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Tinto Talks #72 - 16th of July 2025

Hello, and welcome to another Tinto Talks, the happy Wednesdays where we talk about Europa Universalis V!

Today, we will talk about the Inti & Folk Religions! Let’s start without further ado.



Inti

Inti is quite a unique religion that stands out in the Peruvian region:
Inti.jpg

Inti Tooltip.jpg

As you see, Inti is part of the Peruvian Folk Religions group. We’ll explain how that works further down.

Here is the panel of the religion, which may be familiar to you at this point:
Inti Panel.jpg

The most important mechanic of the Inti religion is the Yanantin, which is a value that can go from -100 to +100. You’ll mostly get penalties if you’re above or below 0, but it gives the most modifiers when it’s exactly and perfectly balanced at 0:
Yanantin1.jpg

Yanantin.jpg

Depending on the gods that you worship, from seven available, you’ll get positive or negative Yanantin:
Monthly Yanantin.jpg

As you see, the base value is +0.50.

Apart from that, the worship of each of these gods gives passive modifiers to the country:
Inti Gods.jpg

Inti Gods2.jpg

Inti Gods3.jpg

Here we’re using one of those ‘Building Blocks’ that we’ve talked about before, the Religious Aspect, in a way that promotes the worship of a certain god, which has the consequence of increasing their effects - therefore, being one of the ways of balancing the Yanantin of the country:
Worship Gods.jpg

You can only promote the worship of one god at a time, and changing it costs Stability:
Worship Gods2.jpg

As usual, take the numbers as a matter of balance and WIP.

Another way of balancing the Yanantin of your country is by performing any of the available actions:
Actions.jpg

Actions2.jpg

Actions3.jpg

Actions4.jpg

Actions5.jpg

Actions6.jpg

Actions7.jpg

Note: There are 13 different festivities, with different modifiers; which one you get when you Host a Ceremony depends on the time of the year.



Folk Religions

Very large sections of the world are covered by Folk Religions, the new denomination of what formerly in EU4 were Animist, Pagan, or Totemist religions, and that we’ve been able to set up thanks to your feedback in the Tinto Maps series:
Folk Religions.jpg


Due to the huge amount of Folk Religions, we are focusing on the “Gods” and “Religious Aspects” as Building blocks for the Folk religions. We're aiming to have some baseline gods based upon 'spirits', which are based upon natural forces (wind, water, fire, sun, etc.). And then, we have some of the main gods for 'Folk Religious families'; so, as in this example, the country of Benin, which worships the Isese religions, has a number of deities to worship upon:
pane.png

The Isese Religion as an example

gods1.png
gods2.png

The Gods that are available to the people of Benin

And that’s all for today! We will come back on Friday, as we will talk in the Tinto Flavour about the Inca!

And also remember, you can wishlist Europa Universalis V now! Cheers!
 
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They use the base mechanics, which means that different religions in the same religious group are considered heretics, and in different religious groups are considered heathens. You can set up the religious groups differently, as they're scriptable, and thus, moddable; so, for instance, if you want a mod with more nuanced African Folk Religions, you can script it completely differently from the base game. And you can also script the different opinions that countries of different religions have among each other; so, you might consider the individual pops of a certain religion as 'heathens', but then set up a 'Positive' opinion on countries of that religion:

View attachment 1334590
View attachment 1334589
Are you going to keep all african folk religions in the same group or will you divide them a bit, maybe one religion group for every major culture/language group?
 
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It is written in the religion description for inti that Doom impacts the country. How exactly does it work ? or is this display a bug ?
Tooltip bug, lol, as it should say 'Yanantin' instead of 'Doom'. Just fixed it, thanks.
 
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Here's Ryukyuan Kami and their associations I could find:
Aoriyae: wind, defense, rain, storm protection, wells, war (Smits, 32-33, 46, 96-98)
Amamikyo+Shinerikyo: Associated with carpentry, the Ryukyuan religion, noro, utaki, royal legitimacy, rice (Smits, 125-126)
Geero: barley, kuchinoshima (Smits (2), 124)
Yukiganashi: snow, kumejima (japanese not local name) (Smits (2), 60)
Miruku: happiness and agriculture
Hinukan: hearth fire, protection
Okuma: blacksmithing (Smits (2), 251-252)
Teruhi/tida/teda/o-hideri: sun, clothing (Smits, 32 and 195)
Tsukishiro: moon, war (Smits 45-46)
Enochi: trade, ports (Smits 126)
Tedashiro: sun, fishing (Smits 130)
Sasukasa/Sashikasa: wind, storms, defense, military, war (Smits (2), 249-251) (Smits 97-98)
Benzaiten: (Syncretic with Buddhism) snakes, sea lanes, sun, the kikoeogimi (Smits, 195-8) (Smits (2), 256)
Mazu: (Syncretic with Chinese Folk Religion)
Kangiten: (Syncretic with Buddhism)
Munakata Sisters: trade with Japan, safe trade (syncretic with Shinto) (Smits (2), 248)
Dakini: (Syncretic with Buddhism)
Tuyumya: Miyako (deification of the mythical rulers of the islands) (Smits 54)
Kimihae: Associated with metalworking and Kumejima island (aka metal island) (Gregory Smits, pg 101)
Hachiman: conquest, political power (Syncretic with Buddhism)
Nebara Kanidono: Yonaguni, iron/blacksmithing (Smits, 51)
Kontofushi-Kawara: Miyako (Smits 101)
Mount Omoto: Yaeyama, political power, conquest (Smits 199)

