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As of version 0.4, all religions in the Pagan group and American Native group are able to use the reformation mechanics introduced by the Holy Fury DLC. As with vanilla, the player must choose four features on reformation to define their religious mechanics and bonuses. Features are divided into three categories, and the player must choose one Nature, two Doctrines, and one Leadership.

Nature[]

Characters are allowed to choose one Nature during reformation.

Nature Description Modifier Requirements
Peaceful We must endeavor to lead a life of peaceful conduct and harmonious discourse with our opponents, rather than fall to the sins of violence and mad pursuit of power. Rulers are less likely to start wars, plots, and factions.

Rulers gain Piety while at peace.

Looting is NOT allowed.

Great Holy Wars are NOT allowed.

Incompatible with Bloodthirsty Gods, Daring, Sea-Bound, and Unrelenting doctrines.
Warmongering Our only way forward is paved with the skulls of our enemies! Only by showing their bravery in battle the faithful can hope to be rewarded in the afterlife! Rulers do NOT receive opinion penalties for raised vassal levies.

Great Holy Wars are allowed.

Rulers are extremely aggressive.

Rulers at peace lose prestige.

None.
Unyielding We might never spread the worship of our gods to all corners of the worlds, but we are committed to make our ancestral lands impregnable to missionaries and infidels. Armies are stronger when defending their home territories.

This religion is resistant to proselytizing.

Great Holy Wars are allowed.

Incompatible with Unrelenting doctrine.
Proselytizing One thing that the heathen missionaries have shown us is that it is not by the strength of weapons that the gods are preserved, but through the power of words. This religion encourages missionary work.

Great Holy Wars are allowed.

Rulers waging war against members of their own faith lose Piety.

Incompatible with Bloodthirsty Gods doctrine.
Dogmatic There is only One Word, only one correct interpretation of our scriptures, only one way to please the gods. Base Moral Authority is high.

Great Holy Wars are allowed.

This religion does not allow marriage with infidels.

Rulers waging war with members of their own faith lose Piety.

Incompatible with Syncretism and Iron Fist doctrines, and Autonomous leadership.
Cosmopolitan We must acknowledge that every group of people has its own protectors and that more often than not we all worship the same gods, but with different names and in different ways. This religion can intermarry with its neighboring faiths.

Great Holy Wars are allowed.

This religion discourages missionary work.

Base Moral Authority is low.

None.

Doctrine[]

Characters are allowed to choose two doctrines during reformation.

Doctrine Description Modifier Requirements
Divine Marriage The gods have chosen certain bloodlines over others. Such dynasties must be maintained pure if we wish to keep the favor of our creators. Close-kin marriage is allowed.

Close-kin marriage amongst nobility is considered a divine union.

None.
Polygamy It is time that we acknowledge our concubines as full spouses. The children we have with them are just as legitimate as any other. Polygamy is allowed. None.
Meritocracy The gods do not care about the order in which a child is born, they care about the skills and virtues that he shows as a man. Heir designation is allowed. Incompatible with Agnatic Clans, Enatic Clans, Iron Fists, and Defenders of the Dagda doctrines.
Stability It is blasphemous to doubt the legitimacy of a ruler who has come to power under the favor of the gods. He should be shown immediate loyalty by his subjects. Short reign penalty is DISABLED.

Rulers can spend Piety to improve their courtier' attributes.

None.
Religious Tax We will allow infidels to live in our lands, but only as long as they pay regularly for their blasphemy by giving us offerings of wealth and resources. Religious taxation of subjects of a different religious group is allowed. Incompatible with Syncretism and Iron Fists doctrines.
Monasticism The most devout amongst us should be allowed to abandon their earthy affairs and spend their lives in seclusion and worship. Rulers can ask a subject to "Take the Vows" and disinherit them.

Followers of this religion gain +2 base Learning.

Priests are bound to be Celibate.

Incompatible with Tongues of the Spirit doctrine.
Syncretism The wisest amongst us should be allowed to study other faiths and learn more about the people around us. Rulers can choose to gain sympathy for another faith by decision. Incompatible with Dogmatic nature and Religious Tax, Iron Fists, and Tongues of the Spirit doctrines.
Haruspicy Only through the proper use of divination can we discern the will of the gods and lead our armies to victory. Diviners read the signs before a war to try to improve troop morale. Incompatible with Call of the Old Ones doctrine.
Astrology The gods wrote our fate in the stars. We only need to look up to know what lies within us. Characters are assigned Zodiac traits on birth and by decision.

