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CK2 Dev Diary #47: For the Faith!

Greetings!

Today I’d like to talk about the revamp of Secret Religious Cults that we’ve been working on for the past few weeks. At the launch of Monks and Mystics the system was entirely trait-based, i.e. if you were a Catholic in secrecy you would have a ‘Secretly Catholic’ trait. This system was clunky and hard to work with, so we decided to instead go for a code solution where both the ‘traits’ and the Cults themselves are automatically generated. Yes - this means that all religions (as long as they are present in the game at any start date) now have an associated Secret Religious Cult!

We also changed how the Secret Religion itself is displayed, instead of being a trait it is now displayed next to the characters real religion - as can be seen here:
SecretCult.png



You can also search for characters that are of the same secret religion as you using the new filter ‘Has Secret Religion’ in the Character Finder. If you do, their secret religion is displayed next to their age:
SecretReligionSearch.png



Another thing that we improved is the participation of your fellow members when you’re part of a Secret Religious Cult. They will now much more actively seek out to induce sympathy, induct and recruit other characters to the cult - for better or worse. To balance this increase in recruitment we’ve made it much harder to induct characters who are Zealous or of King/Empire tier. Also, your top priority should be to induct the Court Chaplain of the top liege, lest this will happen to you...
SecretCultBurned.png



To provide ample opportunity for you to convert in secret we’ve added a whole bunch of new decisions to take, as well as a couple of new options in existing events. You can, for example, choose to convert in secret to the religion of a spouse, concubine or friend. You can also choose to secretly convert to the religion of one of your demesne provinces, or if you happen to own a Holy Site (of an existing, living, religion), secretly convert that way as well.
Secret Conversion.png

Secret Conversion Event.png


Not relating to Secret Religious Cults, but rather secrecy in general - if you as a Devil Worshiper isn’t careful enough, it’s possible for you to get attacked by Demon Hunters! This should motivate any dark cultists to stay in the shadows and not reveal themselves by blatantly using their power. As implied it’ll also be possible, if you aren’t careful, to reveal yourself as a Devil Worshiper by using your powers too often (especially if you are independent, as there’s no Court Chaplain that can hunt you down normally!). Note that there are many different Demon hunters that can track you down, and you might even have repeated run-ins with some of them...
the Slayer.png



Now I’ll hand over the keyboard to Magne “Meneth” Skjæran for a moment to talk about how moddable this new Secret Religious Cult system is:

We’ve designed this new secret religion system from the ground up to be highly moddable. One of our main goals was to reduce the amount of work involved in creating new societies, benefiting both our content designers, and modders in general.

To achieve this, the system is built around a rudimentary dynamic society system. This system is currently only available for religions. What this system allows is defining one or more society templates, which can then be instantiated by religions. This allows separate localisation for each religion’s cult, members, currency, etc., but means that the core of the society only has to be defined once.

We’ve also made a number of other script changes to make secret religions and cults easy to reference. For example, societies can now have a religion associated, and can be used in most places where you can reference a religion. They can now also be saved as event targets, as can religions and cultures. Secret religious societies in particular are especially easy to scope to; the identifier “secret_religious_cult” will now grab the secret religious cult of a character’s secret religion (or if you’re in a religion scope, it’s secret religious cult), and can generally be used anywhere that’d take a society or religion.

There’s also a number of new triggers and effects associated with secret religions, meaning you can now easily tell what someone’s “true religion” is for example, defined simply as their secret religion if they have one, and otherwise their public religion.

To sum it all up, here’s the relevant modding changelog items:

- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing

- same_society_as trigger will no longer be true when both characters are not part of a society.

- Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies

- Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:

- Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion

- The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers

- Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret

- Added trigger has_secret_religion which takes "yes" or "no"

- Added set_secret_religion and clear_secret_religion effects

- The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"

- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character

- Who can see a character's secret religion is defined in 00_religions.txt

- Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion

- Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script

- Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used

- Added a on_character_convert_secret_religion on_action

- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work

- Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society

- All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt

- Most the sections in society definitions now provide the society itself as a scope (FROM)

- Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religons could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope

- Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers

- is_rank_full can now take a society scope rather than just a society name

- Added a "secret_religion" history effect

- Added on_society_created and on_society_destroyed on_actions

- Fixed scoping to saved society and artifact event targets not working

- Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets

- Added a save_conversion folder in "common" which handles convering obsolete objects in saves. Currently handles religions and societies

- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes

- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
 
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With some of the wording on how secret religious cults work, it almost sounds like they might not be exclusive with other secret societies anymore. Is this the case, and if not, is there any chance that the possibility of joining multiple societies being opened up for modders?
 
Is there a particular reason why the Hellenic religion has no secret society ? In Ancient Greece several mysteries dating from the mycenian age thrived up to the Christian Age. The most famous were the Eleusinian mysteries linked with Demeter and Persephone, the Dyonisos mysteries or the Orphic mysteries. All having secret initiations and hierarchies. Some of them were using drugs to induce an altered state of conscience.
 
I wonder if the Demon Hunters will include a (reference to a) certain blindfolded gentleman that's a fan of preparation (or, well, your lack of it) or a woman running around with a pair of crossbows and various traps...
 
Is there a particular reason why the Hellenic religion has no secret society ? In Ancient Greece several mysteries dating from the mycenian age thrived up to the Christian Age. The most famous were the Eleusinian mysteries linked with Demeter and Persephone, the Dyonisos mysteries or the Orphic mysteries. All having secret initiations and hierarchies. Some of them were using drugs to induce an altered state of conscience.