and some rites that were practiced:
Kimitezuri: centralizing royal power (Gregory Smits, pg 166) (Smits (2), 256)
(Mi)Shikyoma: agriculture (Gregory Smits, pg 165) (Smits (2), 256)
Kijin no shuho: desperation in crisis “Rites invoking…demonic deities channel potent though dangerous (if mishandled) power for the benefit of a ruler. The Demon Deity (Kijin) of the Second Shō dynasty was another such example.”(Gregory Smits, pg 195-196)

From my flavor post.

We're aiming to have some baseline gods based upon 'spirits', which are based upon natural forces (wind, water, fire, sun, etc.). And then, we have some of the main gods for 'Folk Religious families'
I'm not sure what this is supposed to mean or that I like it. Most ethnic religions already have named spirits that you can use, names are fairly easy to find even wikipedia has a lot of them. There's no need to make up new ones. Why do they have to be natural forces? Why can't they just be whatever ones were important? Do you mean that every ethnic religion is going to have a 'god' called 'wind?' I don't think a ahistorical memey elemental system is necessary. Just whatever spirits were important, include them. If they were a ancestor so be it, if it's the sun so be it, if it's raven so be it. You're making more work for yourself by trying to find a 'sun god' or 'wind god' in religions that didn't have one (or worse had one but that one didn't matter to them, so you'd be making fringe figures ahistorically important) by clinging to a weird elemental thing.
 
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We have 254 different Folk Religions, which mostly have an impact on the pop-related systems and mechanics. We've prioritized this over the pure flavour of having so many different pantheons, etc., because we think it's more relevant for gameplay purposes.
I don't think you answered that guy's question...
 
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Where are the Religious aspects for folk religions? Or are they the same as for the Inti religion?
I think you're mixing 'Aspects' (which they have) with 'Actions' (which they don't). But you've given me the idea that we may port some of the actions to be available to Folk Religions (because celebrating religious festivals is a very widespread activity).
 
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I wish you would make every single religion substantially different, but I do understand that is not a priority to make the game playable.

I hope one day you release a religion dlc and you overhaul the hole system, making it really dynamic. Like having more options than: true faith, heretical, heathens. But also looking into the difference of monotheism and polytheism, what brings abrahamic religions together, why are polytheistic religions easier to convert (because you can start with including the new god in the pantion)...

I just hope there won't be 10+ DLC for every single religion.
 
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I know that you mentioned Hellenism is considered a folk religion, and I'm assuming that Norse Paganism will be as well, but what about Romuva? Considering the size and importance of the faith in the early years of the game
 
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One thing I find kinda weird is that you have the religion called Inti, from the name of the sun god, but Inti is not necessarily the main god.

Also navy morale? Natives able to build ships before the Europeans mass murder them bring them the worst diseases on the planet arrive on the continent confirmed (unlike in EU4)?
 
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Peruvian Folk Religions???

Wasnt Peru a colonial term which didnt existed in 1337, the religion group name should be Andean Folk Religions, Andean was the original name of the religion group already as shown in past tinto talk
Good points, just changed it.
 
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I think you're mixing 'Aspects' (which they have) with 'Actions' (which they don't). But you've given me the idea that we may port some of the actions to be available to Folk Religions (because celebrating religious festivals is a very widespread activity).

I'm kinda confused with the UI. What is a Religious Aspect for a Folk Religion? The "select X as patron god" thing? And is that the only kind of Aspect they may select?
 
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Do the different folk religions give different bonuses, or it's the same for all, but the Gods are named different? Based on comparing Inti and Isese, it's the latter, without the Yanantin, which is unique to the Incans.
They're similar as of now, as we have 18 different Folk Religions religious groups, as we wanted to mark them as separate, based on common beliefs. But if you think that 'Andean' Folk religions need this differentiation from 'Brazilian' Folk religions, it's something we can look towards polishing, because it shouldn't take much time (just some thought).
 
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