• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Eeyore Robin

Sergeant
May 5, 2020
61
500
Warning: Word count of 1631 at time of final draft.


Hello everyone,

I have been staying up-to-date with the Tinto Talks and I believe that one aspect of the game that has so far proven a little underwhelming are the religious mechanics. I remember hearing near the start of the project of how Calvinists had no dice rerolls due to predestination and thought that religion in EUV was going to be an absurdly fun system. Most of what we have seen relates to Christianity, with a little peek at Hinduism and Jainism, but at first iteration, a lot of religions seem like a “bonus modifier soup” where you interact with a button, you get a modifier. The devs have put a lot of care and research in visually representing all the different permutations of religion that they have covered so far, but it feels a little weird to see: “Embrace the avatar Narasimha: Hostile attrition +0.50.” Religion is one of the few things that people believed (or disbelieved) in, and I want to outline the shortcomings I have perceived in the new system and suggest a potential model to improve upon it.

Shortcomings:

  • Most religious systems seem almost entirely under player control or only with a few “requirements” to jump through at your leisure.
  • Most religious doctrines are just positive modifiers.
  • Besides the old true faith / heretic / heathen partition, it does not seems like POPs or estates interact much with religion.
Goals:

  • Make religion something that is not under your control in most cases, so that the struggle for control or how to deal with that lack is a new game mechanic.
  • Make doctrines something important to POPs, estates, and other countries.
  • (Very long-term goal) Make your choices of doctrine affect actual gameplay actions.
For my model, I will base it heavily on the Vic2 POP issue system, and apply it in a cursory and totally under-researched way to Islam, in anticipation of this Wednesday’s Talk. I will include a summary of the Vic2 POP issue system below to get the unfamiliar up to speed.

In Victoria 2, much like EUV, there is a system of POPs. I include a screenshot of POPs in Cairo as an example below. Most of these values should be familiar to an EUV follower.
Vic2Issues.png

You can see that POPs approach different issues and that adds up to a total for each province & eventually the nation. An important things is that YOU CANNOT SET THESE ISSUES! There are mechanics that let you influence issues, but the ideology & issue of your POPs is not under your control. If you have elections, these issues and ideologies determine the winner, but even without elections, POPs get more angry the further their government differs from their preferred policy. This is important when engaging with so many systems, and learning how to manipulate politics in Victoria 2 is one of my favorite systems. I am to rip out a lot of these basic systems and apply them to religions in unique manners.


Doctrines & POPs:

In EUV, every POP already belongs to a religion, but I would like to add a subcategory for their “key doctrine,” some part of their religion that this POP thinks most defines their faith. These doctrines are from a set list unique to each religion. To help with lag, when dealing with peasantry, each religion should have a “filler doctrine” for illiterate peasants, such as the Shahada for Muslims. However, literate peasants, clergy, nobles, and burghers should all have unique doctrinal priorities. A skeleton outline for Sunni Islam may look like the following, using the 5 pillars:

  • Shahada
  • Salah
  • Zakat
  • Sawm
  • Hajj
How POPs decide a doctrine to prefer can depend on a lot of factors; for example, nobles may view the Hajj as their preferred form of observance, the burghers may want to give out the Zakat and be done with things, while clergy POPs really want everyone to remember the Salah. However, these are not deterministic, and can be affected by geography, events, & many other game systems.



Doctrines & Estates:

After some quick averaging, your estates should come out with a preferred doctrine. Except for the clergy, which we will get to later, the main effect of these preferences will be to let estates mess with each others’ satisfaction. For example, since the burghers prefer to focus on the Zakat, the Commoners are a fair bit happier, but their disagreement with the Clergy and Nobility lowers their satisfaction a bit. This part of the system does not have to be particularly deep in most cases, but I want the political setup of your nation to be vulnerable to drift and internal disagreement that you are not in total control of.



