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CK2 Dev Diary #88 - A Faith In My Own Image

Greetings!

Bit of a sneaky DevDiary today - this Friday (when we usually post Dev Diaries) is the time for Midsummer celebrations here in Sweden, so we wouldn't be able to answer your questions! Tomorrow we'll be busy eating pickled herring and getting rained on, but today we're here for you!

By now it’s hardly a secret that the two main focuses for the Holy Fury expansion are going to be Catholicism as well as Paganism. Playing as a Catholic is core to the game, with a grounded set of rules for you to adhere to (and abuse). Playing a Pagan, in contrast, is a more visceral and instantly gratifying experience - with a strong emphasis on dynamism compared to the more rigid christian faiths. Before going any further, it’s worth noting that the Pagan religious group will be unlocked and playable with Holy Fury.

With Holy Fury, reforming a Pagan faith is no longer a one-click type of deal. Instead you’ll be able to tailor the new religion to become exactly what you want it to be through the new Reformation interface:
ReformationDD_ReformView.png


You will be able to open and preview this screen at any point while playing an unreformed pagan, allowing you to plan ahead what type of features you want to pick. We’ve also taken this opportunity to make the Bön religion reformable, to provide equal opportunity to the eastern Pagans.
ReformationDD_FeaturePicker.png


There are three different types of ‘slots’ to be filled in, the Nature, Doctrine and Leadership of the religion. The default selection will be thematically chosen depending on what faith you’re reforming - though there’s nothing stopping you from picking wildly divergent features, such as a Pacifistic Nature for the Germanic religion.

While most features will be available to all pagan religions, they will all have one unique doctrine that only they can pick. This is to enhance the differences between the various unreformed pagan faiths. The Germanic special feature will, for example, contain Seafaring and Prepared Invasions - something the other religions must spend two doctrine slots to get.

The possibilities with reformation are near endless, you’ll be able to make a religion that suits your specific needs. For example, if you’re surrounded by other religions (very common if playing Zun or Bön for example) the Cosmopolitan Nature would be advised, as then you can intermarry with your neighbors to create non-aggression pacts. If you’re tired of the Abrahamic religions and their incessant Crusades, you can adopt a Warmongering Nature combined with a Bloodthirsty Gods doctrine to really show them what you think of their weak rituals.

As there’s too many features for us to bring up right now, I’ll save them for a future Dev Diary. Worth noting is that several of the Doctrines you can choose will contain special events and decisions tied to them, so even if you’ve already played a game once where you reform a Pagan faith - you might just want to play another one, to see what could have been different.

To round off, here’s a few of our favorite reformation setups from us in the Dev Team:

ReformationDD_ReformViewRageair.png

Starting off with my own choice, I’m all about creating chaos - and there’s no greater way to achieve that than to promote not only close-kin marriage, but also harems on top of that! Once during a multiplayer with the Dev Team I managed to reform the religion most of us was playing into something similar to this. They were confused when their children started marrying each other, to say the least!

ReformationDD_ReformViewSnowcrystal.png

@Snow Crystal I like playing tall, so I like boosts that let me control who the Heir is, as well as making sure the heir is as popular as possible. I can't stand having a Religious Head that tells me what to do, and think Autocephalous is pretty cool. I don't really care about spreading my faith outside of my borders - if anything, I’d prefer everything outside my borders to be heathenous, so that I get more of a challenge!

ReformationDD_ReformViewSilfae.jpg

@Silfae Usually upon reforming, my dynasty ends up alone against a world of infidels. The quickest way to spread the faith when in those circumstances is through military action, hence the need for a Warmongering Nature. Picking the Astrology Doctrine unlocks the Zodiac traits for my characters, giving them various attribute boosts, while Haruspicy can help me influence the morale of my armies (for better or worse). Furthermore, since Astrology and Haruspicy are synergistic Doctrines, by combining them I gain access to additional perks that would have otherwise been out of reach for me... as well as ending up with an extremely superstitious religion.

