We have collected some ideas how to improve religions in the next patch. We invite anyone else to post their own ideas in the comments.
Problem: Zalmoxian provides +5% Tribesman Happiness, which makes it effectively a weaker version of the Arabic religion (+10% Tribesman Happiness)
Proposed solution I: make the bonuses equal, like Druidic and Megalithic both have the same.
Proposed solution II: change one of the bonuses. We think the Arabian religion could have ONE of these:
- reduced cost to establish trade routes
- +10% export value (inspired by the Iberic bonus, +10% import value)
- reduced attrition
Proposed solution I: make the bonuses equal, like Druidic and Megalithic both have the same.
Proposed solution II: change one of the bonuses. We think the Arabian religion could have ONE of these:
- reduced cost to establish trade routes
- +10% export value (inspired by the Iberic bonus, +10% import value)
- reduced attrition
The announced change will give all religions four deity slots (with some special mechanics for Judaism announced). After some discussions, we think it would be better to make the number of Deity slots more variable:
- Judaism and Zoroastrism should have 1 slot (monotheistic)
- Heptadic should have 7 slots
- Hellenistic should have 12 slots (the number of Olympic gods)
- Other religions should have a varying number modified by laws and decisions.
Greater number of gods the weaker the bonus an individual deity provides.
- Judaism and Zoroastrism should have 1 slot (monotheistic)
- Heptadic should have 7 slots
- Hellenistic should have 12 slots (the number of Olympic gods)
- Other religions should have a varying number modified by laws and decisions.
Greater number of gods the weaker the bonus an individual deity provides.
Arabic
Proto-Hajj: Yearly pilgrimage to Mecca already existed in pre-Islamic times. Characters following the Arabic religion could have a chance to go on the pilgrimage, either as a scheme or as a minor event. The character would move to the country that controls Mecca (similar to how Olympic competitors move to the host country). They would return after some months, get some statesmanship (representing their experience while abroad and interaction with important characters from other countries) and have a chance to get a religious trait in process (representing the spiritual experience).
Buddhism, Jainism and Hinduism
All three religions:
Easier conversions: In the 1.0 version, conversion was possible ONLY between these three religions. In order to represent the closeness of these religions, relax the rules of conversion between them.
Instead of the capital having a majority of the new religion, it should be enough if a smaller number (like 25% or 30%) of pops follow the religion, and the cost of conversion should be lower (for example 150 Influence instead of 200).
Monastery: Special settlement building similar to the temple building in cities. Increases population happiness, loyalty and conversion speed. If the settlement is taken over by a country with any religion other than Buddhism, Jainism or Hinduism (either through conquest or religion change) the monastery stays, but instead lowers conversion speed.
Characters may become monks or nuns. They will get a trait or special modifier that increases zeal and health and reduces corruption and fertility.
Asceticism. New trait or temporary modifier: ascetic. Character with high zeal can become ascetics via minor event (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). A charismatic ruler may convince them to change their mind and not do it. Ascetic characters should be unable to hold office, have 0 fertility and -1% health, but their family gets increased prestige as long as they live.
Buddhism
Spread of Buddhism event chain: Triggers if:
- Ashoka Maurya is ruler (most likely in Maurya).
- High AE (about 40 or 50)
- The country is not already Buddhist
First event describing Ashoka’s urge to change with two options:
- Ashoka converts to Buddhism. (Historical outcome, AI should prefer it)
- Do nothing (Ashoka gets depressed trait, the event chain stops).
The next event should allow converting the country to Buddhism regardless of the usual conditions. Then, for the rest of Ashoka’s reign, events should pop up semi-randomly allow spending some gold and influence to send Buddhist missionaries to other countries including Cyrenaica (if they exist).
These countries would get an event allowing them to accept the missionaries (similar to the spread of Tyche or Isis cults) or decline them entry. Cruel or Harsh rulers might execute the missionaries but this would give Ashoka a casus belli against their country.
Edict Pillar: Special city building that combines features of the Court of Law and Temple (+3% State religion happiness, +0.01 Monthly loyalty). Based on the historical Pillars of Ashoka.
Hinduism
Caste system: Hindu pops should promote and demote much slower than pops of other religions.
Each Hindu character should get a trait representing their caste:
- Brahmins (priests, +1 zeal, +15 prominence)
- Kshatriyas (warriors, +1 Martial, +10 prominence)
- Vaishyas (merchants, +1 Oratory, +5 prominence)
- Shudras (servants, +1 civic, NO prominence increase) (only characters spawned by the former slave event, their descendants or converts from other religions)
alternatively, the caste trait might give +3 to the "right" stat and -1 to each of the other stats, but many of us think that would make Hindu nations OP.
