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raikaria

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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?
 

Emiliana

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umm YES lol but i dont know how
 

estile606

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Sikhism was already my favorite religion to convert my country to, just for the normal bonuses, deus vault potential, lack of something like piety, karma, papal influence, ect to worry about, and cool name. Didnt know they made the gurus better...
ususally i only convert to it when i start hindu or near hindus, I wonder how hard it would be to get it as a non-asian country...
 

Dakka

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This is neat! I’ll have to try this sometime.
I will say though that this was another item they failed to mention in the patchnotes... doesn’t seem like they were written quite as well as previous notes. Bit disappointing. I wonder what else we aren’t aware of?
 

Tom D.

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At certain times; the Sihks gain a modifier related to a Guru. This gives the Sihks specific windows of power.
What is the Guru mechanic you're talking about? And do you know which DLC it's related to? I never knew this existed.
 

raikaria

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btw, if I look at the old wiki to compare the modifiers, the only difference is Guru Granth Sahib (1708 one). Before he only gave 1 stab. thats quite a massive buff actually.

https://eu4.paradoxwikis.com/index.php?title=Religions_and_denominations&oldid=91495#Sikh

The 'final' Guru who is a permanent modifier is also drastically different.

If I recall the 2nd Discipline Guru didn't give +Unity either.

What is the Guru mechanic you're talking about? And do you know which DLC it's related to? I never knew this existed.

It's not bound to a DLC as far as I'm aware [Unlike the Hindu mechanics]. It's events that give modifiers that Sihks get. It's not so much a mechanic you interact with; but it does give Sihks periods of much greater power where their religion is the strongest combat religion in the entire game.

Specifically 1606 -> 1644 [38 year period] and 1675->1708 [33 years]. In these 72 years of the game; Sihks get +10% Morale +5% Discipline from their religion; which no other religion comes close to matching. [Any that can match on morale give no Discipline; such as Reformed and Muslims. Any religion that gives Discipline can only give up to 5% morale.] Note that both of these periods occur during the Age of Absolutism; meaning you can conquer significantly more land than you could during previous ages.

When you combine this with the new final modifier; which can make them drill 50% faster [Which would be tied to Cradle]; Sihk has got a massive under-the-radar buff this patch.
 

TheMeInTeam

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It's not complete dumpster fire and worth considering in MP but still low mid-tier in SP. Even with 4 missionaries you'll be hard pressed to keep up with expansion in SP when taking religious, and unlike Hindu it gives nothing to handle heathens (so humanist isn't great) nor does it give RCC.

It beats out the low tier stuff like generic pagans but is weaker than Hindu and still weaker than the nerfed Islam, which gets better tech cost reduction and assigns it to all tech types while conferring other useful benefits.
 

Zohtun

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It's not complete dumpster fire and worth considering in MP but still low mid-tier in SP. Even with 4 missionaries you'll be hard pressed to keep up with expansion in SP when taking religious, and unlike Hindu it gives nothing to handle heathens (so humanist isn't great) nor does it give RCC.

It beats out the low tier stuff like generic pagans but is weaker than Hindu and still weaker than the nerfed Islam, which gets better tech cost reduction and assigns it to all tech types while conferring other useful benefits.
At least it has now gone from "Laughably pathetic" to "Worth playing in a fun-run".
 

Zohtun

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Pretty sikh. :)
(OK, that was a bit cheap)

I might change to Sikh in my future Orissa run, just for fun. Sikh countries can still form Bharat, right?
Yeah. Bharat just requires Indian Primary culture and Hindu, Sikh, Theravada, Vajrayana, or Mahayana.
 

solidprice

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I await the videos of tunak tunak music in eu4 India games.