Doctrines & the Crown:

Here is where the player interaction comes in! By default, you can choose the Crown’s religious policy at the start of every reign, as well as adjusting mid-reign at a price of stability. I really want doctrine effects to be unique, striving for more of the Calvinist predestination style of effect instead of + modifier, and will brainstorm some below:

  • Shahada: This option as the “default” or “safe” option protects you from some religious Estate or POP dissatisfaction, and gives +2.50% conversion speed.
  • Salah: Armies lose -5% movement speed, take 5% fewer casualties from attrition. The ruler gains 3 years on their life expectancy.
  • Zakat: You gain an option to “Give Alms” where you give a portion of your yearly income to gain prestige. It caps at 200% yearly income for +100 prestige. Hopefully this is calculated from gross income, not net income.
  • Sawm: Every Ramadan, your may choose if your leader embarks on a month of fasting. If they do, their skills lower by 20 in each category and they are unable to lead armies. They emerge from the experience stronger, adding 5 to a random skill. If they do not, there is a hit to clergy satisfaction.
  • Hajj: You are given a 10-year timer to raise funds for a Hajj. Whenever you have the funds necessary, you may choose to go on 3 different tiers of Hajj, whether modest, respectable, or extravagant. You spend more money but get a large boost to diplomatic reputation for the rest of your rulers’ reign. If you fail to go on a Hajj for 10 years, you get an event lamenting your ruler as a failed Hajji, slightly hurting Clergy satisfaction and diplomatic reputation while switching your value to Shahada.


Crown doctrine & internal politics:

The crown’s doctrine WILL aggravate some of your POPs of different doctrines. In the case of Sunni Islam, a crown doctrine of Shahada will be pretty tame, but if Wahhabism gets represented as a separate doctrine in the late game, we could see Wahhabi POPs almost always be very angry with a non-Wahhabist crown. Furthermore, while I do not fully understand the theology behind Islamic schools, I imagine these could be BBCs in your nation which can provide some benefit but either affect your POPs preferred policies or add new ones, so you can’t just let in every school lest your become less able to make everyone happy. Oh yeah, and you will never be able to share the doctrine of heathen or many heretic POPs, so be ready for them to also be upset.



Crown doctrine & the clergy:

While most estates will interact straightforwardly with the Crown’s doctrine, only having a minor satisfaction shift, I want the clergy to interact more strongly. For example, a country with a highly influential clergy should start with a privilege where the clergy chooses the doctrine of the Crown, which removes some choice but also could let an adept player shift their doctrine without the stability cost if they master the underlying mechanics. Alternatively, the clergy may demand a doctrinal shift in Parliament. I really want the clergy to present an active and sometimes oppositional estate to players as they can often fall outside the otherwise materialistic priorities of the nobles & burghers.



Crown doctrine & external politics:

In the religion tab, each country’s doctrine will combine under a weighted system to form a “dominant doctrine.” For example, in the Sunni case, the Mamluks, having many POPs and control of Jerusalem, may be able to set the course, especially if they conquer Mecca. If you follow this dominant doctrine, you will get religion-adjusted diplomatic bonuses. For Sunnis, this may not be a huge deal, with only some mild opinion boost, but this may become more involved over in Europe with its Popes and Reformations. I do not want to offer too much but at least want to suggest a potential direction this mechanic could go.



Conclusion:

Even if I have not communicated it the most clearly, I believe that adding a layer of religious doctrines underneath the current religion system is a necessary component to successfully modeling the religious world of EUV. I have seen feedback time and time again, such as how do we represent radical Protestants? How do we represent the Three Schools in China? Why do the playtests of the game feel like 20-50 years of stable internal setup and then you don’t touch internal politics again? I hope that doctrines can add a tried and true framework to truly build out religious features. I am dissatisfied with my own mockup, especially due to the whole gaminess of the Crown doctrine section, but even if you think the particulars of my setup are lackluster, or I have totally misunderstood Islam (likely), I hope you have the creativity to see how it is important that POPs truly believe things outside of your direct control. Thank you for making it so far.
 
