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Last week I told you about the College of Cardinals and the new papal powers (though I believe I forgot to mention that the Pope can also grant you claims on counties and duchies!) Today I'll go through the rest of the new Christian mechanics in Crusader Kings II: Sons of Abraham, as well as the new Muslim stuff. Let's start with the Holy Orders!

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We have given each non-heretic religion in the game at least one Holy Order. This includes the various pagan religions, though most of their Holy Orders are rather fanciful. The Catholics also get two more in addition to the old ones; the Knights of Calatrava and the Knights of Santiago, both of which are mostly active in Hispania. Holy Orders are no longer activated at a certain date, many will start showing up once the Crusades/Jihads kick off (which is also more dynamic now), or when certain conditions are met. For example, the Brotherhood of the Holy Sepulchre (an Orthodox Holy Order) becomes active if Antioch and Jerusalem are Orthodox and held by Orthodox rulers. Holy Orders are now much more active in world politics, and both their internal and external mechanics have been altered. You can now borrow money from certain Holy Orders (like the Knights Templar), or donate money for Piety. They, in turn, will make various requests (and if you owe them money, it is hard to refuse.) For example, they can ask that one of your sons join them, or that you give them the right to build a castle in an empty holding slot in one of your counties. Internally, Grandmasters are no longer randomly generated characters, but chosen from among vassals and courtiers, many of which will now be important members of European nobility. Having a Grandmaster of your dynasty will give you a monthly amount of prestige. Castle holdings under the Grandmaster are no longer hereditary, but appointed to a "Commander" for life. We have also added some minor rules and decisions, like if you happen to be the king of Jerusalem, you now have the option to vassalize the Templars and the Knights of St John. Lastly, if you think that an Order has grown too powerful in your realm, you can expel it forever, seizing its castles (a very impious act.)

CKII_SoA_DD_02_Holy_Order_Decisions.jpg

Somewhat related to the Holy Orders, you now have the ability to order any courtier to take the vows and become a monk or nun. The character will then either become a regular monk or nun (traits), or go off to join one of the martial orders. Either way, he or she will be disinherited. Unfortunately, you are not allowed to do this against characters who stand to inherit titles (like younger sons under Gavelkind); unless you imprison them first!

CKII_SoA_DD_02_Take_the_Vows.jpg

As I mentioned earlier, the Crusades will no longer necessarily kick off after a certain year; it now depends on the actual situation in Europe. For example, if Constantinople or Rome have fallen or the Moors are pushing into France. Similar conditions now apply for the Muslims. The Pagans - if they can have Great Holy Wars - will get them after the Crusades and Jihads are both active.

We have also improved on the heresies; most of them are now more distinctive and some of them even have their own heads of religion. For example, the Cathars can appoint female bishops and the Ibadi can now have their own Caliph, etc. The events that control the spread of heresies are different if you have Sons of Abraham; heresies tend to be more localized and it is also possible for minority view non-heretics among your courtiers to spread their faith (i.e. an Orthodox courtier among Catholics, etc.) Perhaps the most drastic change to heresies though, is that they can now take over as the new orthodoxy if they hold more provinces than the current mainstream form of the religion. If, say, more counties are Waldensian than Catholic, Catholicism will become the heresy and its Holy Orders will join the Waldensians. Oh, and we also decided to add "regular" religious rebels who are not trying to spread a heresy, just to gain freedom from the religious oppression of their overlords (e.g. Sunni rebels in a Catholic realm.)

Catholicism may have received the most attention in Sons of Abraham, but we have not forgotten the Muslims. They get a choice between two rival schools of theology and the conflicts that arise out of taking a stance. On one side, you have the Mu'tazili school, which espouses reason and rational thought inspired by the ancient Greek philosophers. Opposing them are the Ash'ari, who belive in the eternal, uncreated word of Allah. Historically, the Mutazilites lost out after some fairly brutal conflicts and draconian measures like the Mihna , arguably bringing to an end the Islamic Golden Age. In game terms, Mutazilites get a Learning bonus for research, whereas the Ash'ari gain Piety, and members of opposing schools tend to loathe each other.

