pagan reformation mechanics exist so that Scandinavia converts to Christianity. Without the holy site requirement, some random AI duke would reform the faith because he happened to have 3 virtuous traits.
That wouldn't matter if the reformation mechanic were subsumed into general faith creation, as the random AI duke's reformation would neither spread to Scandinavia, nor block anyone there / the player from doing his own separate reformation. They would just be separate faiths.
Plus it'd be fun and relatively more historically plausible - one pious duke in Ireland tries to take Germanic paganism in one direction - another pious duke in Ukraine in another. It's unclear why the Irish duke should be blocked from doing so because he hasn't won the approval of the Ukrainian one, who he probably has absolutely no contact with.
This is all a bit less of a problem with something like Germanic paganism but a far greater problem with something like Slavic, where the holy sites are dispersed far and wide and borderline chosen at random. The current requirements railroad Slavic playthroughs into a very particular pattern of vast expansion, which may not at all be what the player would like to do with his game.
You're trying to change the religion of your people as a whole, it should be difficult. We know of the varangians swearing by more slavic gods and less norse gods in their oaths with the byzantines as time goes on, but at present the game can just represent that by flipping from norse to slavic as the ruler of kiev.That wouldn't matter if the reformation mechanic were subsumed into general faith creation, as the random AI duke's reformation would neither spread to Scandinavia, nor block anyone there / the player from doing his own separate reformation. They would just be separate faiths.
Plus it'd be fun and relatively more historically plausible - one pious duke in Ireland tries to take Germanic paganism in one direction - another pious duke in Ukraine in another. It's unclear why the Irish duke should be blocked from doing so because he hasn't won the approval of the Ukrainian one, who he probably has absolutely no contact with.
This is all a bit less of a problem with something like Germanic paganism but a far greater problem with something like Slavic, where the holy sites are dispersed far and wide and borderline chosen at random. The current requirements railroad Slavic playthroughs into a very particular pattern of vast expansion, which may not at all be what the player would like to do with his game.
I'd be fine with an option to reform OR create new faith. Sometimes you'd want to splinter off from the main faith as a pagan without conquering the entirety of Scandinavia to do it. Maybe to balance it it'll still count as an unreformed faith and/or costs more than you would reforming it.I'd rather that Pagan Reformation be replaced entirely with the normal Create New Faith system (perhaps with an additional cost for creating a new faith out of an old pagan faith).