  • 26Like
  • 5
  • 3
  • 3
Reactions:
As an add-on for Protestants: for the Church Aspects, you can choose 3-5 different doctrines that are viewed as “True Faith” by the country, which limits what your crown & estates can choose from. Then, people who believe in different doctrines will still basically be heretics.
 
  • 3Like
Reactions:
As we've gone through several Tinto Talks on American & Folk religions, and we see how much care and research the devs have already taken to name different aspects of a religion, I hope that this suggestion remains in mind for a way to more mechanically integrate all these concepts of different faiths (example: different POPs of the same religion can smoothly flow between worshiping different gods).

At my first go, I was thinking of this system in combination with Islam or Christianity, which have highly established clergies and broadly deny the divinity of current or past rulers. I had yet to consider how this could apply to other religions. To help further differentiate gameplay between folk religions, we could sort them by asking the following questions:
  • Is the ruler considered divine? A possibility: the Crown is locked into a certain "belief" of its own divinity and must get as many POPs as possible to agree to improve estate satisfaction.
  • Do different gods have traditional interest groups? A possibility: each estate is locked into the worship of a god, and actions that the crown takes to favor one god or another affect estates severely.
  • Does the religion emphasize balance and symmetry (like Yanantin)? A possibility: Whatever the crown emphasizes religiously, POPs drift away from, so unless you constantly swap the gods you sponsor, your POPs will start to get unruly?
The possibilities are truly endless, and while I'm certain this feature is out of scope right now and my current suggestion has shortcomings, I hope we can fill out a full new system that we will get to see further down the game's life.
 
  • 2Like
Reactions:
I like the idea of "doctrines" as something held by the pops and I actually had the same idea a while ago. It can be applied in a lot of different ways for different religions and drastically improve the representation of all of them.
Surely it is possible to implement this since Stellaris has every pop holding an ethic. But I'm afraid that EU5 is too far into development and close to release to implement this now.

For example:
Buddhism has Sects as a sub-religion that spreads to pops within the religious group, a thing that would be better represented with doctrines.
Folk religions and animism can have pops holding a patron god as a doctrine, thus giving you a more grounded benefit when choosing your national patron god, and also introducing the historical practice of adopting the gods of conquered peoples into your pantheon to integrate them.
Protestantism having different Church Aspects as doctrines held by the pops themselves would not only make choosing your Church Aspect more meaningful, it would also improve content such as the Anglican reformation (it would be possible to represent moderate and Puritan Anglicans).
 
  • 6Like
  • 1
Reactions:
Im dreading whatever abomination they cook up for Judaism.

Excellent post.


Edit: the only doing certain beliefs of Islam sometimes has the same issue as what EU4 did with Judaism. It makes no sense that charity should only be if you are focusing while if you are celebrating Ramadan, you dont do charity. Also Ramadan seems potentially busted for its skill increases.
 
Last edited:
  • 4Haha
Reactions:
I like the idea of "doctrines" as something held by the pops and I actually had the same idea a while ago. It can be applied in a lot of different ways for different religions and drastically improve the representation of all of them.
Surely it is possible to implement this since Stellaris has every pop holding an ethic. But I'm afraid that EU5 is too far into development and close to release to implement this now.

For example:
Buddhism has Sects as a sub-religion that spreads to pops within the religious group, a thing that would be better represented with doctrines.
Folk religions and animism can have pops holding a patron god as a doctrine, thus giving you a more grounded benefit when choosing your national patron god, and also introducing the historical practice of adopting the gods of conquered peoples into your pantheon to integrate them.
Protestantism having different Church Aspects as doctrines held by the pops themselves would not only make choosing your Church Aspect more meaningful, it would also improve content such as the Anglican reformation (it would be possible to represent moderate and Puritan Anglicans).

I also strongly support the idea of religious traits being Pop dependent rather than player/tag dependant.
 
