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Dragatus

Knight of the Toxic God
35 Badges
Jul 29, 2015
7.270
8.410
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Age of Wonders III
INTRODUCTION

This started out as a simple balance mod for the various natures and doctrines, but grew over time into an overhaul of the reformation system and a comprehensive rebalance of most of the game's religions. It's not finished, but it's sufficiently developed to release it to the public. If you have any constructive criticism or suggestions you wish to share feel free to do so.

MAIN FEATURES

1) In the new reformation interface natures and doctrines have been merged into a single category called doctrines and you get to pick three of them. Basic features previously determined by nature (such as whether AI characters will convert provinces they own) are now inherent in the reformed religions themselves.
2) Instead of having a unique doctrine pagan faiths now have 1 inherent doctrine that is built into the reformed religion itself and you get it for free when you reform (Sea-Bound for reformed Norse, Ancestor Veneration for reformed Romuva, etc.)
3) Rebalanced existing doctrines and leadership types and added 13 new ones for a total of 37 doctrines and 4 leadership types to choose from.
4) Reformed pagan religions lose raiding and concubines to make them balanced, but both can be re-enabled with new doctrines. Reformation is intended to allow you to customize the religion to match your needs rather than to be a straight upgrade and unreformed pagan religions should be more viable in the long term.
5) Added features to bland heresies and rebalanced religions in general.
6) Localized into French, German, and Spanish. I know German so it should be fine, but French and Spanish translation was done with Google translate and is likely pretty bad. If you speak either language and wish to help me fix the translation I will be happy to accept your help.


COMPATIBILITY

This mod is not ironman compatible and will not allow you to get achievements.

The mod modifies religions, reformation features, the reformation interface, succession laws, voting rules, government forms, societies, and several decisions (from the dynasty, minor, and realm decision files). Any other mod that changes any of these things is almost certainly going to be incompatible. Mods that add entirely new societies should be fine though.

KNOWN BUGS AND OTHER ISSUES

1) Reformed Romuva should grant access to Eldership succession, but it doesn't.

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Changes to existing religion features:
- Warmongering, Unyielding, Peaceful, Proselytizing, and Dogmatic no longer have any effect on whether or not characters will try to convert provinces they own. All reformed religions are set to always convert owned provinces by default. However, Cosmopolitan still makes the AI not convert provinces.
- Warmongering, Unyielding, Proselytizing, Dogmatic, and Cosmopolitan no longer enable raiding and great holy wars.
- Great holy wars are enabled by Temporal and Hierocratic leadership.
- Autocephalous leadership gives +20 temple vassal opinion and allows you to force a vassal religious head to abdicate.
- Autonomous leadership also gives +20 temple vassal opinion (temporary bonus for v1.0 that will eventually be replaced with chosing patron deities).
- Autonomous leadership no longer provides an attribute bonus. This is unfortunate but was necessary in order to facilitate many of the doctrines.
- Proselytizing and Dogmatic no longer cause you to lose piety if attacking same religion
- Cosmopolitan no longer has a MA penalty. Instead it now prohibits great holy wars.
- If you don't also have Syncretic, Cosmopolitan enables decision to gain sympathy for another religious group.
- If you do also have Syncretic, Cosmopolitan gives infidel vassals a decision to gain sympathy towards the liege's religious group.
- Warmongering now gives a 20% levy size bonus (instead of enabling great holy wars).
- Warmongering (and offensive pagan religions) no longer allows you to raise vassal levies without upsetting your vassals.
- Unyielding doesn't give any levy or garrison size bonus.
- Unyielding (and defensive religions) now gives +100% morale and +50% garrison size in home terrain, but no bonuses to defense, levy size, or garrison size in general.
- Monastic no longer provides a learning bonus. In an update it will provide access to monastic orders, but I wasn't able to implement that yet.
- Monastic enables Monastic Feudal government for Tibetan rulers.
- Religious Tax changes AI behavior so that rulers do not convert provinces of religions from other religion groups.
- Ancestor Veneration no longer requires a religious head to work. Blessed ancestors are determined automatically. You can now combine it with any type of leadership.
- Animistic rites of passage bug fixed. Bonuses now last for 30, 20, or 10 years (AI always takes the 20 year bonus). AI will only use the Sign of Power (reduced revolt risk, increased income) if it's count tier or higher.
- Animism doesn't give a land morale bonus.
- Unrelenting now gives +20% land morale instead of the 10% attack bonus and ignoring defensive attrition (there is a new doctrine for that).
- Agnatic & Enatic clans now force strict Agnatic/Enatic succession. Agnatic-Cognatic and Enatic-Cognatic are no longer allowed.
- Sea-Bound alone is now enough to get viking/pirate traits (doesn't require combination with Daring).
- Sea-bound allows you to raid (if you don't have Peaceful).
- Pyramid Creation now grants -10% great works construction cost & time