ReformationDD-CJ.JPG

@Tuscany One of my favorite reformation combinations is mixing 'Bloodthirsty Gods’ and ‘Haruspicy'. Being able to sacrifice people to your gods and get rewarded for it is great fun, and when combined with Haruspicy (the art of reading an animal's entrails to predict the future) you can even cut apart your prisoners and see whether you will be lucky in future wars. Of course I pick ‘Temporal’ to allow me to rule over all of this as the conduit between god and man, and ‘Peaceful’ because non-violence is obviously the best strategy.
 
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You don't get a CB. Only CB you have is Subjugate. Once per Lifetime. So you would need 3 generations. As Svipjod, Denmark or Norgre it's somewhat more easy, but as Viking in England it's quiet a pain.

You have other options--send your chancellor to fabricate claims, marry for claims, invite claimants to court.
 
You have other options--send your chancellor to fabricate claims, marry for claims, invite claimants to court.

i'm pretty sure you do have a single county CB unless it was changed, i haven't played germanic in a while due to the aforementioned problems of conquering your entire religion to reform it.
 
i'm pretty sure you do have a single county CB unless it was changed, i haven't played germanic in a while due to the aforementioned problems of conquering your entire religion to reform it.
That single county CB only works on different religion targets. Your only innate CB you can use on same faith targets is the subjugation one, which is once per lifetime unless you have 'become a king' and then that's only on the De Jure kingdom region.
 
Will it be possible to mod this feature so you have more then two doctrines? I would like to make my Reformed Germanic faith have both the sea faring+daring combination doctrine in addition to Astrology and Haruspicy(sp?).
 
Will it be possible to mod this feature so you have more then two doctrines? I would like to make my Reformed Germanic faith have both the sea faring+daring combination doctrine in addition to Astrology and Haruspicy(sp?).

From the Devs in this thread:

Religious features are entirely moddable. They can be added, changed, removed, the AI's behavior to select them can be modified, etc. Although, naturally, changing the Reformation interface itself is a bit harder than simply adding new Doctrines to the available list.

You can mod in to pick more than 2 yes.
 
A very important question for me regarding Pagan Reformation:
Are the prerequisites to reform the same as before?

It is totally boring to conquer all of scandinavia over and over again every time you play a norse.... And makes it almost impossible to stay norse successfully as Jorvik.

I don't think that the new mechanics alone make that part of the game any more interesting.

I completely agree. I think that needing 3 holy sites is not always necessary. Let's say the moral authority is over 70 or 80, then it could be reformed, with a big piety cost of course.
 
I think, 1 Holy Site, MA above 70 and high piety cost sholud be fine as alternative reformation conditions.
That high of MA would be almost impossible to get, baring defeating a GHW or having a couple successful religious revolts. Raids, conquests, defeating holy wars/rebels, and other minor bonuses usually don't ever add to more than +10-15%, since they'll also be countered by lost ones by the AI. The only time you won't see the AI with a ton of lost wars is if there's only one major realm of that religion, which would mean they'd also have all the controlled holy sites. Even getting up to the 50% MA required to reform with three holy sites is really tough if that's the only three holy sites your religion controls, barring cheese or supporting something like several foreign prepared invasions. You almost always need the religion to control four sites to have high enough MA to reform.

So the only situation you'd expect to see 70% MA would be if the religion controls all five sites and defeats a GHW against them. That's not really a situation that's going to come up very often. Something like 60% might be better, since it would be much more typical for a pagan faith that holds all five sites, but extremely rare for one that holds only four. I could see only needing two sites and 1k-1.5k piety being an acceptable requirement for that.
 
That single county CB only works on different religion targets. Your only innate CB you can use on same faith targets is the subjugation one, which is once per lifetime unless you have 'become a king' and then that's only on the De Jure kingdom region.

yes, i just checked, definitely didn't used to be that way, as i remember slowly county conquesting scandinavia and the holy sites. no wonder i've been seeing germanic reform less often.
 
I think, 1 Holy Site, MA above 70 and high piety cost sholud be fine as alternative reformation conditions.

