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{{version|3.0}} [[File:Pagan.png]] {{N|原始宗教|Pagans}}遵循着古老的多神教传统,摒弃亚伯拉罕和印度宗教关于物质与精神领域相互隔离的观点,而是支持多神论的自然神灵。 非游牧制原始宗教通常要求 {{icon|tog}} [[逝往神灵]] 或 {{icon|hf}} [[Holy Fury|神圣之怒]] DLC才可玩。苯教通过 {{icon|jd}} [[Jade Dragon|碧玉之龙]]解锁,同时 {{icon|hl}} [[Horse Lords|马上诸王]]允许扮演原始宗教[[nomadic|游牧制]]统治者。 历史上,原始宗教信仰逐渐被基督教,伊斯兰教和达摩宗教替代,但在游戏中这不一定发生。原始宗教可能以旧神之名反击,甚至试图将一神教赶出欧洲。 游戏中,所有原始宗教可以分为两大类,除了一些例外——进攻型的日耳曼多神教 ,长生天和 {{icon|si}} 阿兹特克多神教,以及防御型的洛姆瓦教(波罗的),斯拉夫多神教,索米多神教(芬兰),非洲泛灵教和苯教(西藏)。尊日神教的独特之处是它是进攻型和防御型的混合体<sup>{{red|需要确认}}</sup><!-- 00_religions.txt中,key = "OFF_RELIGION" ,没有显示处混合-->;通用原始宗教没有加成。 ==早期强势,后期乏力== 扮演原始宗教的非游牧角色提供了一种高进攻性,迅速变化的游戏风格。然而,稳定性非常低,你对你的国家几乎没有控制力。它在游戏早期占据优势地位——在867年作为日耳曼多神教统治者几乎无人能及。然而,信仰未改革的时间越长,它变得越弱。原始宗教在早期往往是强大的,但随着时间的推移,由于以下几个原因而被削弱: *强大的[[宣战理由#原始宗教宣战理由|原始宗教宣战理由]]允许原始宗教迅速扩张。然而,因为[[选举均分继承法]](如果是部落制),难以转变角色和省份信仰,独立[[派系]]有更高优先级以及大量的[[好感#可变化的好感修正|短暂统治]]好感惩罚,巨大的国家并不稳定。 *劫掠的能力使一些原始宗教在游戏早期非常富有。特别是日耳曼多神教,因为他们有免费船只,船队能够在大河上航行,并且接近主要劫掠目标。但之后,封建国家能更快地增加收入,相反,劫掠因为目标加固而变得不易进行。临河的封建统治者最终将增加他们的要塞等级,以至于日耳曼多神教信徒再也无法航行于这些河流中。 *防御损耗在游戏早期是强大的威慑。但是,这只适用于原始宗教本土,并且原始宗教因为低[[宗教权威]]而难以转变省份宗教。一旦进攻者[[科技#军事科技|军事组织]]达到4级,防御损耗完全消失。 *原始宗教信徒发现很难从[[部落制]]转变,除非他们开局就是封建制(巴尔干国家,尊日神教国家,西藏)。[[部落|部落地产]]能够快速升级,但完全定居省份能够升级更多(拥有足够财富和科技)。中等大小部落国家可以通过拥有巨大的直辖领来召集异常庞大的军队,并通过召唤部落封臣而不是调集领主征召兵来发动战争。因为封臣的封臣不能被召唤,大型部落国家不会受益更多。 *原始宗教地区通常在科技上远远落后于其他文化地区,例外是867年开局时日耳曼多神教在造船术上有巨大的领先优势,在769开局一段时间后也获得上述加成。讽刺的是,低科技在采用封建制后是一个更大的问题,因为封建国家需要更高科技来建造建筑。此外,随着科技的进步,敌对的封建国家可以利用建设更好的建筑来获得更大的经济和军事力量。 *随着部落统治者决定准备封建化,[[宗教转变#在原始宗教首都传教|外国传教士变得更有效率]]。 然而希望仍在:如果原始宗教信仰被改革,这种信仰的生存几乎是板上钉钉的。你用你的一些进攻/防御能力换取稳定,更快的宗教转变,以及大圣战来对抗十字军和吉哈德。拥有 {{icon|hf}} ,改革者可以决定被改革信仰的教义。 而且,由于[[游牧制]]的独特机制,他们常常是例外。 *他们可以通过掠夺省份的所有地产来轻易地转变省份宗教。由此产生的空地产格进一步加强了游牧部落。 *游牧部族有他们独特的游牧继承法,不像选举均分继承法那样分裂国家。 *只要汗王不断增加控制的空地产格数量,大型游牧国家的力量就会持续增长。 ==通用的特点== 大部分原始宗教可以[[劫掠]]邻近省份(以及沿海省份,如果船只可用)来获得战利品和[[威望]],甚至没有部落政体也可以(大部分原始宗教都是)。 他们也可以利用两种特殊[[宣战理由]]: *强大的[[宣战理由#原始宗教征服|原始宗教征服]]CB可用于其他原始宗教,每位统治者一生可使用一次,或者,如果统治者有 {{iconify|Become king}} [[野心]],可无限制使用直到目标王国被创建。征服战争可以征服或附庸一个[[法理]]王国内的所有领地。 *[[宣战理由#伯爵领征服(原始宗教)|伯爵领征服]]CB也可用于非同宗教的任何邻近省份,并且其带来的停战协议仅持续5年。在800年维京时代开始后,日耳曼多神教还可以用于任何沿海省份。 大部分原始宗教有'''防御损耗''',大量减少入侵他们的家园的非原始宗教徒的补给上限。该[[损耗]]仅应用于'''和他们统治者同一宗教的省份''',所以日耳曼多神教不能在斯拉夫多神教领地上降低敌人的补给上限。这严重减缓了早期游戏中通过扩张亚伯拉罕宗教对较小易怒的典型原始宗教国家的征服。然而,入侵者可以通过在每个进入的省份内快速建造堡垒,或者通过在他们首都有[[科技#军事科技|军事组织Ⅳ]]来使损耗失效。长生天和阿兹特克多神教没有防御损耗(尽管长生天入侵者可以忽略它)。 “防御型”原始宗教的守备部队获得一个防御加成,迫使进攻他们领土需要更大的入侵力量。“进攻型”原始宗教的征召兵规模获得加成(例如,日耳曼多神教+30%征召兵规模)。 原始宗教徒很难把大的王国维系在一起。原始宗教有三倍的[[好感#可变化的好感修正|短暂统治]]好感修正。因为部落机制,原始宗教徒不能将部落组织度增加到非常高,否则将有来自部落未改革原始宗教封臣的严重好感惩罚(-30 好感)。