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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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I hope we get to see a Tinto Flavour for the Muisca and for the Iroquois. People seem to believe that the only "important" native american peoples were those around Mesoamerica and the Peruvian Andes, but peoples such as the Muisca or the Iroquois had very complex social systems and religions that could be made into in-game mechanics. A special "Native Confederation" "International Organization" for the various Muisca chiefdoms and Iroquoian peoples could work as a way to represent the complex political arrangements they had, but at the same time representing the fact that each chiefdom was still rather autonomous.

Moreover, Muisca religion has a lot of interesting myths and "gods" that could give flavour to that particular religion. Some of the major Muisca "gods" were Chiminigagua (creator of the earth), Bachué (mother of all humans/Muisca people), Chía (the moon goddess), Sue (the sun god), Bochicá (the god that brought knowledge to the Muisca), Nencatacoa (god of parties), etc. The Muisca also had a series of especial locations that they considered to be sacred that could be represented as Holy Sites in-game, such as the Moon Temple at Chía, the Sun Temple at Sogamoso, the lake of Iguaque and the famous Guatavita Lake, the place were the ceremony that originated the legend of El Dorado took place.
 
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My biggest issue is that it feels all over the place sometimes. Karma and Piety are sliders but you can pay them as resources, then Catholicism and a couple other disparate religions have Religious Influence, then you see Shinto with *two* resources, one of them being a slider and the other giving a modifier for the first resource, then Buddhism has Karma and Harmony and Righteousness and dawg whats going ON
It's not that deep man, from the way you are talking about them it seems like you have to interact with all of them at the same time in a game, which of course it's not true, religion in every paradox game(that has it) never feels too "complicated" to deal with, at best it forces you change your gameplay style(like Nahua with the doom mechanics)
 
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please be consistent with Quechua orthography. Either use the modern Quechua orthography with w, k, q or the historical Spanish-influenced one with hu, c/qu but please don't mix and match. Wiraqucha is modern Quechua orthography, Mamaquilla is Spanish-influenced.
 
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Is there a reason why some indigenous names use Spanish spellings and others don't? The list of deities includes a mix of both: modern Quechua "Wiraqucha" instead of "Viracocha", but Spanish "Mamaquilla" instead of "Mama Killa". It seems like the design team is aiming to use native languages and spellings where possible, so the Spanish spellings "Mamaquilla" and "Urpayhuachac" should probably be "Mama Killa" and "Urpi Wachaq" to match. Similarly, the month "Pacha Pucuy Quilla" would also be "Pacha Puquy Killa".

"Titi'kaka" is also odd. I assume it's a misspelling of "Titik'aka" since the apostrophe should follow an ejective consonant, but in any case the modern Aymara spelling of the lake is Titiqaqa. I could only find the spelling "-k'aka" in an etymological context where "k'aka" is translated as "stone, rock" but the modern word for rock is "qala" (and the placename wouldn't end in -qala anyway).

Overall I love the updates! I appreciate the team's attention to adding at least a bit of flavor wherever possible, and I'm sure modders and regional enthusiasts will expand on these in no time.
 
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It is fair to have that opinion, and we've been presenting these religion-related TTs in the last couple of months to get community, and try to improve them as much as possible, based on this feedback. That said, I think the mana-currency debate is not entirely productive; we're already moving away in EU5 from the most important mana-based mechanic in EU4 (monarch points), and tying a lot of the systems and mechanics into a more simulationist approach. However, we will still need to work with currencies, such as Prestige, Stability, etc., so, in the case of religions, please consider them as tools, not as means.

That being said, I'll repeat again that we'll try to improve the mechanics that we've shown as much as possible based on the community feedback, because that's the main point of the Tinto Talks series, and presenting different EU5 content for 2 or 3 (and for some time, 4) days a week.
Shamelessly adding my suggestion in signature (https://forum.paradoxplaza.com/forum/threads/against-the-use-of-religious-influence-as-mana.1738424/), and supporting Lord Thanatos comment : I'm not opposed to the currency as such, but I find it a bit bad when it makes the game fel unrealistic and less fun than it could be. In fact the suggestion I gave would keep it as a currency, but a currency you'd rarely need to actually "pay", but one you'd rather need to try to balance to stay relatively high.