I'd prefer a 1-per-game event line that reforms a pagan religion if successful. completely disregarding holy sites and moral authority. (but still keep old way as well) this way any given pagan religion has some minor chance of reforming on it;s own. only occurs when supernatural events are enabled, etc. The event chain should involve a few wars that will give you land pretty easily. so the AI doing it will end up with at least a nice realm if he succeeds.

maybe allow a player some way to make the event more likely to play for them if they want to, like having higher than 1000 piety or some such.
 
yes, i just checked, definitely didn't used to be that way, as i remember slowly county conquesting scandinavia and the holy sites. no wonder i've been seeing germanic reform less often.
I'm pretty sure that's the way it's always been since Old Gods was released. You're probably remembering a modded version.
 
I'd prefer a 1-per-game event line that reforms a pagan religion if successful. completely disregarding holy sites and moral authority. (but still keep old way as well) this way any given pagan religion has some minor chance of reforming on it;s own. only occurs when supernatural events are enabled, etc. The event chain should involve a few wars that will give you land pretty easily. so the AI doing it will end up with at least a nice realm if he succeeds.

maybe allow a player some way to make the event more likely to play for them if they want to, like having higher than 1000 piety or some such.

I like this but then I would want a non-supernatural version too.
 
the idea is just to make it so people can turn it off, maybe just add another rule for pagan reformations instead.

all, only through sites, player only, none

I understand that. I have always been a proponent of that kind of thing, the same with forming kingdom titles too really. I feel like based on events or traits there should be opportunities that allows you to do it with less holy sites but more MA or piety or in forming titles cash or even prestige (If you gain a lot of prestige from winning a defensive war but don't have the cash you should be able to spend prestige as the idea is you are using your recently gained political capital to grease the wheels instead). Something similar can probably be done with reformation. Perhaps it would vary based on religion but the event chain could open up if a character has zealous plus one or two other specific traits important to that religion.
 
I understand that. I have always been a proponent of that kind of thing, the same with forming kingdom titles too really. I feel like based on events or traits there should be opportunities that allows you to do it with less holy sites but more MA or piety or in forming titles cash or even prestige (If you gain a lot of prestige from winning a defensive war but don't have the cash you should be able to spend prestige as the idea is you are using your recently gained political capital to grease the wheels instead). Something similar can probably be done with reformation. Perhaps it would vary based on religion but the event chain could open up if a character has zealous plus one or two other specific traits important to that religion.

I just in generally Would prefer a way that doesn't depend on Realm size, or numbers. Accomplishing some tasks specific to the religion makes more sense.

some sort of chain of events, rather than just a slow build to a specific number after collecting 3 holy sites.

Like imagine if you could get it by conquering a kingdom title over a holy site that's been held by an organized religion. Then holding it for 20 years, and while you're doing this, all nereby people not of your faith have a CB on the kingdom. When you capture the Kingdom, you forfeit the land outside of it, except maybe your demense/capital, so you can have a fallback area if a player loses instead of just Game Over. if you hold it, you become a Champion of the faith, and you can go to other leaders of your faith, or priests and seers and undertake some challenges and if you best them, you can reform the faith in this gandius way, instead of this otherwise gamey way.

you undertook the trials of Hercules for your faith, you went and visited the gods and came back, maybe your became a god slayer killing a big bad of the faith. It'd be like 10 times better than how systematic and lifeless the current way is.

I'd love it too, if this was a world message type deal too, so you hear about this dude doing this crazy things in a far off land.
 
Here's my dream scenario:

You (and probably not the AI, at least not if they are the same faith as you) can reform the religion with less than 3 holy sites if you have enough piety. However, this does two things:

1. Your faith starts out as the heresy, with the Old pagan faith still being the primary religion.

2. Any top-tier rulers of the same faith that holds one of the other holy sites can choose to reform the religion themselves, making their own (probably only slightly altered, for balance/exploitative issues) versions.

Ideally, each of these reformed version's would be originally named using name of either the reformer by either given name (Bjorn Germanic) or dynasty (Piast Slavic) once one of them becomes the dominant faith, it loses the first part to become X, the old religion becomes Old X, and any other versions can show up as possible heresies. By taking quick and easy path, you create a more fractious reformation process that is likely going to envelope your religion in inter-faith wars for generations to come.