他们也不能改革为封建制或商业共和国制,除非他们改革或转变为非原始宗教信仰。原始宗教封臣更可能寻求独立,相比其他独立战争中的人能更快获得战争分数。 原始宗教可以随意离婚,但离婚需要支付大额的现金并且离婚家族有-30好感惩罚。男性原始宗教统治者除了拥有一位妻子外还可以额外纳娶三位[[一夫多妻制#纳妾|侍妾]]。拥有年轻侍妾(年龄小于45岁)每月将获得威望,这对部落制和游牧制原始宗教特别有用。非洲泛灵教和苯教女性可以纳娶男妾。 原始宗教能举行宗教盛宴(除了长生天/非洲泛灵教)。但是,除了日耳曼多神教/尊日神教的,它们都一样,除了风格稍微不同的描述文本以及斯拉夫“亚里洛”事件。所有基于特质的随机事件(那些因为没有该特质而降低15好感,以及那些因为有该特质而增加15好感)都一样,最终加成有100虔诚和威望,同时封臣好感+15,持续1年。每一种都只能在每年特定的、不同的时间发生。 大部分原始宗教信仰无视性别法,允许女性神庙持有者;例外在下文列出。 拥有 {{icon|hf}} 神圣之怒,每种原始宗教信仰(除了阿兹特克多神教)都有相关的战士公会——一个专注战斗的社团。除此之外,''所有''原始宗教信仰可以被改革。 ==继承== 未改革部落原始宗教徒的默认[[继承]]法是[[选举均分继承法]]。然而,你可以转变为一个有组织的宗教并且转变继承法为更有效的(常规的)[[均分继承法]]。即使你之后转变回一个未改革原始宗教,均分继承法仍会保留。 未改革封建原始宗教徒通常使用[[均分继承法]]。如果他们希望发起征服或部落入侵战争,必须转变为[[选举均分继承法]]。或者,封建国王和皇帝可以颁布“完全内阁权力”法并且采用[[选举君主制]]继承法。 某些原始宗教可以采用其他继承法。尊日神教和蒙古人可以采用幼子继承法;苯教在部落制时常规均分继承法和选举均分继承法都可以采用,在封建制(或僧侣封建制)时也可以采用[[长子继承法]]和[[幼子继承法]];并且凯尔特文化组的统治者总是可采用凯尔特选任法。 改革该宗教可以移除这些限制,允许部落统治者采用均分继承法并且允许封建统治者使用长子继承法。某些改革教义还允许土耳其继承法或长老选举制。 ==原始宗教特性== ===进攻型原始宗教=== 这些原始宗教对战斗的喜爱意味着统治者调集封臣征召兵不会遭受好感惩罚。所有进攻型原始宗教的征召兵规模还获得+30%加成,弥补了可能的较低科技和较小要塞建筑的缺点。再加上调集封臣征召兵没有惩罚,这意味着进攻型原始宗教可以聚集远超他们科技等级所显示的力量。 另一方面,和平被认为是不合适的。既没有处于战争,也没有劫掠或受有效停战协议约束的统治者每月会损失大量的威望。然而,因为劫掠算作战争,并且他们有不需要战争原因的伯爵领征服CB,很少有统治者发现他们已长时间缺乏战争。如果这种情况发生,直接调集征召兵,转换为劫掠状态后等待,就可以移除威望惩罚。 ===={{iconify|Germanic}} 日耳曼多神教==== [[file:Hsnorse.png|thumb|right|Germanic holy sites.]] 日耳曼多神教信仰(更普遍地称为诺斯信仰)是斯堪的纳维亚和萨克森人的信仰,崇拜类似奥丁之类的神。早期开局时该信仰在大量小型统治者中流行,但自1066年后就开始衰落了。最后一位可玩的日耳曼多神教统治者是西博滕的阿恩法斯特,于1039年去世。 该信仰有三个圣地在斯堪的纳维亚,其他两个在欧洲大陆并且常被强大的基督教统治者持有。保持高宗教权威也是一个问题,因为弱小国家经常输掉宗教战争。 由于日耳曼多神教与西欧天主教的长期斗争关系,两者之间有大量独特的事件。特别是,如果帕德伯恩被日耳曼多神教统治者持有,而一位基督教统治者占领了伊尔明苏尔神庙,(此情况经常在 {{icon|cm}} ''[[查理曼]]'' DLC剧情西法兰克国王卡尔(查理曼)入侵萨克森中发生),所有天主教和日耳曼多神教统治者受到一个弹出窗口提示圣树伊尔明苏尔被天主教徒烧毁,导致日耳曼多神教信仰损失10%[[宗教权威]],持续10年。 ;沿海征服:日耳曼多神教徒可以使用[[宣战理由#伯爵领征服(原始宗教)|伯爵领征服CB]]针对任何异教沿海省份,可以是伊斯兰教,基督教或者其他原始宗教都可作为目标,无论多远。 ;大祭典:日耳曼多神教有一个可以献祭任何囚犯给神灵的祭典。(对某些人来说,这可能是一件有趣的事情,尤其是当你刚入侵过法国,现在你的地牢里有73名天主教主教,或者你刚刚镇压了第七次天主教叛乱,地牢里有半打异教首领。)This is the only feast where piety and prestige gain are not set, and with sufficient sacrifices, can be quite significant. When you call any vassals who are not of your religion must pay 20 gold not to attend, or just refuse. Even a few vassals paying easily recoups the cost to call the blot, and with many vassals you can get hundreds of gold per blot. The Blot itself begins like any feast, but after it begins, there are successive events in which you hang prisoners in your dungeons to honor the gods. There are 7 kinds of flavor text: 1 for Muslims, 1 for Christians, and five for Pagans. For each Muslim or Christian sacrificed, you