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Memoryofthelost

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Jul 1, 2013
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Astrology + Haruspicy = gives you events about the stars alignment every decade
Divine Marriage (or Dawn Breakers) + Temporal + Dogmatic = makes the religious head high god according to the code (currently broken)
Stability (or Survivors of Ukko or Children of Perun) + Astrology (or Hellenic) = gives better stats on birth (A choice of 4 options that you can select for your heir, 1) randomly permanently lowers health by .5, permanently boosts health by 1 point, or gives a random increase of stats on birth (from what I seen so far), second boosts health during childhood by 1 and gives some beneficial events, third boosts plot defense by a lot insuring your child does not get killed and beneficial events, and he final ignores the stat boost.)
Haruspicy + Bloodthirsty gods (or invader) = You can sacrifice people for moral boosts
Sea Bound (or invaders) + Daring = Raider traits and chance at bloodline
Warmongering + any Clans = special CB to enforce your "ideology" on neighbors.
Stability (or Survivors of Ukko or Children of Perun) + Any of the clans or meritocracy Education improvement synergy
If you know any others I will add to list
 
Last edited:
I think Monasticism just does that on its own.
Looking at the code, it is further bonus:
Code:
    religion_no_leader = {
        picture = GFX_religion_feature_no_leader
        potential = {
            has_game_started = yes
        }
        trigger = {
            NOT = {
                has_selected_religion_feature = religion_dogmatic
                has_selected_religion_feature = religion_beatification
            }
        }
        effect = {
            custom_tooltip = { text = tooltip_religion_feature_branches }
            custom_tooltip = { text = tooltip_religion_feature_dynamic }
            custom_tooltip = { text = tooltip_religion_feature_no_leader }
            custom_tooltip = { text = tooltip_religion_feature_no_crusade }
            hidden_tooltip = {
                set_no_head_of_religion = yes
                set_religion_head = none
                set_can_call_crusade = no
                set_religious_branch = pagan_reformation
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = norse_pagan
                            religion = tengri_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    martial = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = norse_pagan
                            religion = tengri_pagan
                        }
                    }
                }
                set_character_modifier = {
                    martial = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = baltic_pagan
                            religion = slavic_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    diplomacy = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = baltic_pagan
                            religion = slavic_pagan
                        }
                    }
                }
                set_character_modifier = {
                    diplomacy = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        religion = finnish_pagan
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    intrigue = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        religion = finnish_pagan
                    }
                }
                set_character_modifier = {
                    intrigue = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = west_african_pagan
                            religion = zun_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    stewardship = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = west_african_pagan
                            religion = zun_pagan
                        }
                    }
                }
                set_character_modifier = {
                    stewardship = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = hellenic_pagan
                            religion = bon
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    learning = 4
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = hellenic_pagan
                            religion = bon
                        }
                    }
                }
                set_character_modifier = {
                    learning = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
        }
        ai_will_do = {
            factor = 50
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    NOR = {
                        religion = bon
                        religion = west_african_pagan
                    }
                }
            }
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    religion = zun_pagan
                }
            }
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    religion = norse_pagan
                }
            }
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    trait = zealous
                }
            }
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    trait = lunatic
                }
            }
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    trait = possessed
                }
            }
            modifier = {     
                factor = 5
                FROM = {
                    character = yes
                    trait = cynical
                }
            }
        }
    }
 