New doctrines:
- Unity: +10 same religion opinion, lose piety if attacking same religion
- Kinship: +10 dynasty opinion
- God-king: religious leader becomes high god and has special feudal/tribal government that allows holding temples in addition to castles/tribes and allows free revocation of all vassal titles; requires Temporal leadership and Divine Marriage doctrine; replaces Dogmatic + Divine Marriage + Temporal synergy
- Consorts: allows taking consorts
- Free Love: +10% Fertility and followers can become Lustful by decision
- Joy of Life: enables a decision that removes Stressed/Depressed or gives an event modifier bonus to diplomacy/fertility/dynasty opinion
- Temple Builders: +10 temple vassal opinion and -25% temple holding construction cost (stacks with monastic order bonus)
- Untamed: raiding is allowed, ignore defensive attrition
- Horse Cult: +20% attack and defense bonus for Light Cavalry, Horse Archers, Camel Cavalry; incompatible with Warrior Elite and Populism
- Warrior Elite: +20% attack and defense bonus for Heavy Infantry, Heavy Cavalry, War Elephants; incompatible with Horse Cult and Populism
- Populism: +20% attack and defense bonus for Light Infantry, Archers, Pikemen; incompatible with Horse Cult, Warrior Elite, and God-king
- Anti-feudal: enables special new government type called Religious Community that replaces feudal; allows holding castles, temples, and cities without penalty and +20 vassal limit, but can't usurp or create kingdoms and empires, can't imprison without reason, and forced to use Elective Monarchy; requires Populism and Autonomous leadership
- Holy Warriors: enables two retinues that can be hired with Piety; type of retinues is based on the terrain of your capital; synergy with Enatic Clans also allows hiring Amazon retinues (Archers or Horse Archers); requires Legacy of Rome DLC

Holy Warriors retinues by capital province terrain:
- Plains: Light Cavalry and Heavy Cavalry
- Farmlands: Heavy Infantry and Heavy Cavalry
- Forest: Archers and Pikemen
- Hills: Pikemen and Heavy Infantry
- Mountains: Light Infantry and Heavy Infantry
- Steppe: Light Cavalry and Horse Archers
- Jungle/Marsh/Arctic: Light Infantry and Archers
- Desert: Light Infantry and Camel Cavalry


Ureformed pagan religions are designed as a combination of five doctrines. The one marked with [square brackets] is also inherent in the reformed version and you get it for free when you reform.
- Norse: [Sea-Bound], Warmongering, Daring, Unrelenting, Consorts
- Tengri: [Horse Cult], Warmongering, Ancestor Veneration, Animistic, Consorts
- Romuva: [Ancestor Veneration], Unyielding, Animistic, Sea-Bound, Consorts
- Soumensko: [Animistic], Unyielding, Ancestor Veneration, Kinship, Consorts
- Slavic: [Joy of Life], Unyielding, Ancestor Veneration, Animistic, Consorts
- African: [Animistic], Syncretic, Ancestor Veneration, Equality*, Consorts
- Zun: [Syncretic], Stability, Unrelenting, Warrior Elite, Consorts
- Bon: [Monastic], Unyielding, Equality*, Stability, Consorts
- Hellenic: [Haruspicy], Syncretic, Astrology, Meritocracy, Monastic*
- Aztec: [Bloodthirsty Gods], Warmongering, Unity, Warrior Elite, Consorts