Grants access to the Ivy League.

Incompatible with Call of the Old Ones doctrine.
Agnatic Clans It is only through the strong and resolute leadership of men that we will be able to fulfill the great destiny that the gods have in store for us. Agnatic law is enforced.

Open succession is unlocked.

Female characters are NOT allowed in the Council.

Matrilinneal marriages are NOT allowed.

Incompatible with Meritocracy, Equality, and Enatic Clans doctrines.
Equality Both gods and goddesses rule the heavens, and so it is only just to allow both men and women to rule the Earth. Absolute Cognatic law is enforced.

Female rulers are NOT penalized.

Incompatible with Agnatic Clans and Enatic Clans doctrines.

Unavailable to Merchant Republics.

Enatic Clans It is only through the strong and resolute leadership of women that we will be able to fulfill the great destiny that the gods have in store for us. Enatic law is enforced.

Female rulers are NOT penalized.

Open succession is unlocked.

Male characters are NOT allowed in the Council.

Incompatible with Meritocracy, Agnatic Clans, and Equality doctrines.

Unavailable to Merchant Republics.

Bloodthirsty Gods Our heavenly masters are cruel and ever thirsty. If we do not placate their hunger for flesh, blood, and souls they will turn their wrath upon us. Prisoners of a different religion can be sacrificed for Piety.

Sacrificing prisoners unlocks special traits and actions.

Incompatible with Peaceful and Proselytizing natures, and Blood-Red Seas doctrine.
Daring The gods praise bravery and a free spirit. They encourage even the smallest man to reach for the stars. Prepared Invasions are allowed. Incompatible with Peaceful nature and Sons of Ragnarok doctrine.
Sea-bound The gods have given us knowledge of the tides and of ship-craft so that we could use it to spread their word to all corners of the world. Can declare county conquest wars on any coastal counties.

Ship Maintenance cost is reduced to 10%.

Looters prefer coastal counties.

Incompatible with Peaceful nature and Sons of Ragnarok and Blood-Red Seas doctrines.
Unrelenting The gods will only reward the bravest and most fierce amongst the faithful. To die in battle is the greatest of honors a man can aspire to. Armies ignore defensive attrition.

Armies have increased offensive capabilities.

Incompatible with Peaceful and Unyielding natures and Blood-Red Seas doctrine.
Animistic Spirits and magic are all around us, hiding inside every tree, under every river, flying above our heads and under the very earth we walk on. Units from Counties following the true faith receive a land morale bonus.

Characters perform a rite of passage upon reaching adulthood.

None.
Ancestor Veneration Our pious ancestors deserve our respect and veneration, it is only right for us to remember them fittingly. The Religious Head can decide upon dead ancestors to give special status.

Enables Eldership succession law.

Incompatible with Leopard Saints doctrine and Autonomous leadership.
Pyramid Creation Pyramids were built many years ago by the ancients, we too should aspire to such lofty heights. Independent lieges of this religion can construct pyramids. None.

Exclusive Doctrines[]

In addition to standard doctrines available to everyone, each religion has it's own exclusive doctrine that it may use during reformation.

Sons of Ragnarok We shall not wane into obscurity without a fight! The end times are near. Our people must prove their worth if they are ever to enter Valhalla! Prepared Invasions are allowed.

Fleets can navigate through major rivers.

Ship Maintenance cost is reduced to 10%.

Looters prefer coastal counties.

Norse Religion.

Incompatible with Daring and Sea-bound doctrines.

Tongues of the Spirit We must honor our holy men and those who live in a pious way to earn the favor of The Light and the Serpent God. Rulers can ask their subjects to "Take the Vows" and disinherit them.

The Religious Head can decide upon dead ancestors to give special status. It enables the Eldership Succession Law.

Revelationist Religion.

Incompatible with Monasticism and Ancestor Veneration doctrines.

Call of the Old Ones We must develop ever-more complex and esoteric means of ascertaining the Old Ones' will, for if we fail to appease them it will mean the end of this world. Diviners read the signs before war to try to improve troop morale.