Children should inherit the trait from their parents. Characters should marry only within their caste OR get a sizeable reduction of popularity and prominence. The child from a mixed-caste marriage would get the lower of the parents’ caste traits.
When characters converts to Hinduism, they get the caste according to the highest stat they have (if two or more stats are equally high, get one of them at random)
Jainism
Chandragupta conversion (and possible spread of Jainism event chain):
First event triggers if semi-randomly if:
- year is 455 AUC or later
- Chandragupta is alive and king of Maurya.
- Religion is NOT already Jain.
- Some AE (perhaps 10 or 20)
Three options:
- Chandragupta converts to Jainism, abdicates, becomes an ascetic and is exiled to a random country in Southern India (the historical result, should be preferred by AI)
- He converts to Jainism but stays Raja. Starts an event chain similar Ashoka’s conversion to Buddhism (see above), but with Jainism instead.
- He does not change religion but gets the depressed trait.
Canaanite
Child sacrifice: A special decision available only if at war and losing it. If taken, one infant in any family dies as a sacrifice and POP growth is slowed down for a while, but a big moral boost to armies and navies and increased fort defense for some years.
Hilltop Temples: Temples constructed in cities with Hills or Mountains terrain provide +4% State religion happiness instead of +3%.
Cybelene
Self-castration: Minor event for Male Cybelene characters (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). Emulating Attis, the character decides to castrate himself. two options:
- Let them do it. The characters gets the castrated trait, +2 zeal and depending on their finesse, they may reduce their health (lower finesse = higher chance to hurt himself).
- Persuade them not to do it. Lowers the loyalty a little bit, but the character does nothing.
Hellenistic
Greek version:
Local festivals: small, recurring events for each of the possible gods selected as the patron gods. Might provide thematic boosts at a price (representing a sacrifice).
Sacred Hospitality: if foreigners flee to a Hellenistic country, executing them should cost some stability (more with higher religious unity). A hidden marker should stay after this killing for some years (e.g. 5). If any disaster happens in the country during this time, the people will blame the government for the breach of sacred hospitality. This would cause a big loss of stability. A republic might avoid the stability hit by exiling the ruler (or former ruler) who took the decision to execute the refugees.
Roman version only:
Devotio: In a losing battle, there is a small chance that a General with high religion will choose to commit self-sacrifice. If he does so, he dies but the army gets their morale completely restored and the enemy gets their morale reduced.
If the ruler himself controls the army and has high zeal, the player may choose this as an action.
Vestal Virgins: A girl aged 6 to 10 may become a Vestal Virgin. She will get a temporal modifier and may not marry for 30 years (until age 36-40). She gains +1 zeal every 10 years and her family gains increased prestige while a family member is a Vestal Virgin (should stack if there are multiple vestal virgins in a family).
Heptadic
Enaree: Transgender shamans. Scheme for male Heptadic characters with high Zeal. (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). Takes some time to complete (a year or two). They drink urine of pregnant horses changing their hormones. At the end of the scheme, they get the Enaree trait (+2 zeal and massively reduced fertility).
Judaism
First, we like A Jew's suggestions for Judaism, please read them before coming back to our suggestions.
In addition to the things proposed there, we would like to propose:
Judean-Samaritan split: While the game does not deal with theological details, it is important that the Samaritans believed that Mount Gerizim, not Mount Moriah is the sacred place for the Temple. The Samaritans had an own temple there, and the final split between Judaism and Samaritanism happened when the latter accepted (or were forced to accept) the Seleukid Hellenisation policy.
Jerusalem should have a Jewish temple modifier and Shekhem a Samaritan temple modifier, both with the same effect (probably increased commerce income, to represent the traders exchanging coins and selling sacrificial animals. Increased state religion happiness would feel wrong if a non-jewish country owns the territory). If Judea conquers Shekhem or Samaria conquers Jerusalem, they should have an event asking them how to deal with the “heretic” temple:
- destroy it, removing the temple, -500 opinion for the other jewish country if it still exists, triggers a rebellion in the Judaea or Samaria province respectively.
- let it exist. The other temple stays, but the country gets a permanent stability debuff (perhaps -0,5 stability per month representing the split between the two Jewish sects.
If another country converts to Judaism, they should get an event letting them choose the site they consider holy. Afterwards, they can get the same event we proposed above if they acquire both cities.