  • 2Like
Reactions:
I really dislike the idea of pops having doctrines, popular opinion didn't matter much in the grand scheme of things and it sounds silly to court public opinion as a monarchy. It just seems like a massive lag boost to simulate things that were secondary consequences of power politics. England didn't convert to Anglicanism because of any doctrine as it was about was power, this makes creedal rigidity ahistorically important as if it was a fundamental force changing history when it didn't. Also it doesn't work at all for nonabrahamists. I just wish there was more stuff like calvinism, not having reroles. The kind of simple, easy, not massive causes of lag that actually change play style and interact with all the other game systems instead of creating content bloat. I wish the religious powers were tied to actual ingame actions and forced you to have different play styles. I wish instead of purity and 'honor' Shinto had kegare and you'd have negative effects from people dying in wars or from disease that you'd be forced to deal with. This doctrine stuff is a very modern/abrahamicacademia thing to care about yet even today 90% of people don't care about 99% of things. Polls show that the overwhelming majority of people hold contradictory religious views or views that would be heretical in their professed religion. These doctrinal disputes are often used as excuses for conflicts that would happen anyway, not the actual cause, in reality they're mostly irrelevant from the perspective of a video game simulating politics. What matters is aesthetic 'team' affiliation which paradox simulates perfectly fine.
 
Last edited:
  • 8Like
Reactions:
i have frustrations with the way religion is done, but i'm not smart enough to really know how to solve it

my main problem is that religion, as presented in game, seems to be a way to just get modifiers. there are a couple exceptions, but this seems to be largely the case. if you're polytheistic, it's about figuring out which gods to worship will give you the modifier you want. if you're, for example, lutheran, it's about picking which religious aspects give you the modifier you want. if your religion has a slider, it's about figuring out how to get the slider balanced...so that you can get the modifiers you want. it feels incongruous to the supposed early statement of "we don't want modifier stacking" and it feels gamey.

in a similar note, some of the modifiers don't really make sense to me. is there a reason why, for instance, the shia faith gives army morale, and not, say, catholicism? as if catholics hadn't been fighting under the banner of their god, and in the name of their god, for literal centuries? or karma giving discipline?

i worry that there are some religions that are able to be represented well because of their very clear interactions/integrations with politics. for example the catholic church. but there are other religions that we don't understand very well, such as the various american polytheistic religions, and so for the sake of 'balance', we have to add something the player can engage with, so we get some nonsense like DOOM. or there's religions that are just not able to represented as well as catholicism due to either limitations in the engine or just the difficulty of what the religion represents, like "sanjiao", so we get something that really isn't accurate at all.

i'm not a theologian or world religious scholar so i don't know what the solution would be, but i'm not really satisfied with the way religion is represented. i would rather religion give no modifiers at all, but would be primarily implemented as another way for governments/countries to interact with its people. each religion would have its own "IO" like the catholic io, or the orthodoxy patriarchates or whatever, and countries/players would have to figure out how to satisfy their needs, their pops needs, and the io's needs, and that would be the gameplay of religion, not this modifier stacking gamey stuff.
 
  • 6Like
Reactions:
Im dreading whatever abomination they cook up for Judaism.

Excellent post.


Edit: the only doing certain beliefs of Islam sometimes has the same issue as what EU4 did with Judaism. It makes no sense that charity should only be if you are focusing while if you are celebrating Ramadan, you dont do charity. Also Ramadan seems potentially busted for its skill increases.
My grim speculation: they cooked up nothing, because there does not exist any state with Judaism as its state religion in 1337 (and presumably not through 1837; I'll admit I'm a bit shaky on those details so I won't say that with confidence).

The only religions that got any flavor are the ones with a state that had them as their official religion in this time period. If not then they got nothing.
 
  • 3Like
  • 1
Reactions:
I really dislike the idea of pops having doctrines, popular opinion didn't matter much in the grand scheme of things and it sounds silly to court public opinion as a monarchy. It just seems like a massive lag boost to simulate things that were secondary consequences of power politics.
A quick note from my original post:
To help with lag, when dealing with peasantry, each religion should have a “filler doctrine” for illiterate peasants, such as the Shahada for Muslims.

