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apg

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playable pagans. It wouldnt surprise me.

Let me just add i couldnt care less about playing pagans (it seems uninteresting & i think its quite sad that you want the devs to focus on it when they could be making more exciting in-roads into game mechanics, such as they have done with the new republic dlc) but the devs are good to the community and know some people want them so i wouldnt be surprised if they were included in the patch.
 

apg

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This wouldn't really make sense though. Pagans would need a separate DLC to improve their game mechanics.

it could make perfect sense. surely its not irrational to say its a possibility. What extra mechanics (of any depth & interest) could there possibly be?

sell it to me...
 

justin6477

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it could make perfect sense. surely its not irrational to say its a possibility. What extra mechanics (of any depth & interest) could there possibly be?

sell it to me...

Wait, seriously? First off, we'd need stuff from the Republic DLC to model the Things and the election of a King from among the clan leaders,this would work similarly to electing a Doge but wouldn't be a carbon copy. Pagans would also need their own religious mechanics. In lieu of heresies, I'd go for Cults. Almost every polytheistic/pantheistic faith had their cults where groups devoted themselves to one deity in particular. These cults would also function as natural factions within the pagan nations. There should also be a relatively complex (and bloody) process for being Christian, along with benefits for adopting Christianity.

A couple of CBs (coastal invasion, raids, etc.) should also accompany the pagans. And by pagans, I mean Northern Pagans. Lets not get started on the Tengriists.
 

cybrxkhan

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I doubt it. The devs will make a pagan DLC sometime in the future - they have already hinted at doing so, so why would they make them playable now and then retract that or force to do some coding voodoo so only players who buy the pagan DLC, or DLCs, will get the pagan features?

Also, look, you seem to be skeptical of it, but there can be interesting mechanics and features with pagans too. In particular, the Baltic pagans and the steppe pagans badly need interesting mechanics given their importance in the history of Europe. Im' sure PI could and will make interesting mechanics with those folks if they so wish, which is why I and others have advocated separate DLC for nothern pagans and steppe pagans, as well as perhaps smaller DLC (LoR or SI sized) for the minor pagans, such as the West Africans, Norse, and the Zoroastrians (well, they're technically not pagans, but you get the idea).
 

DominusNovus

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A couple of CBs (coastal invasion, raids, etc.) should also accompany the pagans. And by pagans, I mean Northern Pagans. Lets not get started on the Tengriists.

Actually, you raise an interesting tangental point: Many of the mechanics for the Republics in the new DLC can be a sort of 'test bed' for similar mechanics for Viking style realms.
 

Accrsd

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I certainly don't want to see any single "pagan" dlc because of the fact that there is a very wide range of religions considered pagan in ck2. instead i'd like to see a series of dlcs or even just updates that gradualy open up the world. Where as the blood thirsty norse would view fighting as a way to raise their piety in the eyes of their gods the zoroastrians and tengri may not agree. One single DLC would be rather large and encompassing and would have to make rules for each. Instead i recommend that pagans be addressed with no fewer then 3 dlc The warrior cult, steppe nomad, and possibly either The first Monotheist or Natures wrath. Personaly i'm not up to date on tengri, sunomusk or many of the others so these are just vaguely interpreted.