Enlarging the temple: While the Herodian Temple was built shortly after the game ended, we think it should be a possible late-game decision or mission for a Jewish country. Should require a high tech level so it can’t be done too early. Would double the effect of the temple modifier in Jerusalem or Shekhem and add a 3D temple model to the map.
The Red Heifer: A very rare event. A red heifer for the sacrific is found. Greatly increased state religion happiness and stability for some time.
Kemetic
Royal tomb: Kemetic monarchs in a Kemetic country should build a royal tomb for themselves. It should be a decision or event chain (But NOT a mission tree, as other usually take longer than a reign). The player (or AI) chooses the location of the tomb and invests resources in the construction. After the ruler dies, the territory where the tomb was build gets a modifier increasing local commerce and POP happiness. If the Pharaoh dies before the tomb is ready, stability and countrywide happiness should take a hit.
Tombs for characters: As a minor event, any kemetic character might decide to construct a tomb for themselves (Devout and pious traits increase and lapsed and sceptical reduce the chance). They would pay their own money for it, possibly getting in debt. Helping them with money from the national treasury or out of the ruler’s pocket will increase their loyalty.
Tuistic
The Irminsul: Was the trunk of a giant oak when Charlemagne destroyed it, but probably a living tree in the game’s timeframe. Should be in either Amisia, Mattium or Sciambria (the exact location is unknown) as a unique modifier greatly increasing local Tribesman happiness. If a non-Tuistic country takes over the territory, they get a decision allowing them to destroy the Irminsul getting increased conversion speed.
Zoroastrian
The Saoshyant: A ruler who unites all Zoroastrian-majority territories in a Zoroastrian country can be proclaimed Saoshyant by a decision. He or she would get a new trait: Saoshyant (increased martial and zeal, greatly increased prominence) and possibly some buffs to the country (increased state religion happiness, increased stability)
Proto-Hajj: Yearly pilgrimage to Mecca already existed in pre-Islamic times. Characters following the Arabic religion could have a chance to go on the pilgrimage, either as a scheme or as a minor event. The character would move to the country that controls Mecca (similar to how Olympic competitors move to the host country). They would return after some months, get some statesmanship (representing their experience while abroad and interaction with important characters from other countries) and have a chance to get a religious trait in process (representing the spiritual experience).
Buddhism, Jainism and Hinduism
All three religions:
Easier conversions: In the 1.0 version, conversion was possible ONLY between these three religions. In order to represent the closeness of these religions, relax the rules of conversion between them.
Instead of the capital having a majority of the new religion, it should be enough if a smaller number (like 25% or 30%) of pops follow the religion, and the cost of conversion should be lower (for example 150 Influence instead of 200).
Monastery: Special settlement building similar to the temple building in cities. Increases population happiness, loyalty and conversion speed. If the settlement is taken over by a country with any religion other than Buddhism, Jainism or Hinduism (either through conquest or religion change) the monastery stays, but instead lowers conversion speed.
Characters may become monks or nuns. They will get a trait or special modifier that increases zeal and health and reduces corruption and fertility.
Asceticism. New trait or temporary modifier: ascetic. Character with high zeal can become ascetics via minor event (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). A charismatic ruler may convince them to change their mind and not do it. Ascetic characters should be unable to hold office, have 0 fertility and -1% health, but their family gets increased prestige as long as they live.
Buddhism
Spread of Buddhism event chain: Triggers if:
- Ashoka Maurya is ruler (most likely in Maurya).
- High AE (about 40 or 50)
- The country is not already Buddhist
First event describing Ashoka’s urge to change with two options:
- Ashoka converts to Buddhism. (Historical outcome, AI should prefer it)
- Do nothing (Ashoka gets depressed trait, the event chain stops).
The next event should allow converting the country to Buddhism regardless of the usual conditions. Then, for the rest of Ashoka’s reign, events should pop up semi-randomly allow spending some gold and influence to send Buddhist missionaries to other countries including Cyrenaica (if they exist).
These countries would get an event allowing them to accept the missionaries (similar to the spread of Tyche or Isis cults) or decline them entry. Cruel or Harsh rulers might execute the missionaries but this would give Ashoka a casus belli against their country.
Edict Pillar: Special city building that combines features of the Court of Law and Temple (+3% State religion happiness, +0.01 Monthly loyalty). Based on the historical Pillars of Ashoka.
Hinduism
Caste system: Hindu pops should promote and demote much slower than pops of other religions.
