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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
 
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1. What's the difference between secret and true religion?

2. I am rather disappointed in the new demon hunters mechanic; I feel it so unnecessary when there already are natural predators to known Satanists- the public, and the church. I would have appreciated a focus into deeper secrecy and PR management; demon hunters sounds so... tv-esque and frankly rather out of place.
It's because satanist is not a religion, so even if you are a top liege you will still be your real religion and thus not be more susceptible to crusades/holy wars and so on, but since you are the top liege there will be very few people who can go after you you need some sort of predator. And the holy inqusition deal isn't real either (atleast not in this era, so fiction like fiction atleast no one believes that buffy was a real person, a staggering amount of people believe the inqusition and the witch hunters were a much bigger thing than they were (and also a lot earlier).

So now, if you control a holy site of a religion, you can secretly convert to that religion? If you are an HRE Emperor and you control the Slavic Holy site you can secretly become Slavic?

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?
You're your public religion for all intents and purposes. A secret religion is just something that means you can convert to your secret religion pretty much at any time, but on the other hand you risk getting exposed by someone else.

Great, now I can be killed by Buffy the Vampire Slayer.
I know! Isn't it awesome!
Though like I said ealier the reference could have been a bit more buffyspeak.

I'm very happy about the whole secret religion thing, it's already one of my favourite features. One question though: will there be a way to invite in your Secret Society characters whose public religion is your secret one ? Currently it's a bit weird: as a secret Zoroastrian, my worse enemies are my still zoroastrians vassals, who hate me because I'm publicly muslim. It would be nice if there was a way to 'inform' them that I am actually on their side (even if I kept a small opinion penalty for not having the guts to reveal myself openly). Also, you could ask for help from powerful neighbours whose public religion is your secret one.
That is the price you pay for being a moderate. You protect them from being revoked and they hate you for it. History is full of people who have gotten vilified by the very people they have sought to protect.
Oh and meanwhile the caliph will be asking why you haven't revoked the heathens yet. Who said that keeping to the old faith was supposed to be easy?

I'd rather keep the slayers separate (so I can imprison one and induct her into Lucifer's Own for lols), but they should interact with the religious orders (e.g. a mission from the Dominicans to investigate Count Bob to see if he is practicing a secret religion, secretly satanist, or just a weirdo, sort of the opposite of the Satanist missions to corrupt people or possess them).
Yeah I would just like to point out how well similar thinking worked out for Angel and Spike. If you get your hands on a slayer you kill her and hope the next one is born far far away.
Jokes aside I'm guessing the slayer will be immune to that sort of thing.
 
Will anything be done to allow for wider range of options for inventory options like selling crown jewls or gifting / trading / receiving them?
 
Any chance we can have characters who are in both a public and secret society? It's always strange when you're trying to be a good secret-whatever and can't bring your super sympathetic friend into the cult because he's a hermetic.
 
You're your public religion for all intents and purposes. A secret religion is just something that means you can convert to your secret religion pretty much at any time, but on the other hand you risk getting exposed by someone else.

I think there as a mention about some event chain that lead to an uprising with some event troops. But then, can secret religion be inherited?
 
I think there as a mention about some event chain that lead to an uprising with some event troops. But then, can secret religion be inherited?
That you'll have to ask someone who has the DLC. Me, I haven't been able to factor it into my monthly budgets yet.
 
Any way to know what files have really changed? I am in the process of trying to add societies to my mod but after all my work, don't want to have to go through every file again! :)
 
I love these changes! For the very first time since 1.0 heresies will be able to kick some orthodox ass!

Still hoping to see more Societies, specially for Sunni Muslims and Pagans.
 
As an Iron-Man i dont care if Paradox give more stuff to modders, we need more societies, the norse only have the demonic-related one, and its boring if you do not want to play that particular society.
 
As an Iron-Man i dont care if Paradox give more stuff to modders, we need more societies, the norse only have the demonic-related one, and its boring if you do not want to play that particular society.
Like I have said before the norse should get a Seid society, who practice that kind of "magic", it was highly disliked in norse society but not illegal. Maybe a more respected Skaldic or Runic brethren too.
 
if you as a Devil Worshiper isn’t careful enough, it’s possible for you to get attacked by Demon Hunters!

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...

So does that mean that a demon hunters society is in the works that actual characters can join, or will they be more like textual characters like the traveller from Hindustan?
 
Really love these changes, the stuff with secret societies is how I thought they were going to work in the first place and I was pretty disappointed when I found out how much legwork was actually required to get a secret society going.
 
So does that mean that a demon hunters society is in the works that actual characters can join, or will they be more like textual characters like the traveller from Hindustan?
From the repeated event thing and the event we have seen I would guess a flagged character just like the one who invited you to Lucifer's own.
 
True religion is simply the religion you actually believe in. So if you've got a secret religion, it's that. If not, it is your public religion.

Thanks for the clarification. If possible, I would also like to ask for a similar addition to the father/real_father (even_if_dead) set of scopes.

It's because satanist is not a religion, so even if you are a top liege you will still be your real religion and thus not be more susceptible to crusades/holy wars and so on, but since you are the top liege there will be very few people who can go after you you need some sort of predator. And the holy inqusition deal isn't real either (atleast not in this era, so fiction like fiction atleast no one believes that buffy was a real person, a staggering amount of people believe the inqusition and the witch hunters were a much bigger thing than they were (and also a lot earlier).

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.
 
Surprised to see this, especially considering I had mentioned that making the secret religious cults dynamic based off the player's religion rather relying on hard coding would make a lot of sense.

Regardless, good job Paradox!
 
Thanks for the clarification. If possible, I would also like to ask for a similar addition to the father/real_father (even_if_dead) set of scopes.



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.
I got to disagree it feeds into the common missconception that the witchunts as we know it was a thing in the medieval era, while really the witch hunts where a thing in the late eu4 perhaps even early vic2 era. You're not talking a little early you're talking a thousand year early.
In the ck2 era it was the doctrine of the churhc that there was no suhc thing as magic and suggesting there was was heretical.
 
Zoroastrians famously lived on in secret in the Persian region for over a millenia after they lost the state power. Will there be any factor making non-Mazdan Persians more likely to become secret Zoroastrians?
 
Can you now induce children without being part of a cult? As it is it appears to be impossible to induce children into your religion outside them, thus making it impossible to join the assassins as a secret shi'a while remaining secret for longer than one generation....