An idea partially inspired by a conversation on Twitter a number of weeks ago, that I finally decided to write up having formed a revolutionary republic in my latest EU4 campaign. In essence, switching to state sponsored secularism should be something that comes about in the late game.
(Apologies for formatting errors, this was typed up in Notes on my iPad and copied across)
Secularism
“Dominant” Faith Disaster
Having a single accepted faith occupying more than 75% of your state development will start a ticking disaster of <X Faith> is Dominant in <Country Name>. This will spawn zealot rebels of the dominant faith with the goal of converting the country to their faith.
Religion Bonuses
Upon adopting Secularism your previous True Faith becomes Accepted and all previously Heretic Faiths become Tolerated, all previously Heathen Faiths are represented by their Religious Groups and are initially Unaccepted.
Thus a Catholic nation that adopts Secularism will gain the Accepted Faith bonus from Catholic initially, any branches of Christianity that they accept and only the other religious groups (e.g. they will accept Muslim instead of Sunni, Shia and Ibadi separately)
Suggested Accepted Faith Bonuses
(Apologies for formatting errors, this was typed up in Notes on my iPad and copied across)
Secularism
- Spawns by event for countries that have embraced the Enlightenment.
- Borrows the Harmonisation mechanics of Confucian.
- Scale of Religious Acceptance (Unaccepted - Tolerated - Accepted - “Dominant”)
- Unaccepted religion = treated as heathen tolerance.
- Tolerated religion = treated as heretic tolerance.
- Accepted religion = treated as true faith tolerance.
- As accepted religions are treated as true faith, they can be culture converted.
- Cannot be defender of the faith.
- Belongs outside all Religious Groups.
- American National Ideas would gain bonuses to acceptance rate.
“Dominant” Faith Disaster
Having a single accepted faith occupying more than 75% of your state development will start a ticking disaster of <X Faith> is Dominant in <Country Name>. This will spawn zealot rebels of the dominant faith with the goal of converting the country to their faith.
Religion Bonuses
- +2 Tolerance of Heretics
- +2 Accepted Cultures
- -100% Missionary Strength
Upon adopting Secularism your previous True Faith becomes Accepted and all previously Heretic Faiths become Tolerated, all previously Heathen Faiths are represented by their Religious Groups and are initially Unaccepted.
Thus a Catholic nation that adopts Secularism will gain the Accepted Faith bonus from Catholic initially, any branches of Christianity that they accept and only the other religious groups (e.g. they will accept Muslim instead of Sunni, Shia and Ibadi separately)
Suggested Accepted Faith Bonuses
- Christian: -5% Stability Cost
- Catholic: +0.5 Yearly Prestige
- Protestant: +10% Improve Relations
- Reformed: +1 Possible Advisors
- Anglican: +25% Innovativeness Gain
- Orthodox: +15% Manpower
- Coptic: +5% Fort Defence
- Muslim: +5% Trade Efficiency
- Sunni: +10% Cavalry Ratio
- Shia: +5% Army Morale
- Ibadi: -10% Ship Cost
- Eastern: +1 Accepted Cultures
- Theravada: -5% Advisor Cost
- Vajrayana: +5% Production Efficiency
- Mahayana: -5% Idea Cost
- Confucian: -5% Admin Tech Cost
- Shinto: +5% Infantry Combat Ability
- Dharmic: +1 Tolerance of the True Faith
- Hindu: +1 Tolerance of Heathens (Tolerated Faiths)
- Sikh: -5% Military Tech Cost
- Pagan: -0.5 National Unrest
- Animist: +0.5 Tolerance of the True Faith (Accepted Faiths)
- Fetishist: +1 Diplomatic Reputation
- Totemist: +0.5 Tolerance of the True Faith (Accepted Faiths)
- Tengri: +10% Religious Acceptance Rate
- Inti: -0.05 Monthly Autonomy
- Nahuatl: +5% Discipline
- Mayan: -10% Core Creation Cost
- Norse: +15% Galley Combat Ability
- Jewish: +15% Institution Spread
- Zoroastrian: +10% Trade Efficiency
Upvote
0