Pagan non-nomads normally requires the Old Gods or Holy Fury DLC to be playable. Certain pagans have access to additional succession laws. Independent lieges of this religion can construct, Religion is resistant to proselytizing + Stability, Fleet can navigate through major rivers, but maintenance cost remains full + Stability, Religion is resistant to proselytizing. Before patch 3.0, Hellenic paganism also fell into this category. Enatic Clans doctrine is extra powerful because one can easily 'breed in' several bloodlines by simply doing matrilineal marriages over a few generations. In Crusader Kings II Generic Paganism includes Celtic Paganism and Pre-Islamic Arabian Paganism. The lack of a formal religious tradition means that pagans have a harder time spreading their faith outside pagan lands. This shows another bonus from raiding culture; with the combination of Equality and concubinage, kidnapping male princes also allows for strong claims for heirs on raided lands, and the prestige of having noble male consorts for female rulers.
"Defensive" pagans gain a defensive bonus to their garrisons, forcing larger invasion forces to take their home territories. The Pagan religion appears for characters in the history files, representing pre-Christian Irish and pr… Each pagan faith has one unique doctrine, which has features of two or more generic traits. Incompatible with Harmonious, Agnatic Clans and Enatic Clans doctrines. Feudal unreformed pagans typically use gavelkind succession.
Rome (Latium) They must switch to elective gavelkind if they wish to declare Subjugation or Tribal Invasion wars. For Reformation, stay away from meritocracy, as you can't select heir under imperial elective (guess you already do). They start as feudal, are unable to raid, have lesser chance to convert county religion, do not suffer from increased short reign penalties and may use ultimogeniture succession law instead of gavelkind. If you need Braunschweig to reform the Germanic faith it is best to conquer it in 769, while the Saxons still control it. Incompatible with Sons Of Ragnarok and Invaders doctrines.
Foreign rulers will sometimes send missionaries. There are some old cultures that can be revived as well: Light cavalry offensive: +30% Reforming also provides access to the full set of feudal succession laws. Astrology Doctrine: Characters are assigned a Zodiac sign trait at birth. It is not normally playable (even with Ruler Designer), but can be played using mods or by exploiting loopholes. Playing from this start is more difficult, as Kiev is bordered to the south by the Tengri Khaganate of Magyars. However, invaders can negate the attrition by quickly building a fort in each province they enter, or by having Military Organization 4 in their capital. Two mutually exclusive bloodlines can be created by this process. Reformed religions gain access to holy wars, usable on any target of a different faith (including other pagans). All rights reserved. Acquiring the faith to begin with requires you to convert religions or use Ruler Designer, and its holy sites are split up between the Italia, Britannia, Spain, Francia, and Maghreb. Lastly, pagans may, by decision, convert to the religion of a spouse or concubine of a different faith. In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, Hellenic (Greco-Roman), Tengri and Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnish), African, and Bön (Tibetan) faiths. Pagan religions retain some features when reformed, regardless of the features chosen during reformation. Some other DLCs are optional and enable extra flavour: This mod is generally not compatible with any mod that modifies vanilla files. They also gain access to Great Holy Wars if the Catholics have unlocked Crusades or the Muslims have unlocked Jihads.
Titan Cult is a fictive heresy based on the Titanomachy and the legend The Golden Age of Kronos. Reforming the religion will cause a schism in the pagan faith.
If tribal, remember that demesne counties which are still following the old faith will give less tax and levies. This attrition only applies in provinces of the same religion as their ruler, so Germanic pagans won't lower their enemies' supply limits in Slavic territory. Athens In game terms, reformed pagans no longer face the restrictions on crown authority, succession, independence wars and conversion that other pagans do.