Ofc we talk about a game we don't know how it actually plays out, but from an external PoV, most religions feel a bit lackluster and not interacting enough with the new systems presented, the laws and the estates, and still a lot of "buttons to press to gain or change bonus"
 
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I'm confused on Holy Sites, one of the screens lists only one holy site, but then several others are listed elsewhere. What's the reason for this? I would hope Inti would get a number of different holy-sites. Assuming these give regional buffs for religions, it would help incentivize the strategic importance of certain areas to different cultures. I understand if not every religion gets these, but I hope as many are put in as possible.
 
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Will folk religions be more customizable than organized religions? For example, when a modernized country has its folk religion as primary religion, will it be possible to customize doctrines, mechanics, holy sites, etc. in game, letting its folk religion become more organized?
 
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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).
I'm cool with things starting with low flavor for now- I just don't want it to end up like Imperator where all the religions feel completely identical. I do imagine with future patches though different religions will be given more content, in stuff like artifacts, holy sites, and hopefully unique buffs for their gods.
 
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Second this. EU5 religion is basically a currency/scale with modifiers, (some allow you to pick more modifiers from a pool) and some actions solely to increase/balance it. These actions defeat the points of the currency, since you don't really have to play along with its requirement to gain currency - just need a lot of money and prestige and then spam these correction actions. Imagine causing untold tragedy with your world conquest, but can still retain perfect karma just because you can dump a sht ton of money on all the orphanages..

My suggestions is leaning less on the currency/scale unless it was a core concept of the religion itself (like Taoist), but more on the unique actions/decisions available for that religion. These actions/decisions will no longer be a simple money/prestige for points, but a complex task with varied requirements that grant a much hefty reward at the end/if the conditions are still met.

Like if you fight too much and your karma is rock bottom, then you will have a choice of atonement by making a vow to stop fighting (thereby disabling offensive war for that ruler), to be benevolent (by keeping public order and satisfaction high, which will be quite an ordeal with all the recently conquested territories); and the vows need to be at least 10 yrs or longer to be counted, so you cant just make the vow on your deathbed. Conversely, the longer you remain at peace (outside defensive war), the higher the benefit you will gain as a Buddhist - with the ultimate prize is to become a Buddha that gives permanent modifiers for your dynasty for each ruler that passes the trial.
You want to please Huitzilopochtli, then you have to fight several flower wars within a set window of time until you capture enough enemies. You want to make a grant rite for the Heaven as a Chinese emperor, then you need to gather exotic goods, maintain high stability/order, and then follow a lengthy event chain as the preparation. You want to make your previous ruler an folk ancestral deity, then that guy needs to achieve some landmark during his title, and you have to make preparations to properly honor him (and rewrite the legend) - and in return, you basically create your own customs god, with modifier depend on what he has achieved in life.

A Buddhist game will focus on playing tall, trying to stack as many enlightened rulers as you can; a Tonal game will require you to keep some enemies around at all times, so you can go around farming captives; a Sanjiao game is a balancing act of different religions; and a folk religion game is a make-your-own-legend style, with each ruler trying to go for a different goals so you can assemble the optimal pathenon of legendary ancestor.

In short, religion should really impact how you play the game (and the actions should be mini-goals); and not as something you set up once, then occasionally pay the cost in money/prestige to keep it that way till the end. The player can still go again the flow as their own wishes, but they will be painted as an antichrist as a consequence - and of course, you can always convert to another religion if your original is not at all your play style..
@Pavía
Pay attention to this; this is how the mechanics of religion should be.

Please, almost all religions have absurd and incoherent mechanics, many of which are made up and have nothing to do with actual religion.

What @oldrabbit presents makes more sense.

Please, could you consider these ideas?
 
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I had a silly idea.

Paradox likes hiding in secret countries like Secret Denmark, or the Synthetics.

How about they keep in EUIV Animism, but they make is massively OP. Super fast conversion speed (to represent omnipresent it was) and with only one mechanic- sacrificing Boars. Maybe it has holy sites in every continent (or at least the ability to found them there), but no gods, no mana except boar mana. But sacrificing boars gives you insane conversion speed and military buffs.

It would be fun for a meme-world-conquest campaign.
 