gain 50 prestige and 25 piety, and pagans give you 25 prestige and 10 piety. You may spare a prisoner for a cost of 25 piety if you so choose. There is a limit to 4 prisoners per blot. After the sacrifices, flavor events are the same as a standard feast. Blots have an additional "cooldown time" of 9 years. It is possible to use Blot to earn the Holy Smoke [[achievements|achievement]]. ;[[宣战理由#准备入侵|准备入侵]]:日耳曼多神教统治者可以宣布对指定目标的入侵,并号召来自诺斯世界各地的冒险家加入他们的远征。(功能上是创建一个事件部队堆叠,每隔几个月增长,直到入侵开始。)封臣也可以进行准备入侵。然而,如果游戏开局为769年,在他们能给欧洲带来浩劫前,必须等待一个特殊事件授予他们造船术Ⅱ。 ;树立符文石:北日耳曼文化的日耳曼多神教有符文石。树立符文石花费100金币,将给予你一个全局+10关系加成,持续2年。当你宣布想要树立符文石时,你可以选择是纪念父母还是记述自己的功业。 :树立符文石纪念父亲/母亲根据去世原因获得不同威望和虔诚。在战斗中阵亡获得300 {{Icon|prestige}},决斗中被杀获得250 {{Icon|prestige}},自然死亡、被处决、被刺杀、意外身亡、死于狱中、被献祭及其他原因获得200 {{Icon|prestige}}和100 {{Icon|piety}},自杀以及被树立符文石者(该角色自己)杀死获得100 {{Icon|prestige}}。 :树立符文石纪念你自己的记忆,将基于你自己的特质提供选择和相应的描述。基于特定特质而树立符文石会获得更多威望。({{Iconify|fair}},{{Iconify|genius}},{{Iconify|strong}},{{Iconify|proud}} 和 {{Iconify|brave}}获得300 {{Icon|prestige}}。{{Iconify|lunatic}}, {{Iconify|possessed}} 或 {{Iconify|imbecile}} 给予100 {{Icon|prestige}},其他全部特质给予200 {{Icon|prestige}}和 100 {{Icon|piety}},但有不同描述。) :最终一个事件触发(通常在1100年)告知你纸张已经替代了符文石,游戏剩余时间内不能再制造符文石。 ;河流航行:日耳曼多神教是沿海和河流战争的大师。他们可以在通航的河流上航行,甚至通过跨越主要河流之间的陆路进行运输。(这使得他们可以直接乘船穿越欧洲大陆进入里海或黑海,然后再从那里到达地中海。)一旦河流邻近省份的''平均''要塞等级超过10,河流将不再通航。 ;守备部队/部队加成:除了进攻型原始宗教的+30%征召兵规模加成,未改革日耳曼多神教还获得+50%[[近卫军]]规模加成,但改革后该加成失去。任何已建立的近卫军会被保留,并且在解散前一直能补员。 ;[[特质|劫掠特质]]:如果 {{icon|tog}} 激活或者改革原始宗教有独特教义“诸神黄昏之子”,统治者可以通过[[劫掠|洗劫地产]]来获得 {{iconify|Viking}} 特质。维京特质及其升级可以增加军事属性以及日耳曼多神教徒对你的好感。 ;[[特质#日耳曼多神教|其他特质]]:统治者可以任命某位女性为 {{iconify|Shieldmaiden}},允许她们担任军事总管或指挥官。北日耳曼文化的日耳曼多神教徒可以在战斗中成为 {{iconify|Berserker}} 。 ;通婚:日耳曼多神教可以和改革日耳曼多神教,斯拉夫多神教及洛姆瓦教通婚。 ;独特的[[骑士团]]创建条件:约姆斯维京人在原始宗教骑士团中是独一无二的,因为创建他们可以不顾宗教改革。条件如下: :*至少920年 :*斯德丁,沃尔加斯特,吕根或韦尔勒有空地产格 :*持有被选择省份的伯爵信仰日耳曼多神教或改革日耳曼多神教,并且同意创建 ;英雄王:改革日耳曼多神教的宗教领袖是改革者,而不是一位附庸的神职人员。 ;圣地: *'''泽兰''':日耳曼多神教护佑旅者的女神Nehalennia的圣地。 *'''帕德博恩''': 伊尔明苏尔所在地,它是与世界树尤格德拉希尔有关的圣树。 *'''乌普兰''': 以拥有世界上最密集的符文石而闻名,也是阿萨神族的主神庙所在地。 *'''西兰''': 据传是鹿厅——史诗《贝奥武夫》中的蜜酒大厅——的所在地。 *'''瑙马达尔''': 祭祀北欧诸神的最重要的宗教仪式场所之一。 {{clear}} ===={{iconify|Tengri}} 长生天==== [[File:Hstengri.png|thumb|right|长生天的圣地]] 长生天,崇拜天父腾格里,是大草原的宗教,它的大部分信徒都是游牧民,他们的土地从多瑙河一直延伸到蒙古。虽然它的圣地都位于很容易被占领的地方,但大多数都没有神庙,这意味着圣地只能提供通常宗教权威的一半,迫使长生天统治者要么建造神庙,要么控制所有的圣地。然而,长生天信仰并没有在整个游戏过程中出现衰微,在游戏中始终存在着相对强势的统治者。 ;敬拜祖先:和[[原始宗教#防御型原始宗教|防御型原始宗教]]拥有一样的宗教决议。 ;无视防御损耗:长生天无视与大多数原始宗教有关的防御损耗。 ;天葬:游牧制长生天可以实施[[祆教#天葬|天葬]]。 ;部落入侵:非游牧制长生天可以使用非常强力的[[宣战理由#部落入侵|部落入侵]]CB,允许每次针对一整个法理王国进行无限制战争。 ;守备部队/部队加成:除了进攻型原始宗教的+30%征召兵规模加成,该主教还给予+30%轻骑兵攻击和轻骑兵防御加成。