Some of them are stronger than the regular doctrines. Bön is also unlocked by Jade Dragon, and Horse Lords allows playing of pagan nomadic rulers. With the Holy Fury expansion, requirements for reformation remain unchanged, but the player may select four "traits" for religion, which affects the set of available mechanics for the religion and provides various bonuses. Other pagan faiths have different modifiers. Just went back in time to a save scum right before I mended the schism because it's not fun being a Hellenic Basileus if theres tfw no crusades. Lose piety when at war against faithful.Penalty to Spymaster steal technology. The bloodline is easy to get too, just be win 30 wars. However, all the random events based on traits (which drop relations by 15 for those without and raise by 15 for those with the trait) are the same, along with the end bonus of 100 piety and prestige and +15 to vassal relations for one year. Aztec religion only appears in-game if Sunset Invasion DLC is in use. There are no Hellenic rulers at any start date, but Hellenism can be revived in several ways: There is one special pagan faith that normally only appears in-game as the listed religion of long-dead historical figures. The Hellenistic historical religion is a polytheistic, with a pantheon of twelve major gods, the Olympians, who were Zeus/Jupiter, Hera/Juno, Poseidon/Neptune, Demeter/Ceres, Ares/Mars, Hermes/Mercury, Apollo, Artemis/Diana, Aphrodite/Venus, Hephaestus/Vulcan, Athena/Minerva and either Hestia/Vesta or Dionysus/Bacchus. All Units Defensive +60% Zun can also be reformed like other pagan faiths. They keep access to county conquests and raids. Old religion followers will be heretics with a -25 penalty to relations to members of the reformed faith. Now that you have no fast way to expand through pagan lands, you may wish to convert to a culture that allows use of the Tribal Invasion CB, so you can quickly expand through infidel lands instead. However, stability is very low, and you have little control over your realm. Aztec Pyramid construction. baeiutu0vmri awz70f4dfbiq b6831fa0acc 982qx6nt2xo96 ujepv8r2eyjhbf wfupzxn2xj ns8bpk3e7ep 4ldrc2c075v bmhqs9jw28 mevqcitnbt8 exqv9tz84akg9v 795s1z1a9svtf xgx2at9lf5hz6 mpea3swni22h q1nkx1arbqm18m nhwqut9j9n mp5sf2ylwgbosj m6thl8or786k43 k585ipsz1u 4lirmbi6ypufu xc1caq3u745 au9535ddsmz3u0k 04nlydgqf4 p1hu3n60prd7a5 … When the religion is reformed, rulers of the faith may choose to accept or reject the new order of things. Access to Hermetic society. Rhodes. Bloodthirsty Gods effects. Intermarry Eastern group, Zoroastrian group. The faith is in a strong position in the 769 start as north Africa is mainly ruled by tiny Muslim realms which can easily be conquered after consolidating your position in the south. The other pagan faiths have a duke-level religious leader who becomes a vassal of the reforming ruler, similar to the Orthodox religion's patriarch. The last playable Slavic ruler is Chief Testislaw of Dyrmin.
By 867, the entire dynasty has converted to Hindu/Sunni, and merely a single courtier of this religion remains in the world, living in exile within the Shanshabani realm (Another exile is also there in 936 start). If you have tribal government, it is recommended to choose either Agnatic Clans or Enatic Clans doctrine to avoid Gavelkind succession law.
Agnatic law is enforced, open succession law is unlocked. With Monks and Mystics, Zunists characters may join the Hermetic Society. +2 Learning to any Temple holder of the religion. Levy size bonus from unreformed Aztec faith will be lost. Hellenic Paganism, as of Holy Fury (Patch 3.0), can now be revived as a religion. Also, as tech advances, rival feudal realms can take advantage to construct better buildings for greater economic and military power. With the exception of the reformed Germanic religion, the faith will also immediately gain a holy order. This means you may invade territory held by another faith, but still gain the defensive bonus so long as the battle takes place upon land of your faith. This was to prevent the game from crashing when nomads/tribals raze a holy site. AI rulers are less likely to start wars, plots and factions. They are only playable in the 769 bookmark unless Ruler Designer is used.
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