I understand your concerns, but doctrines should be something that at the very least the clergy & nobles get involved with, and rulers have always had to court the interests of those estates. Furthermore, we actually do see a lot of doctrines start mattering to normal people during the Reformation. Not every religion & region needs to see popular religious tumult at all times, but if you want a way to model & explain all the radical militant sects in Christianity, Islam, Buddhism, and so on that appear at this time, this system can hopefully insert that simulation.

I super agree with your sentiment on how Calvinism seems pretty peak in terms of religion mechanics. My goal is to hopefully extend that depth further down into sub-religions, and also provide some mechanical pushback so the player cannot choose what they want without abandon.
 
  • 1Like
Reactions:
Surely it is possible to implement this since Stellaris has every pop holding an ethic. But I'm afraid that EU5 is too far into development and close to release to implement this now.
This is definitely out of scope for the release, but I'm sure many religions right now might get a new pass-around for DLCs. The framework for doctrines could be one of the free components for DLCs, while paying for DLCs lets players get more alt-historical (and wackier) ((and probably more fun)) options for things like Crown Doctrines.
 
Edit: the only doing certain beliefs of Islam sometimes has the same issue as what EU4 did with Judaism. It makes no sense that charity should only be if you are focusing while if you are celebrating Ramadan, you dont do charity. Also Ramadan seems potentially busted for its skill increases.
I get that, and it's also a shortcoming of the Vic2 system, where e.g. a pop with a reform issue like Minimum Wage is actually less likely to vote for a socialist party because they aren't supporting an electoral issue like Anti Military. The Pillars of Islam are actually a pretty poor example in this regard since the point is upholding all 5 pillars, but maybe it can be reworked so that multiple doctrines is the goal! Islam could be pretty cohesive where POPs don't really mind rulers emphasizing different pillars, versus a folk religion system where not honoring someone's gods is akin to a humiliation. The main goal is just to have POPs give a darn.
 
  • 2Like
Reactions:
I understand your concerns, but doctrines should be something that at the very least the clergy & nobles get involved with, and rulers have always had to court the interests of those estates. Furthermore, we actually do see a lot of doctrines start mattering to normal people during the Reformation. Not every religion & region needs to see popular religious tumult at all times, but if you want a way to model & explain all the radical militant sects in Christianity, Islam, Buddhism, and so on that appear at this time, this system can hopefully insert that simulation.
Then make it tied to the estates instead of the pops. Or even better just have separate mechanics related to sects, doctrines, etc. No need for pop by pop calculations. The radical reformation (they're the only militant sects I can think of, Buddhism and Islam didn't have any doctrinal fundamentalist militias at this time from what I know) should just be their own religion, religion is already tied to pops, an easy, much more accurate, easy to see fix. Militant rebels can be ABCs, way cooler, way more fun, way less lag. idk why Paradox insists that Anabaptists are basically just regular protestants, they're not, we don't need new mechanics to fix their mistake, they should just add anabaptism.

Also, your proposed lag reduction would probably still be very laggy, it's still a whole new set of pop calculations. This game is already super bloated and it isn't even released yet. imo they should remove some stuff, the art stuff is useless for example. I can think of a hundred less laggy ways to show these historically minor internal differences much of which paradox has already done, such as through the Council of Trent, protestant aspects or Sanjiao or pagans choosing a main deity. There are better ways to show internal differences than to inflate doctrinal difference to more important and to ahistorically individualize them when isolated individual opinions were largely irrelevant. There were many many many many people who held doctrines similar to luther most completely lost to the historical record, were completely irrelevant and didn't change anything at all. Opinions only start to matter when political structures change, not popular opinion. Especially in a monarchy but even in a democracy they're next to irrelevant.
 