Characters are assigned Zodiac traits on birth and by decision.

Grants access to the Ivy League.

Enables Eldership succession law.

Occultist Religion.

Incompatible with Haruspicy and Astrology doctrines.

Blood-Red Seas Our Queen demands the blood of the infidels, for it is the only way to ensure that we remain the supreme rulers of the waves. Rule Britannia! Prisoners of a different religion can be sacrificed for Piety.

Sacrificing prisoners unlocks special traits and actions.

Armies ignore defensive attrition.

Armies have increased offensive capabilities.

Looters prefer coastal counties.

Ship Maintenance cost is reduced to 10%.

Thelemic Religion.

Incompatible with Bloodthirsty Gods, Sea-Bound, and Unrelenting doctrines.

Swords of the Dagda Our faith was almost wiped out in the recent past. We must fight back against the heathens, or we shall once again face utter destruction. Units following the true faith recieve a land morale bonus.

Characters perform a rite of passage upon reaching adulthood.

Armies ignore defensive attrition.

Armies have increased offensive capabilities.

Druidic Religion

Incompatible with Unyielding nature and Unrelenting, Unyielding, and Animistic doctinres.

Raven's Nest Now that we have established a strong foothold in these new lands, we must focus on maintaining it. Our campaign of invasion must give way to stable and prosperous rule. Short reign penalty is disabled.

Rulers can spend Piety to improve their Courtiers' Attributes.

Armies are stronger when defending their home territories.

This religion is resistant to proselytizing.

Great Holy Wars are allowed.

Raven Tales Religion

Leadership[]

Characters are allowed to choose one Leadership during reformation.

Leadership Description Modifier Requirements
Temporal Secular and spiritual powers are inextricably bound. It is pointless to divide them between two offices. The reformer will become the new Head of this religion. None.
Hierocratic A High Priest should be given control over all spiritual matters, so that the gods may be pleased with the proper rituals. A priest is put in charge of this religion. None.
Autocephalous Every realm shall have it's High Priest, working alongside its ruler and fulfilling the needs of the gods and their followers. Autocephalous priests are put in charge of each realm's religious matters. None.
Autonomous Every priest will be given the chance to give his proper interpretation of the new holy text, free from any centralized authority. Followers of this religion can pick a preferred branch.

Followers of this religion gain +2 base Martial.

The religion will never have a religious head.

Great Holy Wars are NOT allowed.

Incompatible with Dogmatic nature and Ancestor Veneration, Iron Fists, and Leopard Saints doctrines.

Notes[]

  • Rust Cultists use to be, prior to 0.5, considered Pagan and thus capable of having a Pagan Reformation. Back then the unique doctrine for them was 'Iron Fists' whose flavor text read "We must remain steadfast in our faith and firm towards the heathens, for it is the only way to ensure our continued survival. In the name of the Omnissiah!". It's effects where that Base Moral Authority is high. This religion does not allow marriage with infidels. Heir designation is allowed. Religious taxation of subjects of a different religious group is allowed. Rulers do NOT receive Opinion penalties for raised vassal levies.
  • Tres Potencias can no longer be reformed, however it was never in the pagan religious group. Prior to this change in v.?, It's unique doctrine was leopard saints, giving these bonuses: The Religious Head can decide upon dead ancestors to give special status, Enables Eldership succession law, This religion can intermarry with it's neighboring faiths, Great Holy Wars are allowed, This religion discourages missionary work, Base Moral Authority is low. It was incompatible with Cosmopolitan nature, ancestor veneration doctrine, and autonomous. Its description was "Our gods have always permitted us to consort with those of other faiths and allowed righteous mortals to ascend to their ranks. It is high time we revived these practices."
  • Tongues of the Spirit, the Revelationist unique doctrine, use to provide the benefit of Synchrenism instead of Ancestor Veneration.
  • Midewiwin use to be a reformable religion. It's unique doctrine was Niizh Manidoowag. The description of it read In addition to transforming our existing animistic tradition, we must acknowledge the spiritual equality of men, women, and all other followers of Midewiwin.. It's effects where that Absolute Cognatic law was enforced. Female rulers where not penalized. Units from counties following the true faith receive a land morale bonus. Characters preform a rite of passage upon reaching adulthood.
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