Looking at the code, it is further bonus:
Code:
    religion_no_leader = {
        picture = GFX_religion_feature_no_leader
        potential = {
            has_game_started = yes
        }
        trigger = {
            NOT = {
                has_selected_religion_feature = religion_dogmatic
                has_selected_religion_feature = religion_beatification
            }
        }
        effect = {
            custom_tooltip = { text = tooltip_religion_feature_branches }
            custom_tooltip = { text = tooltip_religion_feature_dynamic }
            custom_tooltip = { text = tooltip_religion_feature_no_leader }
            custom_tooltip = { text = tooltip_religion_feature_no_crusade }
            hidden_tooltip = {
                set_no_head_of_religion = yes
                set_religion_head = none
                set_can_call_crusade = no
                set_religious_branch = pagan_reformation
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = norse_pagan
                            religion = tengri_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    martial = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = norse_pagan
                            religion = tengri_pagan
                        }
                    }
                }
                set_character_modifier = {
                    martial = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = baltic_pagan
                            religion = slavic_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    diplomacy = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = baltic_pagan
                            religion = slavic_pagan
                        }
                    }
                }
                set_character_modifier = {
                    diplomacy = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        religion = finnish_pagan
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    intrigue = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        religion = finnish_pagan
                    }
                }
                set_character_modifier = {
                    intrigue = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = west_african_pagan
                            religion = zun_pagan
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    stewardship = 2
                    learning = 2
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = west_african_pagan
                            religion = zun_pagan
                        }
                    }
                }
                set_character_modifier = {
                    stewardship = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
            if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = hellenic_pagan
                            religion = bon
                        }
                    }
                    has_selected_religion_feature = religion_monastic
                }
                set_character_modifier = {
                    learning = 4
                    key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
                }
            }
            else_if = {
                limit = {
                    FROM = {
                        character = yes
                        OR = {
                            religion = hellenic_pagan
                            religion = bon
                        }
                    }
                }
                set_character_modifier = {
                    learning = 2
                    key = "AUTONOMOUS_ATTR_RELIGION"
                }
            }
        }
        ai_will_do = {
            factor = 50
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    NOR = {
                        religion = bon
                        religion = west_african_pagan
                    }
                }
            }
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    religion = zun_pagan
                }
            }
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    religion = norse_pagan
                }
            }
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    trait = zealous
                }
            }
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    trait = lunatic
                }
            }
            modifier = {   
                factor = 0.1
                FROM = {
                    character = yes
                    trait = possessed
                }
            }
            modifier = {   
                factor = 5
                FROM = {
                    character = yes
                    trait = cynical
                }
            }
        }
    }
I think set_character_modifier replaces the current modifier, so it's including what should be the cumulative effect of Monasticism + Autonomous.
 
It's autonomy that gives the bonus. And the bonus depends on the base religion

Monasticism gives +2 learning, Autonomous gives another +2 stat based on what your religion is. There is no extra for combining the two, it's just +2 Learning, +2 X stat (which could end up being +4 Learning).
 
Warmongering + any Clans = special CB to enforce your "ideology" on neighbors.:D

Lodges are clans right? Is there a cost for the cb?
 
Divine Marriage (or Dawn Breakers) + Temporal + Dogmatic makes the religious head high god according to the code

I tried this, but it didn't make my character high god. First it made my heir god, then when my character who reformed died the next ruler's brother became god. On the next succesion I couldn't even find the dude who was high god (didn't show up under my dynasty in character finder).

Is this bugged or is there some logic to this?

any special benefits for beeing high god as dogmatic devine marriage temporal?

Lulz in an mp game certainly, other than that I didn't notice any. Granted it didn't work as described, as mentioned.
 
Last edited:
Is this bugged or is there some logic to this?
Probably bugged.

I wanted to get it in my game and didn't, so I didn't think it was working at all, but I didn't realise at the time that it required Dogmatic. I went with Unyielding for the sweet military bonuses. But I know that at the very least, reforming Hellenism as a Greek doesn't give the gods their Greek names, so it seems that there are some issues with dynamic pantheon names still.
 
There actually a CB to force agnatic / enatic on other, different-religion realms? That's... beyond ridiculous, above all the enatic. Ever since M&M there is zero care if a mechanic is historically absurd
 
Mostly, yeah, but going to war to force somebody to change succession tradition (& to enatic) is on a whole new level
 
All the synergies I've found while reading the code:
(Attached as a screenshot since how to format a table on the forums isn't obvious to me)

upload_2018-11-26_10-57-28.png