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please be consistent with Quechua orthography. Either use the modern Quechua orthography with w, k, q or the historical Spanish-influenced one with hu, c/qu but please don't mix and match. Wiraqucha is modern Quechua orthography, Mamaquilla is Spanish-influenced.
It's even worse when they mix the two in the same word, as in the name of the location Incawasi (not to be confused with Incahuasi, another location separated from Incawasi only by Chuqlluqucha). Yes, those are the two standards and a mix of the two in three adjacent locations.
 
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While I like some of what we got so far, there could be so much more that can be added to the religion. Stuff like the incorporation of local deities of conquered peoples into the Inca pantheon, the role of the royal mummies and their caretakers in government and land ownership, the importance of Pachacamac and its oracle in ancient Andean society with people all over the Andes making pilgrimages there, etc. (I tried to add some links to online resources but the forum wouldn’t let me post them, if anyone can help me with that would be much appreciated).
 
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Здравствуйте и добро пожаловать на очередные Tinto Talks , счастливые среды, где мы говорим о Europa Universalis V !

Сегодня мы поговорим об инти и народных религиях ! Начнём без лишних слов.



Инти

Инти — совершенно уникальная религия, выделяющаяся в перуанском регионе:
View attachment 1334488
View attachment 1334490
Как видите, Инти входит в группу перуанских народных религий. Мы объясним, как это работает, ниже.

Вот панель религии, которая, возможно, вам знакома на данный момент:

Важнейшая механика религии Инти — это Янантин, значение которого может изменяться от -100 до +100. Вы в основном будете получать штрафы, если ваш показатель выше или ниже 0, но он даёт больше всего модификаторов, когда он точно и идеально сбалансирован на 0:

В зависимости от богов, которым вы поклоняетесь, из семи доступных вы получите положительного или отрицательного Янантина:
View attachment 1334494
Как видите, базовое значение равно +0,50.

Кроме того, поклонение каждому из этих богов дает стране пассивные модификаторы:

Здесь мы используем один из тех «строительных блоков», о которых мы говорили ранее, Религиозный аспект, таким образом, что он способствует поклонению определенному богу, что приводит к усилению его воздействия, и, следовательно, является одним из способов уравновешивания Янантина страны:

Вы можете продвигать поклонение только одному богу за раз, а изменение этого правила стоит Стабильности:
View attachment 1334499
Как обычно, воспринимайте цифры как вопрос баланса и незавершенного производства.

Другой способ сбалансировать Янантин вашей страны — выполнить любое из доступных действий:
View attachment 1334500
View attachment 1334501
View attachment 1334502
View attachment 1334503
View attachment 1334504
View attachment 1334505
View attachment 1334508
Примечание: существует 13 различных праздников с различными модификаторами; какой из них вы получите, когда проведете церемонию, зависит от времени года.



Народные религии

Очень большие регионы мира охвачены народными религиями — новыми конфессиями того, что ранее в EU4 называлось анимистическими, языческими или тотемистическими религиями, и которые мы смогли создать благодаря вашим отзывам в серии карт Tinto:
View attachment 1334509

Ввиду огромного количества народных религий мы сосредоточимся на «богах» и «религиозных аспектах» как на фундаментальных элементах народных религий. Мы стремимся создать несколько базовых богов, основанных на «духах», которые, в свою очередь, связаны с природными силами (ветер, вода, огонь, солнце и т. д.). Кроме того, у нас есть несколько основных богов для «народных религиозных семей». Так, как в этом примере, в стране Бенин, где исповедуются религии исе, есть ряд божеств, которым можно поклоняться:
View attachment 1334574
Религия Исе как пример

View attachment 1334575View attachment 1334576
Боги, доступные народу Бенина

На сегодня всё! Мы вернёмся в пятницу, чтобы поговорить в стиле «Тинто» об инках !

И помните, вы уже сейчас можете добавить Europa Universalis V в список желаний ! Ура!

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:
View attachment 1334488
View attachment 1334490
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:

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:

Depending on the gods that you worship, from seven available, you’ll get positive or negative Yanantin:
View attachment 1334494
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:

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:

You can only promote the worship of one god at a time, and changing it costs Stability:
View attachment 1334499
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:
View attachment 1334500
View attachment 1334501
View attachment 1334502
View attachment 1334503
View attachment 1334504
View attachment 1334505
View attachment 1334508
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:
View attachment 1334509

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:
View attachment 1334574
The Isese Religion as an example

View attachment 1334575View attachment 1334576
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!
Is Socotra independent and Nestorian? I hope so...
 

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