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Tinto Talks #13 - 22nd of May 2024

Welcome to another Tinto Talks, where we give out top-secret information about our upcoming unannounced game with the code name Project Caesar. This time we will touch a little bit on the aspect of religion in this game.

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Every country, pop, or character has a religion they adhere to. This impacts their relationship with the place they currently are, and their relationship with others in the world.


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This is the religious setup of Aragon in 1337.

Every religion in Project Caesar belongs to a Religion Group, such as Christianity or Paganism. Fellow religions in the same group consider each other to be merely Heretic, whereas religions in different groups condemn each other as Heathen.

Every religion has a specific view of other religions as well, that ranges from Kindred to Enemy, which impacts relations between countries of different faiths, and how populations of another faith view your country.

Each country also has their own tolerance of their true faith, of heretics, and of heathens, which impacts how happy or angry the population will be depending on which country they belong to.


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The Same Religion here, is from the law relating to valid heirs.

The religious unity of your country has a really large impact on the satisfaction of your Clergy Estate.

Important to know is that in Project Caesar, you just do not send missionaries to your locations and eventually they have changed religion. Here conversion is a slower process, which relies on government activities and infrastructure.


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A unique building for Muslim countries that has a tiny impact on conversion.

Each religion belongs to a group, which impacts which tolerance is applied and how religions interact with each other. Religions in the same group are viewed as heretics, but those of another group as heathens.

The groups we currently have are, but that may change as we continue to develop the game.
  • Christian
  • Muslim
  • Eastern
  • Dharmic
  • Zoroastrian
  • Manichean
  • Judean
  • Andean
  • Pagan

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The current Christian religions. Take into account that they are very much WIP!

In some games we have made there have not been any major differences between religions, merely being different modifiers, and while some religions in Project Caesar are still only a few modifiers, many will have mechanics. Right now, we have made unique mechanics for Catholicism, Orthodoxy, Miaphysitism, the various Protestants, Muslims, Buddhists, Shinto, Nahuatl, Hinduism & the Inti religion. Each of these will get their own unique later development diary.

Now every religion will still have some modifiers that describe them, in many cases it is things that enable or disable certain mechanics. Some examples include the fact that countries with Jain as their state religion can not start wars without a casus belli, and that Calvinist countries will never reroll the dice in a battle, as everything is preordained.

Stay tuned for next week, where we talk about another completely new feature that adds flavor to the game.

Sadly, I can’t reply today, as I am at some management thingie in Stockholm, but @Pavía will help you out!
 
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Logically it's to your state religion. What sense would it make to convert heretic/heathen pops to another heretic/heathen religion? Has there been an example of this anyway? I can't imagine the Spanish conquering Mexico and then convert the locals to Islam.

Question is, if I conquer Morocco as Catholic Spain, what will happen to the Madrasas already built? Will they be closed? Destroyed? Swapped for Cathedrals? Will they still convert to Sunni if still around, or will they somehow convert people to Catholic?
 
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So does that mean combat for Calvinism consists of entering battle, rolling a 1, and either retreating to try again or watching your troops die for the crime of being Swiss? Because that sounds like the most frustrating thing imaginable, at least with other religions you have a chance to roll better on the next tick.
I suppose the contrary is that they could roll a 9 and just sweep, but yeah, it's... definitely a choice.
 
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Not at all related, but looking at this map, there seem to be vast swaths of ocean grouped together and "sea lanes" connecting continents. Do we have oceanic wasteland or is this WIP?
 
As an East Asian, the crude and neglected Eastern religions will make me not want to buy this game. No one who has studied Eastern religions will be satisfied with the Eastern religions you designed.
 
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I want to make the case for giving religion another design pass here as opposed to just additional content passes (i.e. adding more religions, separating out animist, etc.)

The EU4 religion system of distinct, static religious families with hard-coded limits/mechanics and set relations with other religions works well for a board-game-y type game, where you have 1 province = 1 religion and send out missionaries to convert provinces. This approach does not work well with the pop system. Here's why.

1) Religions historically were not static. Within a single religion, there is often immense change in norms, doctrine, rituals, relationship to politics, social conservatism, etc.

2) Abrahamic faiths just work a little bit differently than other religions. While the idea of a "religious group" is sensible enough for Christianity and Islam, it just doesn't capture the actual historical dynamics between, for example, Buddhism & Shinto, or Buddhism and Taoism and Confucian-familial-piety. The words "heretic" and "heathen" themselves are Abrahamic concepts which awkwardly translate to Eastern religions.

3) The identification of a state with a religion is a bit too hasty. States and their rules changed religion opportunistically, to signal certain continuities or discontinuities with the past. In EU4, to change religion you generally either had to use special hard coded pathways (ex. the reformation, where the need to be able to change religion is especially obvious) or cheese rebel spam.

