I don't like the way the game handles heresy right now. One bad thing is that there seems to be no way to revert the heretics to the one true faith. The other one is that heresy seems to have no practical consequences. But we all know that heresy would usually result in social chaos, many of the new faiths being vehemently against the rich, gain the church or against the state. Revolts of massive shifts in loyalty would follow. The worst thing is that heresy would often spread to neighbouring provinces.
This could, I believe, be simulated through a series of dedicated province or cross-province events, where the condition "heresy=yes" or something like that is met. I cannot script this myself, but perhaps some other will be inspired by these suggestions of events.
1. Economy set to "Struggling". To simulate Tax revolts and the like.
2. Random religious building destroyed. To simulate iconoclasm and the like.
3. Random religious tech lost. To simulate that the Church is losing ground.
4. Power shifts. Heresies would often favour peasants or burghers; they were generally anti-church and very often against nobility as well.
5. Heresy spread. A bit like cultural spread, but faster; cultural and social similarities would make thi easier.
6. Conversion of heretics. Like religious conversion, but faster. Would make heresy spread easier.
7. Heretic revolt. In this event, at least one county (and perhaps some others, if neighbours are heretic, too) becomes independent and religion is set to "Pagan" (normal conversion rules apply after that). This, in turn, allows for a Crusade to be lauched, just as in southern France in the 1220-1230's.
These events can apply to either Christian or Mulim Pagans. What do you think of the general concept?
This could, I believe, be simulated through a series of dedicated province or cross-province events, where the condition "heresy=yes" or something like that is met. I cannot script this myself, but perhaps some other will be inspired by these suggestions of events.
1. Economy set to "Struggling". To simulate Tax revolts and the like.
2. Random religious building destroyed. To simulate iconoclasm and the like.
3. Random religious tech lost. To simulate that the Church is losing ground.
4. Power shifts. Heresies would often favour peasants or burghers; they were generally anti-church and very often against nobility as well.
5. Heresy spread. A bit like cultural spread, but faster; cultural and social similarities would make thi easier.
6. Conversion of heretics. Like religious conversion, but faster. Would make heresy spread easier.
7. Heretic revolt. In this event, at least one county (and perhaps some others, if neighbours are heretic, too) becomes independent and religion is set to "Pagan" (normal conversion rules apply after that). This, in turn, allows for a Crusade to be lauched, just as in southern France in the 1220-1230's.
These events can apply to either Christian or Mulim Pagans. What do you think of the general concept?