Notes:
- When AI characters reform a religion they generally take 1 or 2 doctrines that match the unreformed version.
- Equality* means Absolute Cognatic is allowed, but unlike with the actual doctrine it is not enforced. Agnatic is prohibitet, but rulers can still be Agnatic-Cognatic. It also does not enable having female councilors.
- Unreformed pagans with built in Ancestor Veneration have half the normal chance to get venerated ancestors. Reformed Romuva has the normal chance.
- Bon & reformed Bon can join the Buddhist monastic order as a temporary measure until proper pagan monastic orders are implemented.
- Hellenic is considered Monastic* because it grants access to a pseudo-monastic order (the stoics) and because priests can't inherit.
- Some doctrines are unavailable to certain reformed religions because they conflict with the inherent doctrine. Zun can't be Dogmatic, Tengri can't have Warrior Elite or Populism (and by extension Anti-Feudal), and Aztec can't be Peaceful.

In addition to the above the pagan religions are considered to be either civilized or uncivilized:
- Civilized pagan religions have normal succession laws, normal short reign penalty, do not have defensive attrition, and do not enable raiding. They are Hellenic, Zun, Bon, and Aztec.
- Uncivilized pagan religions have double short reign penalty and do not have access to Primogeniture, Ultimogeniture, or Elective Monarchy successions, but they all get Eldership succession if they are tribal, they benefit from defensive attrition, and they can raid. They are Norse, Tengri, Romuva, Soumensko, Slavic, and African.

All unreformed pagans also still have their Pagan Subjugation CB that they can use once per life to subjugate another pagan ruler if they're either tribal or have Elective Gavelkind succession. In addition they can now subjugate a ruler of lower rank regardless of religion, but that uses the same once per life limit as Pagan Subjugation. Essentially this means unreformed pagans can perform one subjugation per life, using either Pagan Subjugation or the new generic Subjugation. Failed subjugations do not count against the limit.

Changes to non-pagan religions:
- Catholic/Messalian/Sunni/Shia/Jain/Mazdan group: unchanged
- Fraticelli: added Give Large Donation decision (lose 500 gold, gain 200 Piety)
- Lollard: added Peaceful, Populism, Stability, +2 Stewardship & Learning
- Waldensian: added Peaceful, Populism, Anti-Feudal, Give Large Donation decision
- Cathar/Bogomilist: added Peaceful, Populism, Anti-feudal
- Orthodox/Monothelite: added +20 temple vassal opinion, a decision to replace vassal religious head, intermarriage with Slavic and Germanic pagan
- Iconoclast: added +20 temple vassal opinion, a decision to replace vassal religious head, +10 Muslim opinion & -10 opinion from other Christians, intermarriage with Sunni
- Miaphysite/Monophysite/Paulician: added Unyielding, intermarriage with Muslims
- Jewish group: added Unyielding, can't demand conversion
- Nestorian: added +2 Diplomacy & Learning
- Yazidi: no jihads, can't demand conversion, hard to convert, no intermarriage with other religions
- Zikri: no jihads, Peaceful
- Druze: no jihads, Unyielding, can't demand conversion
- Hurufi: no jihads, +2 Diplomacy & Learning
- Kharijite: -4 Diplomacy, +2 Martial & Intrigue, allows Agnatic-Cognatic succession
- Hindu: added Warrior Elite
- Buddhist: +2 Diplomacy & Learning instead of +4 Learning
- Taoist: added Melliorism decision (also benefits from Stability + Meritocracy synergy), +2 Learning (in addition to existing +2 Stewardship), subjugation CB (vs any lower tier ruler; once per life; can't be used by Western Protectorate)