Each Hindu character should get a trait representing their caste:
- Brahmins (priests, +1 zeal, +15 prominence)
- Kshatriyas (warriors, +1 Martial, +10 prominence)
- Vaishyas (merchants, +1 Oratory, +5 prominence)
- Shudras (servants, +1 civic, NO prominence increase) (only characters spawned by the former slave event, their descendants or converts from other religions)
alternatively, the caste trait might give +3 to the "right" stat and -1 to each of the other stats, but many of us think that would make Hindu nations OP.
Children should inherit the trait from their parents. Characters should marry only within their caste OR get a sizeable reduction of popularity and prominence. The child from a mixed-caste marriage would get the lower of the parents’ caste traits.
When characters converts to Hinduism, they get the caste according to the highest stat they have (if two or more stats are equally high, get one of them at random)
Jainism
Chandragupta conversion (and possible spread of Jainism event chain):
First event triggers if semi-randomly if:
- year is 455 AUC or later
- Chandragupta is alive and king of Maurya.
- Religion is NOT already Jain.
- Some AE (perhaps 10 or 20)
Three options:
- Chandragupta converts to Jainism, abdicates, becomes an ascetic and is exiled to a random country in Southern India (the historical result, should be preferred by AI)
- He converts to Jainism but stays Raja. Starts an event chain similar Ashoka’s conversion to Buddhism (see above), but with Jainism instead.
- He does not change religion but gets the depressed trait.
Canaanite
Child sacrifice: A special decision available only if at war and losing it. If taken, one infant in any family dies as a sacrifice and POP growth is slowed down for a while, but a big moral boost to armies and navies and increased fort defense for some years.
Hilltop Temples: Temples constructed in cities with Hills or Mountains terrain provide +4% State religion happiness instead of +3%.
Cybelene
Self-castration: Minor event for Male Cybelene characters (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). Emulating Attis, the character decides to castrate himself. two options:
- Let them do it. The characters gets the castrated trait, +2 zeal and depending on their finesse, they may reduce their health (lower finesse = higher chance to hurt himself).
- Persuade them not to do it. Lowers the loyalty a little bit, but the character does nothing.
Hellenistic
Greek version:
Local festivals: small, recurring events for each of the possible gods selected as the patron gods. Might provide thematic boosts at a price (representing a sacrifice).
Sacred Hospitality: if foreigners flee to a Hellenistic country, executing them should cost some stability (more with higher religious unity). A hidden marker should stay after this killing for some years (e.g. 5). If any disaster happens in the country during this time, the people will blame the government for the breach of sacred hospitality. This would cause a big loss of stability. A republic might avoid the stability hit by exiling the ruler (or former ruler) who took the decision to execute the refugees.
Roman version only:
Devotio: In a losing battle, there is a small chance that a General with high religion will choose to commit self-sacrifice. If he does so, he dies but the army gets their morale completely restored and the enemy gets their morale reduced.
If the ruler himself controls the army and has high zeal, the player may choose this as an action.
Vestal Virgins: A girl aged 6 to 10 may become a Vestal Virgin. She will get a temporal modifier and may not marry for 30 years (until age 36-40). She gains +1 zeal every 10 years and her family gains increased prestige while a family member is a Vestal Virgin (should stack if there are multiple vestal virgins in a family).
Heptadic
Enaree: Transgender shamans. Scheme for male Heptadic characters with high Zeal. (Devout and pious traits increase the chance but lapsed and sceptical make it impossible). Takes some time to complete (a year or two). They drink urine of pregnant horses changing their hormones. At the end of the scheme, they get the Enaree trait (+2 zeal and massively reduced fertility).
Judaism
First, we like A Jew's suggestions for Judaism, please read them before coming back to our suggestions.
In addition to the things proposed there, we would like to propose:
Judean-Samaritan split: While the game does not deal with theological details, it is important that the Samaritans believed that Mount Gerizim, not Mount Moriah is the sacred place for the Temple. The Samaritans had an own temple there, and the final split between Judaism and Samaritanism happened when the latter accepted (or were forced to accept) the Seleukid Hellenisation policy.
Jerusalem should have a Jewish temple modifier and Shekhem a Samaritan temple modifier, both with the same effect (probably increased commerce income, to represent the traders exchanging coins and selling sacrificial animals. Increased state religion happiness would feel wrong if a non-jewish country owns the territory). If Judea conquers Shekhem or Samaria conquers Jerusalem, they should have an event asking them how to deal with the “heretic” temple:
- destroy it, removing the temple, -500 opinion for the other jewish country if it still exists, triggers a rebellion in the Judaea or Samaria province respectively.