I think that will do for now. Next week, I'll speak of pilgrimages, religious events and Judaism!
 
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Hopefully the same way as other heresies: you'll need to make your new religious denomination more common by violently destroying local cults and forcing others to join the Church. The Reformation SHOULD be bloody tbh.
Yes, but Old Norse should not become the new main Norse religion at the moment you reform.

edit: actually, that isn't even that bad... Reforming making you a heretic is actually somewhat realistic I guess.
 
Amazing.

Can't wait.
 
Doomdark, are there different orders of monks, even if just for flavour in events? Any reference to the new beggar orders created to fight heresy?
 
How will stuff like more counties being Old norse than Reformed Norse be handled?
Both when reforming and when old norse genuinly takes over.
Hopefully the same way as other heresies: you'll need to make your new religious denomination more common by violently destroying local cults and forcing others to join the Church. The Reformation SHOULD be bloody tbh.

I really sort of dislike how pagan reofrmations are done; because you know faiths that belive in many gods you are going to get heretics. Heresies IMO shouldn't be a mechanic for the pagans, it is a monotheistic thing that they have to deal with. Of course, some might say this would make them overpowered.

What a reformation of pagan faiths should be more about is setting up structures and organizations, ie more in the vain of ancient rome/greece then a monotheistic faith should be the model for what a pagan reformation is.


anyways, enough of me blabbing about why I dislike pagan reforms currently. I got a question, about the monks. I assume that the monastic orders, bendectines and augustines are going to be left out of this DLC?
 
Heresies are only a mechanic for pagans in the case of Reformed vs. non-reformed, which makes sense as the Reformed pagans have the structure and codification such that heresies could exist. Ancient Greco-Roman religions weren't reformed in the way it's used in CK2, as they lack the formal structures and continually adapted their deities over time, and that's the point.

With regards to Appointment succession, any chance you could give a bit more insight into the selection criteria it uses?
 
Awesome stuff. How did it work with upgrading save-games and the expansions? I would love to import my old game where half of Europe turned waldasian after my psycotic arch-emperor heard the voices of Jesus, and invaded greater Francia.
 
Heresies are only a mechanic for pagans in the case of Reformed vs. non-reformed, which makes sense as the Reformed pagans have the structure and codification such that heresies could exist. Ancient Greco-Roman religions weren't reformed in the way it's used in CK2, as they lack the formal structures and continually adapted their deities over time, and that's the point.

Doesn't the Hellenic faith start off reformed though. I haven't checked vanilla hellnic faith but I swore it did.
 
With some modding, I imagine so. There's a new succession law called Appointment.

That is huge. I hope we can play around with it easily, because that can totally revolutionize Byzantine games.

Oh, and its one step to make a Dark Age DLC workable. ;)
 
The feature list of SoA didn't excite me at the beginning, scope seemed too limited. But step by step I'm more convinced that it'll be another worthy DLC. :)
 
The events that control the spread of heresies are different if you have Sons of Abraham; heresies tend to be more localized and it is also possible for minority view non-heretics among your courtiers to spread their faith (i.e. an Orthodox courtier among Catholics, etc.) Perhaps the most drastic change to heresies though, is that they can now take over as the new orthodoxy if they hold more provinces than the current mainstream form of the religion. If, say, more counties are Waldensian than Catholic, Catholicism will become the heresy and its Holy Orders will join the Waldensians.

Does this work if I mend the schism as Orthodox and Catholicism becomes a heresy?
 
Is the Grandmaster randomly chosen among eligible courtiers or do certain skills or traits help?.

Is there any cost to making courtiers take the vows? (Otherwise it seems like an abusable way to cycle random courtiers)
 
It's a shame there isn't a separate diary dedicated to Islam, and therefore more changes to it. I've always wanted to play a game as the Almoravids or Almohads but I found the mechanics when playing as Muslim characters quite tedious, as it just seemed to be a case of murdering as many family members as you can. I'm not sure it quite worked that way historically. :D

Presumably this was the last opportunity to revamp/improve religions, too.

I'm also very curious who initiated the volte-face on Judaism.
 
Speaking of Islam, are any other branches going to get their own Caliph?