Other changes:
- Added river movement to all religions.
- If your religion allows heir designation and you have Imperial Elective succession you get +300 voting strength.
- Eldership now uses twice as many elders (12 instead of 6) and the elders need 80 opinion to become ecstatic (instead of 60). That should make it less trivial to control the vote.
- Max tribal organization or being feudal enables Gavelkind and Seniority for all non-Muslims (this mainly makes them available to unreformed pagans, but it also makes Seniority more useful for non-pagans because it doesn't directly compete with Primogeniture).
- Tibetan cultures are eligible for Monastic Feudal government with any monastic religion (Bon, reformed Bon, and Buddhist as well as Hindu, Jain, and all Christian religions)
- Religions that allow Absolute Cognatic succession no longer allow Agnatic succession, though Agnatic-Cognatic is still permited.
- Unreformed pagans are allowed to use the decisions to Adopt Feudalism or Found Merchant Republic.
- Germanic pagan demon child events now give Possessed, Arbitrary, Cruel, and Wroth when the demon child reaches adulthood.
- The rare reincarnation flavor event is now available to Hindu, Buddhist, Jain, (reformed) Bon, (reformed) African, Mazdaki, Manichean, Khurmazta, Cathar, Yazidi, and Druze characters.
- You can legalize bastards even if you don't have 20 Piety, but doing so will still cost you 20 Piety (so you can go negative).
- Changed the tattoos for non-African animists to make them a less jarring.

Plans for future updates:
- Autonomous leadership will allow picking a patron deity instead of giving +20 temple vassal opinion
- Monastic doctrine will enable joining a pagan monastic order. Monastic order abilities will be tied to other doctrines of the religion (the three flavors will be zeal, war, and love/harmony).
- allow choosing the new religious head when you force the old one to abdicate
- implement a special elective succession type for Religious Community government
- review and rebalance Mazdan religions
- make Manichean an independent religion instead of a heresy of Zoroastrian (need icon)
- figure out what to do with Yazidis (will probably need icon for them too)
- implement a perfecti mechanic for Cathar and Messalian
- balance religions for random worlds
- game option to enable or disable unique doctrines
- invent plausible heresies for reformed pagan religions
- make Imperial Elective succession tied to Imperial Administration law instead of specific titles


Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1742099940
Manual download: https://www.dropbox.com/s/4qnr198ti4eogin/ReformationReformManualDownload.zip?dl=0

2025 UPDATE:
I'm back to modding CK2 and have been working on an update for Reformation Reform. A beta of the update is available as manual install here.

Changes:
- Added Divine Truth doctrine which unlocks an ambition that makes you Honest, Just and Diligent.
- Added Sacred Lies doctrine which unlocks an ambition that makes you Deceitful, Groomed and Shrewd.
- Added Charity doctrine which enables a decision to donate 500 gold and get 200 piety.
- Free Love now prevents cuckoo pregnancy. Mothers will always reveal the real father of their unborn child. Removed several opinion penalties for producing bastards if both parents follow a Free Love religion.
- Holy Warriors doctrine now unlocks a new building that adds additional LI, AR and HI troops to temple holdings. A fully upgraded temple will have about 40% more levies.
- Unyielding no longer prevents holy wars and the +100% morale bonus in home territory has been replaced with a +50% defence bonus in home territory.
- Animism now gives +50% morale in home territory.
- Added two special combo doctrines to each pagan religion.
- Germanic gets Call of Valhalla (Unrelenting + Warmongering) and Sons of Ragnarok (Sea-Bound + Daring).
- Tengri gets Eternal Riders (Horse Cult + Ancestor Veneration) and Wrath of the Steppe (Animistic + Warmongering).
- Romuva gets Defenders of Dievas (Unity + Unyielding) and Sacred Dainos (Ancestor Veneration + Animism).
- Soumensko gets Survivors of Ukko (Animistic + Unyielding) and Tribes of Kalevala (Ancestor Veneration + Kinship).
- Slavic gets Children of Perun (Animistic + Joy of Life) and Guardians of Zemlya (Ancestor Veneration + Unyielding).
- African gets Totem-Guardians (Animistic + Populist) and Wisdom of Africa (Ancestor Veneration + Syncretism).
- Zun gets Cosmopolitan (Stability + Syncretism) and Swords of the Sun (Holy Warriors + Warrior Elite).
- Bon gets Harmonious (Equality + Stability) and Fortress-Monasteries (Monastic + Unyielding).
- Aztec gets Invaders (Bloodthirsty Gods + Unrelenting) and Jaguar Warriors (Warmongering + Warrior Elite).
- Hellenic gets Civilized (Meritocracy + Stability) and Disciples of Destiny (Astrology + Haruspicy).
- Unreformed Germanic no longer has access to Eldership succession.
- Unreformed Romuva now gets the benefits of Unity instead of Sea-Bound.
- Unreformed Zun now gets the benefits of Holy Warriors instead of Unrelenting.
- Unreformed Aztec now gets the benefits of Unrelenting instead of Unity.
- Unreformed Hellenic now gets the benefits of Stability instead of Monastic.
- Added game rule that controls whether you can pick one or both special doctrines available to each religion and whether the 4th doctrine slot is always available.
 