  • 1
Reactions:
Then make it tied to the estates instead of the pops. Or even better just have separate mechanics related to sects, doctrines, etc. No need for pop by pop calculations.
I get the concern for lag, and the performance of the game is an entire "we'll see," but they have this system in Victoria II from 2010 so I'm not sure if it is really that intense. Also, this will be the base for a universal system instead of adding a new set of buttons / event chain / BBC for every case the devs find, which the AI will probably hit its head on and which is very restrictive for alternate history outside of modding.
The radical reformation (they're the only militant sects I can think of, Buddhism and Islam didn't have any doctrinal fundamentalist militias at this time from what I know) should just be their own religion, religion is already tied to pops, an easy, much more accurate, easy to see fix.
While these are late-game examples, there are the White Lotus & Eight Trigrams movement in Qing China (radical Buddhist sect who also rebelled for the restitution of the Ming Dynasty) and the Wahhabist movement in Islam. The White Lotus could conceivably be under normal rebel mechanics, but Wahhabists absolutely should not be either a separate religion or some other modifier. While most Muslims disavow such groups, Wahhabism is the school of Islam most associated with both hyper-tradition (think Saudi domestic policy) and some militant groups (such as al-Qaeda and ISIS). I do not want the maximum possible representation of Wahhabism as either a separate religion or some modifier that says "some Muslims are now angry." There should be some actual way to track where you may have POPs moving into fundamentalism, and indirect ways to affect them.
Opinions only start to matter when political structures change, not popular opinion. Especially in a monarchy but even in a democracy they're next to irrelevant.
I just think this is a little reductive. While it's outside the time frame, Victoria II is actually extremely materialist in the way you posit, and it really struggles to simulate how religion interacts with its century of modernity (ex: Ultramontanism and its effect on relations between France, Italy and the Papacy). I also think it's generally better to have a baseline universal mechanic that players learn and devs can build on, instead of having a bunch of random case-by-case features where players have to go to Reddit to figure out how this or that event chain works.
 
  • 1
  • 1Like
Reactions:
While these are late-game examples, there are the White Lotus & Eight Trigrams movement in Qing China (radical Buddhist sect who also rebelled for the restitution of the Ming Dynasty) and the Wahhabist movement in Islam. The White Lotus could conceivably be under normal rebel mechanics, but Wahhabists absolutely should not be either a separate religion or some other modifier. While most Muslims disavow such groups, Wahhabism is the school of Islam most associated with both hyper-tradition (think Saudi domestic policy) and some militant groups (such as al-Qaeda and ISIS). I do not want the maximum possible representation of Wahhabism as either a separate religion or some modifier that says "some Muslims are now angry." There should be some actual way to track where you may have POPs moving into fundamentalism, and indirect ways to affect them.
Oh yeah I forgot about the white lotus. Although I'll be honest I also think they should be their own 'Maitreyaism' religion, I put a proposal in the china tinto maps a long time ago. Very sad they didn't add it. I wouldn't call them a radical buddhist sect. They were like every single religion in China smashed together into a cluster f*ck (are we allowed to curse here?) of millenarian revolutionary movements. They were very different from most other Chinese religions and didn't blend into the landscape like most other religions did.

I still think tying doctrines to estates or other internal mechanics would just be better and more accurate. I really don't like this complexity for complexities sake stuff. Abstractions are good. Like you can have a universal system where estates have opinions on doctrines and fight over it if it's as important as you say. Why does it absolutely have to be tied to pops? Why not any other universal mechanic? That's the biggest thing, I don't understand your point of view on. Why use the laggiest feature in the game to represent secondary doctrinal disputes?
 
Last edited:
  • 1Like
Reactions:
Warning: Word count of 1631 at time of final draft.


Hello everyone,

I have been staying up-to-date with the Tinto Talks and I believe that one aspect of the game that has so far proven a little underwhelming are the religious mechanics. I remember hearing near the start of the project of how Calvinists had no dice rerolls due to predestination and thought that religion in EUV was going to be an absurdly fun system. Most of what we have seen relates to Christianity, with a little peek at Hinduism and Jainism, but at first iteration, a lot of religions seem like a “bonus modifier soup” where you interact with a button, you get a modifier. The devs have put a lot of care and research in visually representing all the different permutations of religion that they have covered so far, but it feels a little weird to see: “Embrace the avatar Narasimha: Hostile attrition +0.50.” Religion is one of the few things that people believed (or disbelieved) in, and I want to outline the shortcomings I have perceived in the new system and suggest a potential model to improve upon it.

