• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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
 
Last edited:
Great stuff. Very psyched for this patch. I've held off playing for now until a patch.

ETA?
 
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.

Does it mean that Seljuk can secretly convert to Zoroastrian (and eventualy become the Saoshyant)?
 
Is that the better borders mod I see?
 
I've never seen Buffy the Vampire Slayer, so can someone please explain the reference?
Well she's this young girl and she slays vampires. with a stake.And that's really all there is to the reference. Which is why I suggested that they add some of her famous witty banter.
 
Could we see the same code solution applied to Holy Orders?
Every time a Holy Order would appear, a corresponding society would be generated,
with a generic template and possibly some extra flavor for the most iconic ones.
 
Great!! This is why I bought Monks & Mystics in the first place - because I expected these mechanics! Great to see they're getting so much cool depth as well. Cheers to the new designers!
 
Please add back classical religion since it was still present in Morea at the beginning of the game.
Some people might still be pagan secretly too.
Also add more different like and more realistic secret cults, the ability to play as a theocracy and to play as a monastic knight order.


  • The Pythagoreans
  • Knight orders
  • The Assassins
  • The Waldensians
  • Manichaeism
  • The Cathars
  • Hermetism
  • Cabalists
  • Mithraism
  • Sufism
  • Neoplatonism
  • Guru type ashram
  • Orphir
  • Chaldean oracles
  • Gnosticism
  • Classic GrecoRoman Religion
 
Can you make it so once you become the leader of a society that you can invite/restrict invites to a certain kind of people so that it seems like you actually are the head aof a cult as being leader isnt very rewarding i feel as having rank 4 is just the same as head leader.Iwould love to restrict my society being from my own kingdom unless i invite new recruits from a soon to be annexed kingdom :) also i want a purge society ranks option for certain societies like purge all men/women options lol a crazy amazon luciferian order sounds funny lol.

AFAIK there is currently no mechanism like that but it's a good idea and good be pretty easily modded.

All you have to do is make having a certain trait a requirement of entry, then make it that only the head of the society can hand out that trait. The weighting etc for AI would have to be tested a fair bit so they don't hand out too many or too few. Eventually one of the members would rise to the top of the group and start the process all over again.

Hey, I think that I just described the College of Cardinals ! :eek:
 
Yeah they could do so much with these societies we're only scratching at the surface tbh,the more they expand on what we have the now would be a good first step tbh before adding in new ones i feel since you could use them as a template to make more later.
 
Not this argument again there is a vast difference between purely fantastical elements and misrepresenting real things. Especially when it conforms with common historical misconceptions.

If I'm understanding this correctly, then your argument would also mean that the AI should completely ignore the Aztecs and act as if they don't exist, because Sunset Invasion never happened in real life either. But they fight and serve them as if they would any other power in the game, and frankly, the game would be broken if they didn't. Fantastical elements being completely isolated from other, more 'historical' parts of the game does not make for good gameplay, nor does it make much sense.

And now, to prevent this chain from devolving into an endless argument about semantics, allow me to bring up one of my earlier posts to return to the original point:

Which, is precisely why I am disappointed in this content coming from the Devs, who are not as bound by such limitations. And I am most amused that you would consider Satan-worshipping, people-sacrificing, child-consuming heretics not to be targets to be stamped out by the church, or frankly, every other man and woman in the realm with a sense of decency and the power to do it. No witch hunts nor inquisitions necessary- we already have all the actors we need and we just need a script to play it out, though the establishment of early inquisitions would be a possible and interesting concept to see implemented. It feels more justified than ever now that we have secret societies, honestly.

So please tell me which of the following you feel is a misrepresentation of history:

A. That other characters represented in the game, from vassals to liege-lords to other rulers and certainly one's head of religion, would find the Satanists and their acts most deplorable and would act against them.

B. That the church would attempt to root out heresy, and would take action against them.

C. Calls for an inquisition (defined as an organised action to discover and punish heretics and root out heterodox beliefs).