Presumably they don't have a secret society because they aren't a supported religion.
 
With some of the wording on how secret religious cults work, it almost sounds like they might not be exclusive with other secret societies anymore. Is this the case, and if not, is there any chance that the possibility of joining multiple societies being opened up for modders?
You can't be in two societies.
You can have a secret religion without being in the secret religious cult for it though.
 
From the repeated event thing and the event we have seen I would guess a flagged character just like the one who invited you to Lucifer's own.

So I can possibly take the Demon Hunter as a concubine is what I'm hearing...

That's what I do to all the women that invite me to the Fellowship of Hel. If I'm going to be getting it on with them to join, might as well make sure the baby is legit.
 
This change gives secret religious cults to all religions except Hellenic and generic Pagan.

No new societies in 2.7.1 beyond that though, yes.
So still no societies for west african pagans, they are lacking even the devil worshiping society that all other religions (excluding Aztecs) have.
 
This diary shows that PDS devs are very diligently putting work into M&M files, and generally improve the codes, including according moddability. Thanks for this.

I would like to suggest - as one of the historical players (else having no immersion with CK2 at all) - the following:

A game rule choice added, which offers restriction of AI kings and emperors (ruler tiers, ie. historical figures) being openly (public) heresist and/or even leaders of any non-conform official (historical) religion.
So players themselves can still aim for such a role in-game, but AI is limited.
Just an usual button-choice, like i can now, as i do, disable Devil Worshippers and Supra-natural.

That would be very nice for the patch-content as well.
Putting it here, so PDS might see such thoughts directly connected to the patchwork (not just common suggestion, section).

Edit, to this point: Also it would be game-destroying for me, to experience a holy war or crusade generated to the above mentioned figures. That means, another or the same button choice could offer the choice to have or have not such ahistorical outcomes in-game.
And btw., i play games with fantasy contents a lot (RPGs), and am a real fan of those games - just but not for the Paradox strategy games, strongly dislike it here.

Edit

Another thing comes to my mind, as suggestion to the M&M contents:

It might be not hard to add default triggers referenced to certain regions/areas, fe. Cathars mainly in Toulouse area and such. Just an example: I personally would dislike it a lot to experience the occurance of an assumed near-east cult in a northern european region.
 
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So, just to clarify. "or if you happen to own a Holy Site (of an existing, living, religion)" means that if I play as the Emir of Jerusalem, I can become a secret jew as long as I do it before Siemen (or the relevant Khazars) are removed?
 
DO YOU REALIZE WHAT THIS MEANS?!

Secret Cathar lords in Toulouse.

Ehehehehe.

Exactly what i would like to experience in-game, just refined by the M&M content ... until they get revealed and crusade called by the pope.

Even extended to the known holy orders (fe. Templars), which have been branded later as they spread a lot, became too mighty, and got destroyed by the authorities as heresists.

Edit

Ideally, CK2 would/could become a game, with added game rules, for both parties of players: The ones who prefer historical play with CK2, and the ones who welcome fantasy and ahistorical outcomes. This would keep me personally playing CK2, otherwise, probably not. Usually i stop play a match, when experiencing a way ahistorical outcome in-game; while i modify the one and other thing to support my gamestyle, but usually that's never enough (and also uncomfortable to maintain modfiles updated whenever an according patch overwrites files).
 
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This change gives secret religious cults to all religions except Hellenic and generic Pagan.

No new societies in 2.7.1 beyond that though, yes.

"Secret religious cults" means you can be a crypto-religious person. I'm glad that will be functional.

But only a Chaotic-Evil society for non-hidden Pagans. That is disappointing.
 
Looking good so far... Although i am not thrilled with how secret Religions are displayed...because for Role playing Reasons it breaks immersion that you can see what they are secretly practicing. But maybe I am in the minority when it comes to feeling that.. Otherwise i am liking everything else.. Keep up the great work Paradox !
 
Looking good so far... Although i am not thrilled with how secret Religions are displayed...because for Role playing Reasons it breaks immersion that you can see what they are secretly practicing. But maybe I am in the minority when it comes to feeling that.. Otherwise i am liking everything else.. Keep up the great work Paradox !

It makes sense for gameplay reasons. If you don't know who is or isn't a secret, say, Zoroastrian then it's pretty much impossible to tell who you should be aiming to convert.
 
Well perhaps something, but then again unless you can boost it back into power it should slowly die down.


NO!
"In every generation there is a chosen one. She alone will stand against the vampires the demons and the forces of darkness. She is the slayer."

Jokes aside I would see some types of demon hunter coming in groups. Maybe a supernatural reference? Two demon hunting brothers, if you can work in them selling their souls for each other all the time into the event chain it's even funnier. Maybe a Grimm reference? A local constable (or whatever fitting guard officer there is) who has a side job of tracking down and killing demons.But there should be loners too and the Slayer should not have any Slayerettes.

Am I being a hypocrite? I hated when they added the supernatural stuff but they add Buffy and all of the sudden I think it's hilarious.
Since the text of the event says a sinister young woman, it seems more like Faith to me.
 
So if I am secretly pagan and openly christian, what religios mechanics am i able to use then?

You'll be able to use Christian mechanics.

Secret religious societies are basically a more RP friendly way of temporarily adopting a different religion (and a lot less costly in terms of prestige). You could already get most of the benefits before by converting to liege's religion, doing your thing, and then later converting to your capital's religion (assuming your capital had your old religion). And you could then give vassals & courtiers gifts and demand religious conversion.