Shortcomings:

  • Most religious systems seem almost entirely under player control or only with a few “requirements” to jump through at your leisure.
  • Most religious doctrines are just positive modifiers.
  • Besides the old true faith / heretic / heathen partition, it does not seems like POPs or estates interact much with religion.
Goals:

  • Make religion something that is not under your control in most cases, so that the struggle for control or how to deal with that lack is a new game mechanic.
  • Make doctrines something important to POPs, estates, and other countries.
  • (Very long-term goal) Make your choices of doctrine affect actual gameplay actions.
For my model, I will base it heavily on the Vic2 POP issue system, and apply it in a cursory and totally under-researched way to Islam, in anticipation of this Wednesday’s Talk. I will include a summary of the Vic2 POP issue system below to get the unfamiliar up to speed.

In Victoria 2, much like EUV, there is a system of POPs. I include a screenshot of POPs in Cairo as an example below. Most of these values should be familiar to an EUV follower.
View attachment 1309133
You can see that POPs approach different issues and that adds up to a total for each province & eventually the nation. An important things is that YOU CANNOT SET THESE ISSUES! There are mechanics that let you influence issues, but the ideology & issue of your POPs is not under your control. If you have elections, these issues and ideologies determine the winner, but even without elections, POPs get more angry the further their government differs from their preferred policy. This is important when engaging with so many systems, and learning how to manipulate politics in Victoria 2 is one of my favorite systems. I am to rip out a lot of these basic systems and apply them to religions in unique manners.


Doctrines & POPs:

In EUV, every POP already belongs to a religion, but I would like to add a subcategory for their “key doctrine,” some part of their religion that this POP thinks most defines their faith. These doctrines are from a set list unique to each religion. To help with lag, when dealing with peasantry, each religion should have a “filler doctrine” for illiterate peasants, such as the Shahada for Muslims. However, literate peasants, clergy, nobles, and burghers should all have unique doctrinal priorities. A skeleton outline for Sunni Islam may look like the following, using the 5 pillars:

  • Shahada
  • Salah
  • Zakat
  • Sawm
  • Hajj
How POPs decide a doctrine to prefer can depend on a lot of factors; for example, nobles may view the Hajj as their preferred form of observance, the burghers may want to give out the Zakat and be done with things, while clergy POPs really want everyone to remember the Salah. However, these are not deterministic, and can be affected by geography, events, & many other game systems.



Doctrines & Estates:

After some quick averaging, your estates should come out with a preferred doctrine. Except for the clergy, which we will get to later, the main effect of these preferences will be to let estates mess with each others’ satisfaction. For example, since the burghers prefer to focus on the Zakat, the Commoners are a fair bit happier, but their disagreement with the Clergy and Nobility lowers their satisfaction a bit. This part of the system does not have to be particularly deep in most cases, but I want the political setup of your nation to be vulnerable to drift and internal disagreement that you are not in total control of.



Doctrines & the Crown:

Here is where the player interaction comes in! By default, you can choose the Crown’s religious policy at the start of every reign, as well as adjusting mid-reign at a price of stability. I really want doctrine effects to be unique, striving for more of the Calvinist predestination style of effect instead of + modifier, and will brainstorm some below:

  • Shahada: This option as the “default” or “safe” option protects you from some religious Estate or POP dissatisfaction, and gives +2.50% conversion speed.
  • Salah: Armies lose -5% movement speed, take 5% fewer casualties from attrition. The ruler gains 3 years on their life expectancy.
  • Zakat: You gain an option to “Give Alms” where you give a portion of your yearly income to gain prestige. It caps at 200% yearly income for +100 prestige. Hopefully this is calculated from gross income, not net income.
  • Sawm: Every Ramadan, your may choose if your leader embarks on a month of fasting. If they do, their skills lower by 20 in each category and they are unable to lead armies. They emerge from the experience stronger, adding 5 to a random skill. If they do not, there is a hit to clergy satisfaction.
  • Hajj: You are given a 10-year timer to raise funds for a Hajj. Whenever you have the funds necessary, you may choose to go on 3 different tiers of Hajj, whether modest, respectable, or extravagant. You spend more money but get a large boost to diplomatic reputation for the rest of your rulers’ reign. If you fail to go on a Hajj for 10 years, you get an event lamenting your ruler as a failed Hajji, slightly hurting Clergy satisfaction and diplomatic reputation while switching your value to Shahada.


