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knuckey

AGOT Mod
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Oct 10, 2010
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Work is well under way on a compatibility patch for CK2 version 3.1.0, and should be ready for release soon!

In the mean time here is a short piece on a new feature that will be in the update: Religious Reformation. Most religions in the game that currently do not have a religious head will be reformable using the vanilla pagan reformation mechanics. This includes the Old Gods, Beyond Wall Old Gods, Drowned God and most Essosi religions.

zvy5sVS.jpg


The requirements are much the same, acquire piety, moral authority and holy sites and you can reform the religion. If you do not own Holy Fury you will become the new religion head and that is pretty much it.

If you own Holy Fury however you will be able to choose from the pool of natures, doctrines and leadership styles. This includes options made for the mod. Here are some of the main additions/changes:

- Cut-throat nature: With this new nature kinslaying, murder and torture are no longer seen as moral taboo. Characters more likely to scheme and plot.
- Monastic doctrine: Now allows you to freely send relatives to the priesthood
- Blood Magic doctrine: Combines elements of vanilla divination/astrology doctrines, devil worshipper powers and rhllor/warlock style healing powers.
- Adventuring doctrine: Enables Ironborn style coastal invasion when combined with Seafaring doctrine
- Ancestor Veneration: Enables Eldership succession law
- Elective doctrine: Makes elective law customary
- The Seven doctrine: Adopts aspects of The Seven into the religion, including knighthood and tournies
- Slaver doctrine: slavery becomes customary, and rulers can spend piety to declare wars of enslavement
- Anti-Slavery doctrine: Anti-slavery laws becomes customary, and rulers can spend piety to declare wars of liberation
- God-King worship leadership: New leadership option where ruler is worshipped as a god. Gives opinion boost to zealots/friends and opinion malus to enemies/cynics.
- Adoption doctrine: Rulers can adopt lowborn characters into their dynasty
- The Old Way doctrine: Special doctrine for the Drowned God combining several other doctrines
- Valyrian Purity doctrine: Special doctrine for valyrian religion. Allows granting of divine status to high valyrian families.
- Special doctrines for Naathi, Moonsingers and Rhoynar

bGCRSHw.jpg


That is all for today. Further information can be found in the vanilla dev diary here!:
https://forum.paradoxplaza.com/foru...dev-diary-88-a-faith-in-my-own-image.1106722/
 
Nice addition. Never occurred to me that reformation would be added to the mod.
 
Goodness, I don't think I can even stand the wait, but one must always wait for perfection. Great job on the mod guys, as always, I am more excited with each new version of the mod, and GOT is on in 2 days, I CAN'T WAIT AHHH!!!
 
Intermarry with the Seven alone will make this a game-changer.
 
Quick question, will any of the Natures/Doctrines allow use of GHW?

Now that i have thought about it i figured out what i want to do as my first game, reform the Great Shepard turning them into a true expy of Christian/Catholic.
 
AWESOME!! I'd love to see some flavor and purpose for the Dark Gods of the Brindleman, as well!

It's a sad oversight not to include them in the "CAN_USUALLY_EAT_PEOPLE" Scripted Trigger, though. The religion's description specifically says the Dark Gods of the Brindlemen can and do commit ritual cannibalism.
 
What will happen to religions with special flavor if they are already Reformed? If the Warlocks of Qarth or the Shadowbinders don't bother to take a special feature enabling their usual stuff as a Reformed Religion, will they still be able to drink Shaed of the Evening or tear down walls?

I also believe that the Warlocks of Qaarth should not be reformable. They already have a religious head, in the form of the Undying Ones.
 
1) What is the difference between Temporal vs God King Worship? Does GKW make your heir the religion head after your death as reformer?

2) What is 'when magic in the world is strong'? Playing as Aegon Targ...

3) What are knighthood and tournies in Worship of the Seven? Its been a long time since I played the mod so... :D
 
1) What is the difference between Temporal vs God King Worship? Does GKW make your heir the religion head after your death as reformer?

2) What is 'when magic in the world is strong'? Playing as Aegon Targ...

3) What are knighthood and tournies in Worship of the Seven? Its been a long time since I played the mod so... :D
2. You need dragons alive to have strong magic

3. You get to joust against other knights and maybe win gold, or just watch. Even better, you may get events to give diplomacy/stewardship/intrigue, really good for immortal characters who can attend lots of tourneys.
 
Regarding the God-King leadership option, is it possible to turn off the renaming of deities? I mean, I prefer being called a God Emperor over being a meeeeh High Stormsinger but the god list just gets cramped with unlocalised "scoped_god_sibling" etc. It's a huge mess and I can see why the devs decided not to use the feature for base CK2.
 
But the Valyrian religion is not allowed to pick the option... So I guess something like Rhllor could use when dragons are still alive?

The Valyrian unique doctrine already has the blood magic stuff.
 
Regarding the God-King leadership option, is it possible to turn off the renaming of deities? I mean, I prefer being called a God Emperor over being a meeeeh High Stormsinger but the god list just gets cramped with unlocalised "scoped_god_sibling" etc. It's a huge mess and I can see why the devs decided not to use the feature for base CK2.

OK, did some testing with different doctrines and the it looks like the Valyrian unique doctrine with all the incest is to blame for the wonky localisations. Any idea how to prevent it? Which part of the doctrine should I comment out?