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Thank you. This is my most ambitious mod to date and I've been busy with it since February, so it feels good to have my work appreciated.
 
Great work :)
But if I can suggest something. I would rather give slavic sea-bound instead of animistic, because in fact slavic piracy was common, but often forgotten thing, in early eras :)
 
@manble1234 Reformation Reform is unfortunately not compatible with CK2+ or HIP. Once it's fully developed I may make a compatibility patch, but for now that's in the distant future. That said if anyone else wants to make a compatibility patch they have my blessing and I can provide information and assistance.

@NarcomancerPL That sounds interesting. Can you provide sources?
 
Basic features previously determined by nature (such as whether AI characters will convert provinces they own) are now inherent in the reformed religions themselves.

Minor thing but this may not be desirable for religions that are reformed with Religious Tax doctrine, as having unconverted counties can be quite profitable. Maybe this behaviour shouldn't happen if the Cosmopolitan, Religious Tax or Syncretism are selected doctrines.

EDIT: Never mind, I just cheked the bigger readme and saw it was all covered.
 
Zikri and Druze already have no Jihads (from not having a religious head), also Manichean should remain as a Zoro heresy.
 
Zikri and Druze already have no Jihads (from not having a religious head)

Fair point.

As for Manichean, I could still be swayed either way, but as long as I don't have a religion icon for it as an independent religion it's a moot point.
 
Manichaenism is in no way a Zoroastrian heresy. Manichees didn't consider themselves Zoroastrians, nor did Zoroastrians or anyone else. It should be a seperate religion either in the Mazdan group or in a new Gnostic group. As for a symbol, a gate comes to mind, as Mani was executed on a gate. For slavic piracy, Norwich mentions in 'A History of Venice' that the early Venetian Republic had a fair bit of trouble with pagan Slavic pirates from what is now Dalmatia, and even fought a war with them. That said, this is the only example I've come across so it may be better to apply that as a cultural bonus for Croats.
 
Localized into French, German, and Spanish. I know German so it should be fine, but French and Spanish translation was done with Google translate and is likely pretty bad. If you speak either language and wish to help me fix the translation I will be happy to accept your help.
Never use Google translate deepl.com is so much better.
 
You haven't got heaps of replies which is unfortunate, i hope you're not discouraged because you've obviously done heaps of work on this. I just wanted to say thank you and encourage you to keep at it. Ck 2 sorely lacks big overhauls like this that fundamentally address some of the games weaknesses and add meaningful depth. Big big kudos man!
 
No worries, I got a lot of positive response on the Steam workshop, so I'm far from discouraged. I made top mod of the week and 480+ downloads in only three days with 60 people marking it as their favorite. There's also a lively debate in the comments there.
 
This is really fascinating, great work! I can't wait to give Anti-Feudal a run when it gets its unique succession
 
Thanks. I'm still thinking how exactly that should work and am open to input from players, though I reserve the right to just do things my way. ;)

The idea so far is that electors would be all landed characters of your religion in the realm and they'd have a voter strength the same way electors do with Imperial Elective, except the voter strength would be mainly based on Piety and Learning with age also having some influence. And valid candidates would be chosen as with Elective Monarchy, except they would have to match your religion. The ruler would get a bonus to voter Strength if religion has Meritocracy.
 
I considered a caste doctrine, but I deemed castes on their own as too weak to be worthy of a doctrine. I'd have to combine them with a secondary effect and wasn't quite happy with any of the ideas I came up with.
 
Can you update your standalone mod to reflect the change here?

This mod takes a big axe to my vanilla game play but I want to play around with the new doctrines.

Can you get the bloodline with only Sea bound?

If veneration is automatic does that mean the temporal head no longer gets an opinion bonus for venerating?