长生天(或阿尔泰文化)部落统治者“召集部落军队”决议产生的部队也有稍微不同的组成。 ;父权:长生天不允许女性持有神庙地产。 ;通婚:长生天可以和佛教以及祆教宗教组内所有宗教通婚。 ;圣地: *'''阿得''': 以可萨利亚的首都为名,邻近萨莱巴图(撒哈辛)——金帐汗国首都。 **阿得是重要的 {{icon|hl}}{{icon|jd}} [[丝绸之路]]省份。 *'''托博尔''': 失必儿汗国的中心 *'''锡尔河''': 乌古斯突厥的草原帝国的首都 *'''克里米亚''': 克里米亚汗国的首都 *'''于都斤''': 突厥神话和长生天中的传说之都。 {{clear}} ===={{Iconify|Aztec}} 阿兹特克多神教==== [[File:Hsaztec.png|thumb|right|阿兹特克多神教的圣地]] 仅有 {{icon|si}} [[日落入侵]]DLC激活时,阿兹特克多神教才在游戏中出现。阿兹特克多神教没有特殊机制,只有进攻型原始宗教的通用机制。 改革阿兹特克多神教是有可能的,但极其困难。获得该信仰需要你转变宗教或使用[[角色设计器]],而且它的圣地散布在意大利,英格兰,西班牙,法兰西和西非。 ;人祭:阿兹特克多神教可以献祭控制省份的非阿兹克特多神教角色给诸神。使用阿兹特克多神教人祭可能达成[[成就]]the Holy Smoke。 ;部落入侵:阿兹特克多神教可以使用[[宣战理由#部落入侵|部落入侵]]CB,允许每次针对一整个法理王国进行无限制战争。 ;守备部队/部队加成:阿兹特克多神教获得征召兵规模+30%加成。 ;父权:阿兹特克多神教不允许女性持有神庙地产。 ;[[奇观#阿兹特克金字塔|阿兹特克金字塔]]建筑:一个特有[[奇观]]。 ;无[[社团#战士公会|战士公会]]:阿兹特克多神教没有他们自己的公会。 ;圣地: *'''罗马'''(和[[基督教#天主教|天主教]]共有) *'''科尔多瓦'''(和[[伊斯兰教#逊尼派|逊尼派]]共有) *'''巴黎''' *'''马拉喀什''' *'''米德尔塞克斯''' {{clear}} ===防御型原始宗教=== 防御型原始宗教(洛姆瓦教,斯拉夫多神教,索米多神教和非洲泛灵教)的主要能力是增加在本土作战的战斗能力。在同宗教省份同敌人作战时所有单位防御和陆军士气获得80%加成。这甚至适用于作为进攻者,处在另一位领主的土地上时;只有你的军队所在省份的主流宗教最重要。这意味你可以入侵其他宗教持有的领土,但只要在信仰你的宗教的土地上作战,仍可获得此防御加成。(例如作为斯拉夫多神教信徒从基督徒手中夺回斯拉夫多神教土地。)这使得防御型原始宗教能够轻而易举地击败比他们多一倍的敌军 防御型原始宗教[[地产]]也有更多守备部队(各宗教加成不同),使得它们更难被围攻。除了原始宗教家乡损耗惩罚,这也强迫入侵防御型原始宗教本土需要更多数量的部队来面对任何围攻期间的严重损耗。这样的惩罚通常是为了阻止任何敌对的宗教夺取这些宗教的土地,尽管它们相对较弱,而且敌对的宗教通常能轻易发动圣战。 然而,原始宗教家乡损耗惩罚对其他未改革的原始宗教不起作用。这允许一些原始宗教(特别是长生天和日耳曼多神教)通过伯爵领征服和原始宗教征服[[宣战理由]]能轻易地入侵其他原始宗教。The homeland attrition penalty does apply to reformed pagans of another faith, but the "old faith" heresies have no such protection against the reformed churches of their specific branch of paganism. 所有防御型原始宗教能够敬拜祖先和选择守护神。另外,那些防御型原始宗教部落可以召集虔诚战士(无 {{icon|lor}})。 ;敬拜祖先:敬拜祖先是每10年可采用一次的决议。你向祖先求取各种帮助,并为他们奉上牺牲,不管是钱还是人,以确保他们回应你的召唤。奉上牺牲的结果总是随机的,但你做的各种选择都会增加虔诚。T ;守护神:防御型原始宗教可以选择守护神。它会增强一种能力而削弱另一种能力。另外,向守护神献身的事件也可能触发。 ;召集虔诚战士:该决议适用于防御型原始宗教部落,无论是否改革({{icon|lor}} 罗马遗产DLC没有激活)。如果你被不同信仰的统治者攻击,你可以花费200虔诚来召唤一群战士保卫你的领土,类似“召集部落军队”决议。该决议将获得一支2000人的强大军队,这意味着对一位防御型原始宗教部落统治者来说每点虔诚相当于10个士兵。 ===={{iconify|Romuva}} 洛姆瓦教==== [[File:Hsromuva.png|thumb|right|洛姆瓦教的圣地]] 洛姆瓦教是波罗的海东海岸人民的信仰,崇拜季耶瓦斯,佩尔库纳斯等神灵。该宗教的两个圣地都位于法理立陶宛王国内(其他圣地都很近),使得它成为较易改革的原始宗教之一。洛姆瓦教在任何开局都没有消失,但最终将被基督徒击退。1200年后,立陶宛的大部分地区都是封建制国家,到了1377年,它是欧洲最后一个原始宗教国家,被条顿骑士团,金帐汗国,波兰和诺夫哥罗德包围。 ;抵制转化:AI洛姆瓦教统治者和省份难以被有组织的宗教改信。 ;洛姆瓦教守护神: *''季耶瓦斯''(+2 外交, -1 密谋) *''韦尔尼亚斯''(+2 密谋, -1 外交) *''佩尔库纳斯''(+2 军事, -1 学识) *''泽米娜''(+2 管理, -1 军事) ;乌日加维内斯节:标准的原始宗教盛宴,统治者获得100虔诚和威望。 ;守备部队/部队加成:未改革洛姆瓦教征召兵规模+10%且守备部队规模+30%。改革后两种加成都变为+20%。 ;[[长老选举制]]继承:洛姆瓦教部落统治者可以使用[[长老选举制]]继承法 {{icon|HF}}。改革洛姆瓦教也可以通过教义选择是否保留该继承法。 ;通婚:洛姆瓦教可以和日耳曼多神教,斯拉夫多神教,改革洛姆瓦教和索米多神教通婚。 ;圣地: *'''吕根'''(和斯拉夫多神教共有):12世纪,这个重要的原始宗教中心被基督教攻陷,为十字军开辟了一条直通波罗的海其余地区的道路。 *'''海乌姆诺''':在海乌姆诺多次被古普鲁士人洗劫之后,波兰的马佐维亚公爵康拉德将海乌姆诺及其周边地区交给了条顿骑士团,而条顿骑士团则利用海乌姆诺作为入侵普鲁士的中心。 *'''里加''': 里加是一个极其重要的德国城镇,基督教就是从这里传播到更广阔的波罗的海地区。 *'''波德拉谢''':居住有好战的Yotvingia部落,也称作Sudovians。他们频繁劫掠波兰,直到被条顿骑士团征服。 *'''布良斯克''':立陶宛大公国控制的最东部地区之一。 {{clear}} ===={{iconify|Slavic}} 斯拉夫多神教==== [[File:Hsslav.png|thumb|right|斯拉夫多神教的圣地]] 斯拉夫多神教,如名所示,是欧洲的斯拉夫人民信仰的宗教。这种信仰在早期开局分布广泛,一些国家,比如克罗地亚,已经是封建国家而不是部落了。然而,该宗教的圣地十分分散,改革非常困难。斯拉夫人多神教在1066年开局时几乎已经消失了,到1200年就完全从世界上消失了。最后一位可玩斯拉夫多神教统治者是Chief Testislaw of Dyrmin。 ;亚里洛节:类似其他原始宗教的盛宴,但其中一位客人(随机选择)将成为“亚里洛”,提升25该封臣对你的好感. ;斯拉夫多神教守护神: *''佩伦''(+2 军事, -1 密谋) *''韦莱斯''(+2 密谋, -1 军事) *''亚里洛''(+2 管理, -1 军事) *''莫拉娜''(+2 军事, -1 管理) ;守备部队/部队加成:未改革斯拉夫多神教征召兵规模+10%且守备部队规模+30%。改革后两种加成都变为+20%。 ;通婚:斯拉夫多神教统治者可以和改革斯拉夫多神教,洛姆瓦教,日耳曼多神教和索米多神教通婚。 ;圣地: *'''诺夫哥罗德'''(和索米多神教共有) *'''基辅''' *''' 普沃茨克''' *'''伯尔拉德''' *'''吕根'''(和洛姆瓦教共有) ;策略 在北方的诺夫哥罗德,波兰或基辅开局,首先创建你的相应的法理王国,然后去往另外两个圣地。在早期开局,基辅易受长生天游牧部落攻击(它毗邻马扎尔人),所以你可能发现伪造宣称征服吕根是更容易获得第三个圣地的方法。 *Ilmen in 769 already holds Novgorod as its capital, is a decently strong start, and has the advantage of being able to flip to Russian culture once the faith is reformed, allowing the acquisition of the "Russkaya Pravda" achievement. Ilmen is also surrounded primarily by weak Suomenusko and Romuva pagans and is shielded by an ocean from the Norse until the Viking Age event triggers, giving plenty of time to solidify power. *Kiev in 769 is notably a start whose default ruler, Dobrava Turov, is a woman. Playing from this start is more difficult, as Kiev is bordered to the south by the Tengri Khaganate of Magyars. *Rurik Rurikid, Petty King of Holmgarðr in 867, is the historical founder of the Russian Empire. He is a culturally Norse Germanic pagan but has a Slavic son. You can use the Germanic faith's powerful CBs and shipbuilding buffs for expansion and raiding, then be succeeded by a Slavic ruler and reform. {{clear}} ===={{iconify|Suomenusko}} 索米多神教==== [[File:Hssuomenusko.png|thumb|right|索米多神教的圣地]] 索米多神教,芬兰-乌戈尔人的宗教,从波罗的海一直延伸到失必尔。它的圣地分散在地图各地,但大部分是由正确的宗教控制,即使在1066年开局时。改革宗教最简单的方法就是扮演芬兰的统治者,因为法理上芬兰有两个圣地。附近的省份诺夫哥罗德有第三个圣地,相对容易被征服。要记住,在1066年,诺夫哥罗德信仰基督教,并且持有诺夫哥罗德的留里克家族有来自家族其他成员的多个潜在盟友。 索米多神教在整个游戏中保留了相当数量的省份,并且很容易使其他宗教对乌戈感到恐惧,无论是769、867或1066年开局。然而,到1337年,芬兰北部/瑞典只有两名酋长信仰索米多神教,其余的芬兰-乌戈尔克地区分别被天主教/东正教国家和逊尼派金帐汗国控制。 ;熊祭:这是与猎熊有关的可以触发特殊事件,它为统治者提供了一种花钱获得声望或者花费声望获得财富(如果 {{iconify|Greedy}})的方法。 ;索米多神教守护神: *''乌戈''(+2 管理, -1 密谋) *''阿卡''(+2 外交, -1 军事) *''塔皮奥''和''米耶利基''(+2 军事, -1 学识) *''伦波''(+2 密谋, -1 军事) ;乌戈节:标准的原始宗教盛宴,统治者获得100虔诚和威望。 ;守备部队/部队加成:未改革索米多神教守备部队规模+40%。改革后征召兵规模+10%且守备部队规模+30%。 ;通婚:索米多神教可以和日耳曼多神教,改革索米多神教,洛姆瓦教和斯拉夫多神教通婚。 ;圣地: *'''彼尔姆''' *'''梁赞''' *'''诺夫哥罗德'''(和斯拉夫多神教共有) *'''萨拉玛''' *'''科克斯霍姆''' ===={{iconify|African}} 非洲泛灵教==== [[File:Hswestafrican.png|thumb|right|非洲泛灵教的圣地]] 非洲泛灵教被环撒哈拉的非洲人民所信仰,该教在769年开局是十分强大的,因为北非有多个小型伊斯兰教国家,在你巩固在南方的地位后,很容易征服他们。但在之后的开局时间里向北扩张明显加难了,尤其是1066年开局,北非大多数领主已改信伊斯兰教。但是在非洲仍有可玩的非洲泛灵教角色和省份。 ;:亚伯拉罕宗教融合:如果有临近君主信仰亚伯拉罕宗教, 你可以花费虔诚获得他们宗教组的"同情" 特质。 ;纳妾:女性统治者可以纳三个男妾。 ;无短暂统治惩罚:未改革非洲泛灵教没有额外的[[好感#可变化的好感修正|短暂统治]]惩罚。 ;[[长老选举制]]继承法:非洲泛灵教部落统治者可以采取长老选举制 {{icon|HF}}。改革非洲泛灵教也可以通过教义选择是否保留该继承法。 ;非洲泛灵教守护神: *''阿南西''(+20% 阴谋力量提升, -15% 阴谋力量防御) *''阿尤尔''(+2 外交, -1 密谋) *''碧答''(+2 管理, -1 学识) *''丹''(+2 学识, -1 军事) *''冬戈''(+10 个人实战能力, -1 外交) *''尊布尔布拉''(+10 家族好感, -15% 阴谋力量防御) ;守备部队/征召兵奖励:无论改革与否,非洲泛灵教守备部队规模和征召兵信徒规模+40%。 ;圣地: *'''吉米''' *'''德拉''' *'''加奥''' *'''卡诺''' *'''瓦加杜''' {{clear}} ==={{iconify|Zunist}} 尊日神教=== [[File:Hszunist.png|thumb|right|尊日神教的圣地]] 尊日神教是 {{icon|cm}} ''[[查理曼]]''扩展引入的崇拜太阳的原始宗教。唯一信仰该教的国家是阿富汗西部的[[Wikipedia:Zunbils|樽比勒王朝]]。除非使用[[角色设计器]],仅在769年剧本可玩。到了867年,整个家族已经改信印度教/逊尼派,and merely a single courtier of this religion remains in the world, living in exile within the Shanshabani realm. 然而,{{icon|soa}} ''[[亚伯拉罕之裔]]'' 恶魔之子事件链将产生尊日神教"女巫",她们可以被安排入赘婚姻或者担任选择信仰或传统儿童生活重心的儿童的监护人。持有尊日神教圣地的统治者也可以秘密地皈依该教。 尊日神教的机制是防御型/进攻型原始宗教和有组织的宗教的混合。他们开始时是封建制,不能劫掠,转变省份信仰的几率低,不受增加的短期统治惩罚,可以使用幼子继承法代替均分继承法。尊日神教也可以像其他原始宗教一样改革。拥有 {{icon|mnm}} ''[[修道士与密契者]]'',尊日神教角色可以加入[[社团#赫耳墨斯学会|赫耳墨斯学会]]。拥有 {{icon|hf}} ''神圣之怒'',尊日神教信徒可以在改革后劫掠,只要改革后的宗教没有''和平''特性。 ;通婚:尊日神教可以和祆教宗教组及东方宗教组的宗教通婚。其中最强大的是印度教徒,他们会因为你没有种姓而拒绝安排婚姻。然而,印度教统治者允许你纳妾,然后你可以决定和谁结婚。 ;太阳节:类似其他原始宗教的盛宴,统治者获得虔诚和威望。然而,它还有事件“日下行走”有机会使统治者获得特质。 ;被大尊审判:除了通常的处决/赎回/释放囚犯的选择外,尊日神教信徒还可以将囚犯留在沙漠中“被大尊审判”。这一般会杀死囚犯,但也有可能出现其他结果。 ;守备部队/部队加成:尊日神教征召兵规模+30%,重步兵攻击/防御+20%,尊日神教省份有防御损耗。不同于防御型原始宗教,他们在本土没有80%防御加成。 ;Empire of the Sun:This [[achievements|achievement]] is earned by ruling an empire-level title as reformed Zun ruler in an [[Ironman]] game. ;父权:尊日神教不允许女性持有神庙地产。 ;圣地: *'''内沙布尔''' *'''博斯特''' *'''开罗''' *'''迦布罗''' *'''木尔坦''' *开罗距离遥远,通常由伊斯兰教大国控制。其他四个都在阿富汗境内或附近,使改革成为可能。 *开罗,迦布罗和木尔坦是重要的 {{icon|hl}}{{icon|jd}} [[丝绸之路]]省份 ;提示及策略: *'''Changing culture''': Raiding temples can help you gain the moral authority needed for reformation with only four holy sites nearby. Unlike other Pagans, feudal Zunists are unable to raid, but there are several cultures which allow raiding. Altaic culture group is the obvious choice due to the number of nomadic realms north of Afghanistan. Altaic group allows [[Casus Belli#Tribal Invasion|Tribal