So; as well as Sihkism spreading a bit more than before; making it more likly that a country will actually adopt [or be forced to] the Sihk religion in-game now, the Sihk's bonues have been changed quite significantly this patch.
Since Sihk is such a rare religion to be taken; most people I have spoken to are not even aware of it's unique mechanic; Gurus. At certain times; the Sihks gain a modifier related to a Guru. This gives the Sihks specific windows of power.
Before these used to be a pretty even split between positive and negative, however, as of of Persia Patch; a rather significant round of changes have happened to them:
1499 [Spawn] -> 1539: No Bonus [NB: This means you should remain Hindu until 1538~1539]
1539->1552: -5% All Tech Costs
1552 -> 1574: +2 Missionary Strength; -2 Unrest [This is significantly more powerful than it used to be]
1574 -> 1581: -10% Stability Cost
1581 -> 1606: -5% Diplo Tech Cost
1606 -> 1644: +5% Discipline
1644->1661: +1 Diplo Rep
1661->1665: -1 Diplo Rep
1665->1675: +4 Tolerance of Heretics
1675->1708: +5% Discipline; +20% Religious Unity
1708 ->: A choice between +1 Missionary; -15% State Maintaiance; and +50% Drill Gain Modifier
There were previously more negative modifiers for Gurus; but now the only negative modifier is a negligible one [-1 Diplo rep] and only lasts for 4 years.
These bonuses are on top of Sihk's inherent Religious bonuses; which are among the strongest in the entire game [10% Morale; -10% Mil Tech Cost], as well as Save the Burning World which gives Sihk's a +3% Missionary Strength.
The most notable change is to the final Guru. In the past this was a small modifier of little power [If I recall; -Stab cost]. Now it is a choice between two rather powerful bonuses. An extra Missionary is always a good thing for later in the game when you are blobbing due to Absolutism. -15% State Maintaiance also helps save money; especially with Edicts in use.
However; the most notable one is a +50% Drill gain modifier. This means you need to spend less time drilling to get full drilling bonuses. Which in turn equates to a stronger army in wartime. This is on top of all the benefits from saving 10% on Mil tech; and +10% morale.
Not to mention; in the two periods with +5% Discipline; that Sihk is unarguably the best combat religion in the game; giving 5% Discipline and 10% Morale.
It is also worth mentioning due to the rarity of Sihkism; you can Deus Vult everything.
So... what do you guys think of the changes to Sihkism? Is it enough to make you want to try the religion out?
Since Sihk is such a rare religion to be taken; most people I have spoken to are not even aware of it's unique mechanic; Gurus. At certain times; the Sihks gain a modifier related to a Guru. This gives the Sihks specific windows of power.
Before these used to be a pretty even split between positive and negative, however, as of of Persia Patch; a rather significant round of changes have happened to them:
1499 [Spawn] -> 1539: No Bonus [NB: This means you should remain Hindu until 1538~1539]
1539->1552: -5% All Tech Costs
1552 -> 1574: +2 Missionary Strength; -2 Unrest [This is significantly more powerful than it used to be]
1574 -> 1581: -10% Stability Cost
1581 -> 1606: -5% Diplo Tech Cost
1606 -> 1644: +5% Discipline
1644->1661: +1 Diplo Rep
1661->1665: -1 Diplo Rep
1665->1675: +4 Tolerance of Heretics
1675->1708: +5% Discipline; +20% Religious Unity
1708 ->: A choice between +1 Missionary; -15% State Maintaiance; and +50% Drill Gain Modifier
There were previously more negative modifiers for Gurus; but now the only negative modifier is a negligible one [-1 Diplo rep] and only lasts for 4 years.
These bonuses are on top of Sihk's inherent Religious bonuses; which are among the strongest in the entire game [10% Morale; -10% Mil Tech Cost], as well as Save the Burning World which gives Sihk's a +3% Missionary Strength.
The most notable change is to the final Guru. In the past this was a small modifier of little power [If I recall; -Stab cost]. Now it is a choice between two rather powerful bonuses. An extra Missionary is always a good thing for later in the game when you are blobbing due to Absolutism. -15% State Maintaiance also helps save money; especially with Edicts in use.
However; the most notable one is a +50% Drill gain modifier. This means you need to spend less time drilling to get full drilling bonuses. Which in turn equates to a stronger army in wartime. This is on top of all the benefits from saving 10% on Mil tech; and +10% morale.
Not to mention; in the two periods with +5% Discipline; that Sihk is unarguably the best combat religion in the game; giving 5% Discipline and 10% Morale.
It is also worth mentioning due to the rarity of Sihkism; you can Deus Vult everything.
So... what do you guys think of the changes to Sihkism? Is it enough to make you want to try the religion out?