Crown doctrine & internal politics:

The crown’s doctrine WILL aggravate some of your POPs of different doctrines. In the case of Sunni Islam, a crown doctrine of Shahada will be pretty tame, but if Wahhabism gets represented as a separate doctrine in the late game, we could see Wahhabi POPs almost always be very angry with a non-Wahhabist crown. Furthermore, while I do not fully understand the theology behind Islamic schools, I imagine these could be BBCs in your nation which can provide some benefit but either affect your POPs preferred policies or add new ones, so you can’t just let in every school lest your become less able to make everyone happy. Oh yeah, and you will never be able to share the doctrine of heathen or many heretic POPs, so be ready for them to also be upset.



Crown doctrine & the clergy:

While most estates will interact straightforwardly with the Crown’s doctrine, only having a minor satisfaction shift, I want the clergy to interact more strongly. For example, a country with a highly influential clergy should start with a privilege where the clergy chooses the doctrine of the Crown, which removes some choice but also could let an adept player shift their doctrine without the stability cost if they master the underlying mechanics. Alternatively, the clergy may demand a doctrinal shift in Parliament. I really want the clergy to present an active and sometimes oppositional estate to players as they can often fall outside the otherwise materialistic priorities of the nobles & burghers.



Crown doctrine & external politics:

In the religion tab, each country’s doctrine will combine under a weighted system to form a “dominant doctrine.” For example, in the Sunni case, the Mamluks, having many POPs and control of Jerusalem, may be able to set the course, especially if they conquer Mecca. If you follow this dominant doctrine, you will get religion-adjusted diplomatic bonuses. For Sunnis, this may not be a huge deal, with only some mild opinion boost, but this may become more involved over in Europe with its Popes and Reformations. I do not want to offer too much but at least want to suggest a potential direction this mechanic could go.



Conclusion:

Even if I have not communicated it the most clearly, I believe that adding a layer of religious doctrines underneath the current religion system is a necessary component to successfully modeling the religious world of EUV. I have seen feedback time and time again, such as how do we represent radical Protestants? How do we represent the Three Schools in China? Why do the playtests of the game feel like 20-50 years of stable internal setup and then you don’t touch internal politics again? I hope that doctrines can add a tried and true framework to truly build out religious features. I am dissatisfied with my own mockup, especially due to the whole gaminess of the Crown doctrine section, but even if you think the particulars of my setup are lackluster, or I have totally misunderstood Islam (likely), I hope you have the creativity to see how it is important that POPs truly believe things outside of your direct control. Thank you for making it so far.
I agree but my view is that the game should not be perfectly built at launch. I definitely think a dlc should be devoted to revamping religion. I’m not going to ask the world for release. But I do agree region needs more depth.
 
  • 1Like
Reactions:
I agree but my view is that the game should not be perfectly built at launch. I definitely think a dlc should be devoted to revamping religion. I’m not going to ask the world for release. But I do agree region needs more depth.
Yup! This is totally in the scope for post-release. It's hopefully a good baseline for a DLC that makes meaningful mechanical changes, instead of new buttons + events.
 
My grim speculation: they cooked up nothing, because there does not exist any state with Judaism as its state religion in 1337 (and presumably not through 1837; I'll admit I'm a bit shaky on those details so I won't say that with confidence).

The only religions that got any flavor are the ones with a state that had them as their official religion in this time period. If not then they got nothing.
I have an idea for an easy system that literally builds off of paganism

You pick an order of Talmud to study and get a bonus based on which section. Like deities almost.