- let it exist. The other temple stays, but the country gets a permanent stability debuff (perhaps -0,5 stability per month representing the split between the two Jewish sects.
If another country converts to Judaism, they should get an event letting them choose the site they consider holy. Afterwards, they can get the same event we proposed above if they acquire both cities.
Enlarging the temple: While the Herodian Temple was built shortly after the game ended, we think it should be a possible late-game decision or mission for a Jewish country. Should require a high tech level so it can’t be done too early. Would double the effect of the temple modifier in Jerusalem or Shekhem and add a 3D temple model to the map.
The Red Heifer: A very rare event. A red heifer for the sacrific is found. Greatly increased state religion happiness and stability for some time.
Kemetic
Royal tomb: Kemetic monarchs in a Kemetic country should build a royal tomb for themselves. It should be a decision or event chain (But NOT a mission tree, as other usually take longer than a reign). The player (or AI) chooses the location of the tomb and invests resources in the construction. After the ruler dies, the territory where the tomb was build gets a modifier increasing local commerce and POP happiness. If the Pharaoh dies before the tomb is ready, stability and countrywide happiness should take a hit.
Tombs for characters: As a minor event, any kemetic character might decide to construct a tomb for themselves (Devout and pious traits increase and lapsed and sceptical reduce the chance). They would pay their own money for it, possibly getting in debt. Helping them with money from the national treasury or out of the ruler’s pocket will increase their loyalty.
Tuistic
The Irminsul: Was the trunk of a giant oak when Charlemagne destroyed it, but probably a living tree in the game’s timeframe. Should be in either Amisia, Mattium or Sciambria (the exact location is unknown) as a unique modifier greatly increasing local Tribesman happiness. If a non-Tuistic country takes over the territory, they get a decision allowing them to destroy the Irminsul getting increased conversion speed.
Zoroastrian
The Saoshyant: A ruler who unites all Zoroastrian-majority territories in a Zoroastrian country can be proclaimed Saoshyant by a decision. He or she would get a new trait: Saoshyant (increased martial and zeal, greatly increased prominence) and possibly some buffs to the country (increased state religion happiness, increased stability)
Traditional patron gods: Greek and Phoenician city-state had traditional patron gods (there’s a list of the Greek ones on Wikipedia).
We think that the game should get a similar internal list and check if a country has the “right” deities selected among the patrons. A country with the right patron god might get increased bonuses (e.g. Athena’s bonus is stronger for Athens, Helios’ bonus for Rhodes etc.). Replacing the traditional patron god should cause a greater stability loss than replacing any other god.
Seleucid pantheon:
- The four main gods for the Seleucid Empire should be Zeus, Apollo, Artemis and Athena. They should get a syncretisation event similar to the Egyptian Serapis cult event. This should allow them to create the cults of Zeus-Marduk and Apollo-Nabû and make Chaldean pops happier.
- Apollo (or Nabû if the fully change to Chaldean) should be the traditional patron god of the Seleucids as according to later propaganda, Seleucus I himself was a demigod and son of Apollo.
- If any other monarchy gets a ruling dynasty with the Blood of Seleukos trait, they should get an event allowing them to get Apollo as the patron god for free.
Antigonos Gonatos and Pan:
Pan was the personal patron god of Antigonos Gonatos, who promoted his cult. If he becomes king in a country (most likely in Phrygia), an event should trigger allowing the country to replace one of their gods with Pan for free.
We think that the game should get a similar internal list and check if a country has the “right” deities selected among the patrons. A country with the right patron god might get increased bonuses (e.g. Athena’s bonus is stronger for Athens, Helios’ bonus for Rhodes etc.). Replacing the traditional patron god should cause a greater stability loss than replacing any other god.
Seleucid pantheon:
- The four main gods for the Seleucid Empire should be Zeus, Apollo, Artemis and Athena. They should get a syncretisation event similar to the Egyptian Serapis cult event. This should allow them to create the cults of Zeus-Marduk and Apollo-Nabû and make Chaldean pops happier.
- Apollo (or Nabû if the fully change to Chaldean) should be the traditional patron god of the Seleucids as according to later propaganda, Seleucus I himself was a demigod and son of Apollo.
- If any other monarchy gets a ruling dynasty with the Blood of Seleukos trait, they should get an event allowing them to get Apollo as the patron god for free.
Antigonos Gonatos and Pan:
Pan was the personal patron god of Antigonos Gonatos, who promoted his cult. If he becomes king in a country (most likely in Phrygia), an event should trigger allowing the country to replace one of their gods with Pan for free.
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