I would propose that much more be imported from CK3 here about religion. I think CK3 gets a lot right and offers great potential for a pop system. (If you want an anti-example, it's Vic3. Vic3's culture and religion systems are among the weakest/most under-designed parts of the game. And there you see exactly a pop system merged with a static national religion, like I worry will happen here.)

- Tolerance of other religions should be an attribute of a religion, not a religious group. In CK3, families of religions set baselines tolerance toward other faiths - but the tolerance is also modified by doctrine, beliefs, and hard coded attributes. This means that Eastern religions, for example, don't view any religion as Evil in the same way that Abrahamic faiths do.

- Religions change over time. In CK3, that's represented by faith reformations, re-organizations, etc. which dynamically change the map. But I would love to see instead the possibility to change doctrines within the same religion. This could be implemented similarly to the EUIV political reform tree.

- Rulers should be able to change religion, at least within constraints. This should be costly and come with downsides, but it shouldn't be prevented by hard-coded limits.
 
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I would like to propose the extend of catholic faith in Scandinavia be cut back just a little. The church had been established in Finland Proper, Tavastland and whatever places the Swedes inhabited on the coast, but everything north of modern day Tampere-Lahti axis should be mostly Finnic pagan. Mikkeli (back then the socken of Savolax or Savilahti) was the the sole congregation in the eastern interior at the time.

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Figure 1: Sockens founded between 1220 and 1250.
Figure 2: Congregations in 1400 (light purpe) and 1600 (purple).

I also seems like Sweden's borders extend quite a bit further than they did at the time. I'm sure you know of the 1323 Treaty of Nöteborg, and while the border is more than ambiguous, the extent shown here is certainly generous. History tells us that Sweden did not levy taxes north of river Pyhäjoki during the time, which would be in accordance with most interpretations of the border at the time. At minimum, the control the Swedish crown holds over the interior should be 0 %. This, of course, is mostly due to the fact that the interior had little to no permanent residence. Finns did hunt and fish around most of the lakeland/interior, same as Sámi.

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Figure 3: Interpretations of the 1323 border.
Figure 4: Swedish castles and governance of Finland in 1395.

Source: Haapala, P. p., & Toivo, R. M. t. (2007). Suomen historian kartasto. Karttakeskus.
 
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I know it's very WIP, but the stripes are massive. I would like smaller stripes TBH
 
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Calvinist countries will never reroll the dice in a battle, as everything is preordained.
This seems an extremely odd design choice. Don't the dice rolls just represent the fortunes of the battle, not actual dice in the context of the game world? A high roll might mean your forces were hitting every shot or rushed to the top of the knoll before the opponent, and low roll might mean all your drummers and standard bearers got hit on the first volley. That has nothing to do with what religion you are.
 
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This seems an extremely odd design choice. Don't the dice rolls just represent the fortunes of the battle, not actual dice in the context of the game world? A high roll might mean your forces were hitting every shot or rushed to the top of the knoll before the opponent, and low roll might mean all your drummers and standard bearers got hit on the first volley. That has nothing to do with what religion you are.

It’s also a somewhat meme-level understanding of what Calvinists believe about pre-destination. I assumed it was a joke in the dev diary post.
 
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1. Yes.
2. That's the plan.
3. No, it's set.
Regarding point 3 (answer to 'Is it possible for playesr in-game to change how we view different religions from Kindred to Enemy or is it set just like how Heretics and Heathens are set?'):

Wouldn't it make more sense to allow these 'opinions' between religions to change in a natural and dynamic way. In this way one could represent the changes in attitude between for example, the catholics and the various reformation branches of christianity from the year 1550 (more hostile) to 1750 (less hostile). Or perhaps the increased hostility towards christianity in Japan in the Edo period.

One could model this as follow: Let there be a 'hostility' value between each religion. The actions of the various member states of these religions impact this hostility in order to reduce or increase it. Examples of these actions may include: population expulsions, wars, extra tax, events etc. After some specified thresholds you could transition from ambivalent --> negative --> enemy.
 
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The Golden Horde had just recently converted to Islam when the game starts it's impossible for them to already have converted their entire country. Also you said there would be Norse represented at the beginning of the game? Sad to see how simplistic the religion map-mode is compared to culture. Would be nice to see lines indicating there's a large minority of a faith in a province like how it is in the culture map-mode as well.
 
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I do hope the Alawites, Druze, and Yazidis are represented in-game, especially as all three were majority faiths in some areas in the Middle East as of 1337. The Zoroastrian group should also really be the Iranic group and include the Yazidis imo.
 
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Will these religions be default or will there be a bit more of a stance of religious tolerence or partial secularism making it that within some nations they don't really care about foreign religions?

As much as there was these things present during the timeframe of the game setting