And I once again recognise your accusations of calling for witch-hunts and state that I did not call for any mob-persecution against perceived users of magic. If your definition of the term extends to any persecution against perceived users of magic, then we have a bit of a slight problem in that such people actually exist in-game, whereas they did not in real life. However, I believe that even with the absence of magic, a group of Satan-worshipping, people-sacrificing, child-consuming heretics could reasonably be persecuted by people by their deeds alone, even if their persecutors did not believe in the actual presence of 'magic'.

Of course, if you believe that such actions are perfectly acceptable and not worthy of persecution, well, there's not much I can say about that.
 
Please add back classical religion since it was still present in Morea at the beginning of the game.
Some people might still be pagan secretly too.
Also add more different like and more realistic secret cults, the ability to play as a theocracy and to play as a monastic knight order.


  • The Pythagoreans
  • Knight orders
  • The Assassins
  • The Waldensians
  • Manichaeism
  • The Cathars
  • Hermetism
  • Cabalists
  • Mithraism
  • Sufism
  • Neoplatonism
  • Guru type ashram
  • Orphir
  • Chaldean oracles
  • Gnosticism
  • Classic GrecoRoman Religion
We have a very well made mod for this. The presence of some Hellenics in Morea is insubstantial to adding an entire vanilla religion for them just for that presence in the earliest dates
 
Last edited:
If I'm understanding this correctly, then your argument would also mean that the AI should completely ignore the Aztecs and act as if they don't exist, because Sunset Invasion never happened in real life either. But they fight and serve them as if they would any other power in the game, and frankly, the game would be broken if they didn't. Fantastical elements being completely isolated from other, more 'historical' parts of the game does not make for good gameplay, nor does it make much sense.

And now, to prevent this chain from devolving into an endless argument about semantics, allow me to bring up one of my earlier posts to return to the original point:



So please tell me which of the following you feel is a misrepresentation of history:

A. That other characters represented in the game, from vassals to liege-lords to other rulers and certainly one's head of religion, would find the Satanists and their acts most deplorable and would act against them.

B. That the church would attempt to root out heresy, and would take action against them.

C. Calls for an inquisition (defined as an organised action to discover and punish heretics and root out heterodox beliefs).

And I once again recognise your accusations of calling for witch-hunts and state that I did not call for any mob-persecution against perceived users of magic. If your definition of the term extends to any persecution against perceived users of magic, then we have a bit of a slight problem in that such people actually exist in-game, whereas they did not in real life. However, I believe that even with the absence of magic, a group of Satan-worshipping, people-sacrificing, child-consuming heretics could reasonably be persecuted by people by their deeds alone, even if their persecutors did not believe in the actual presence of 'magic'.

Of course, if you believe that such actions are perfectly acceptable and not worthy of persecution, well, there's not much I can say about that.
In that case why is the map even remotely close to reality when you play with supernatural events on, because let me tell you if there was such a thing as magic things would have turned out very differently long long before the first start date of ck2. Change a single parameter in the initial condition of earth, nay the universe, then everything changes.
 
TBH, I still don't understand, what is the benefit of secretly following a religion. If I'm officially Muslim, but secretly Christian, do I still get Decadence? Do I still get concubines? If I'm secretly Zoroastrian, do I get the usual bonuses for marrying my sister?
In case no one has explained, Secret religions are more about politics then anything else. It basically lets you prepare, or keep, a religion handy for when your ready to 'reveal' your true religion, this is advantageous because it lets you form alliances, and not tank your opinion score with people of your public (but fake) religion, until you feel you have enough power, or enough influence in your realm to 'go public' so to speak.
 
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.
Proooobably because Hellenism isnt a supported game religion, and is only included as a bit of an easter egg.

Any content added to Hellenism is low-effort, or to help modders at this point, and probably just Paradox being nice and throwing people a bone, while still avoiding supporting the religion officially.
 
That V.I. Ulyanov quote in the signature is one of the most ironic things I have ever seen.

It's technically unironic; after all, Vladimir Ulyanov ought to have been a world renowned expert on the immense lack of freedom that came about in the state he lived in.