Invasions]] if independent, which will permanently allow kingdom-level wars, a must-have for conquest. Norse is potentially desirable, because its [[cultural buildings]] and [[Retinues#Cultural retinues|cultural retinues]] benefit from the Zun faith's +20% offense/defense to heavy infantry. The Varangian Guard, if the Byzantine Emperor forms it, can supply Norse educators. *'''Serving the Caliph''': Swearing fealty leaves you relatively free to pursue expansion, while your liege deters attackers and crushes revolts. It also lets you claim the holy site of Baghdad. It is recommended to have a kingdom-level title, as your Iqta liege can freely revoke duchies. Note that it is possible to reform the faith even while being a vassal, although you'll only get half the moral authority from each holy site. This strategy is easier with [[patch 2.7]], as you can falsely convert to Sunni Islam to shield you from religious revocation while developing a network of like-minded {{iconify|Secretly Zun Pagan}} rulers. ==={{icon|Bön}} 苯教=== [[File:Hsbon.png|thumb|right|苯教的圣地]] 苯教是青藏高原上的本土宗教,自[[patch 2.8]]后添加。它结合了来自达摩宗教和防御型原始宗教的机制,并且提供了独特的游戏体验。拥有 {{icon|jd}} ''[[碧玉之龙]]'',{{icon|tog}} ''[[逝往神灵]]'' 或 {{icon|hf}} ''[[神圣之怒]]''DLC,可扮演苯教统治者。 在整个游戏中,西藏的一些省份始终信仰苯教,但是最后一个可玩的统治者在1251年消失了,只剩下佛教徒统治西藏。这种信仰最强时期是在867年剧本,吐蕃帝国已经分裂,古格和卫藏的苯教国王统治着青藏高原的大部分地区。 ;苯教守护神: *''当钦''(+2 军事, -1 外交, +1 个人实战能力) *''辛拉哦噶''(+2 外交, -1 军事, +0.25 每月善业) *''阎罗''(+3 密谋, -1 管理) *''库拉揭哩''(+2 军事, -1 学识, +5 封臣好感) *''朗母拉''(+2 学识, -1 密谋, +0.50 每月威望) *''桑波奔赤''(-1 军事, +1 健康) ;防御型:苯教守备部队规模+40%。他们也有防御型原始宗教加成,他们的敌人在苯教省份遭受损耗。 ;通婚:苯教和[[祆教]]及[[东方宗教]]组及[[基督教#聂斯脱里派|聂斯脱里派]]可以通婚。 ;无短暂统治惩罚:苯教没有额外的[[好感#可变化的好感修正|短暂统治]]惩罚。 ;纳妾:女性统治者可以纳三个男妾。 ;喇嘛不可继承头衔:角色可以通过该机制[[继承#剥夺继承资格|剥夺继承权]]。 ;抵制转化:AI苯教统治者和省份难以被有组织的宗教改信。 ;[[决议#雇佣类|寻找一位上师]]:和达摩宗教共有; 使你雇佣一位能力强的廷臣作为[[荣誉头衔#印度头衔|宫廷上师]]. ;天葬:和祆教共有。 ;与东方宗教融合:该决议让苯教统治者花费50善业获得[[File:Sympathy_indian.png]] [[特质#其他宗教组同情者|东方宗教同情者]]特质,减少你统治非苯教人民时的惩罚。 ;圣地: *'''缚喝''' *'''吉尔吉特''' *'''逻些''' *'''布让''' *'''于阗''' *逻些,布让和于阗是重要的 {{icon|hl}}{{icon|jd}} [[丝绸之路]]省份 {{clear}} ==={{iconify|Hellenic}}希腊多神教=== 希腊多神教是古罗马时期基督教崛起之前的地中海重要信仰。没有任何人在任何开局时间信仰该教, 但希腊多神教可以通过这些途径复活: *使用[[角色设计器]]来创造一个希腊神教角色。 *找到几个希腊多神教角色之一(虽然开局时间没有人信仰它,但后期可能会出现由于特殊事件改信希腊多神教的角色),然后让他们教育你的孩子或授予他们头衔: **{{icon|cm}} 在769开局, 莫奈姆瓦夏省份信仰希腊多神教, 所以那里产生的一些廷臣可能信仰该教 **{{icon|trd}} 永生马事件 *{{icon|hf}} {{icon|lor}} 重建[[罗马帝国]]的希腊,罗马和意大利文化的基督教皇帝可以重建希腊多神教体系 *{{icon|hf}} 如果你是希腊,意大利,撒丁或罗马文化,信仰非异端基督教, 首都在南欧,完全控制一个希腊多神教圣地, 并且有学者生活重心或有 {{iconify|Lunatic}},{{iconify|Possessed}},{{iconify|Mystic}} 或 {{iconify|Scholar}} 特质, 你可以通过以下决议: '''研究经典''',当它被选择时, 该决议允许你通过特殊短事件链秘密改教希腊多神教。 *直接上控制台干脆利落 ;已开化宗教:即使是未改革的希腊多神教,也有有组织宗教的一些特点: 它不限制王权法和继承法,它还没有防御损耗,但是,它必须被改革才有宗教领袖和骑士团,未改革希腊多神教也不能要求角色改信。 ;[[宣战理由]]:有伯爵领征服CB, 但没有圣战和原始宗教征服CB。 ;骑士团:如果希腊多神教被改革,任何独立的希腊多神教国王级别统治者如果控制了全部圣地或者在1100年及以后,他们可以创建密耳弥多涅斯,一个希腊多神教骑士团。 ;占星术:角色会在出生时或通过决议赋予[[特质#星座特质|星座特质]],此外,还要加入[[赫尔墨斯学会]](注:这条在历史上是真实存在的,所以不要忘了和身边的喜欢星相的人吹一吹它的宗教渊源哦^_^)。 ;内脏占卜:占卜师在战前通过解读预兆来提升部队士气 ;祭司不能结婚和继承:角色可以通过该机制[[继承#剥夺继承资格|剥夺继承权]]。 ;奉献神庙:有 {{icon|hf}} [[神圣之怒]]时,希腊多神教信徒可以通过头衔互动将一座直属神庙奉献给12神。奉献一座神庙需要250金币和200虔诚(这钱真好骗), 会给世俗领主一个为期10年的修正, 且永久性的在该神殿增加一个圣地或一个特殊建筑。你只能向一个神殿寻求一次暗示。(太黑以至于没回头客辣⊙▽⊙) {| class="wikitable" |- !God!!Temporary Character Modifier!!Shrine Modifier |- |Jupiter||Monthly prestige +0.05, diplomacy +1, fertility +10%||Prestige to liege +0.15 |- |Neptune||Build cost -5%, build time -5%, intrigue +2||Local build time modifier -10%, local build cost modifier -10% |- |Pluto||National tax modifier +2%, stewardship +2||Tax income +3 |- |Minerva||Martial +2||Military technology points +0.05 |- |Mars||Martial +1, personal combat skill +5||Levy reinforce rate +5% |- |Vulcan||Military technology spread rate +2%||Fort level +0.40, technology spread rate +15% |- |Vesta||Dynasty opinion +10||Morale of armies +5% |- |Ceres||National revolt risk -5%, disease resistance +5%||Economic technology points +0.05 |- |Venus||Fertility +5%, sex appeal +5||Local revolt risk -10% |- |Mercury||Plot power +5%, plot defense +5%||Trade value +15 |- |Apollo||Monthly prestige +0.03, learning +1, personal combat skill +5||Cultural technology points +0.05 |- |Diana||Monthly prestige +0.02, intrigue +1||Piety to liege +0.10 |} ''Holy sites:'' *'''Syrakusa''': The birth place of famous philosopher and physicus Archimedes. It is located on Sicily. *'''Thessalonica''': Thessalonica was the capital of all the Greek provinces of the Roman Empire. In this province also lies Edessa (Vodena), the first capital of ancient Macedon. *'''Athens''': One of the world's oldest cities, Athens is the location of the Parthenon. *'''Rome''': Location of the Pantheon, the "temple of all the gods". *'''Alexandria''': Alexandria was the intellectual and cultural center of the Hellenistic world. {{clear}} ===历史的=== 有一类特殊的原始宗教信仰,通常只能在游戏中早已死亡的历史人物中看到它。它通常不可游玩(即使使用角色设计器),但可以使用mods或利用游戏bug来游玩到它。在补丁3.0之前,希腊多神教也属于这一类宗教。 ===={{iconify|Pagan}}通用==== [[File:Hspagan.png|thumb|right|Generic pagan holy sites.]] 通用的原始宗教出现在历史人物的档案中,它代表了例如基督教流行前的爱尔兰宗教或是伊斯兰教流行前的阿拉伯宗教。这种信仰有很大的局限,它有着未经改革的原始宗教所拥有的问题,没有特殊的修正,也不能改革。一般通用原始宗教不能通过选择人物或者人物编辑器游玩到,但在游戏中有部分事件会产生信仰通用原始宗教的角色,这允许通过授予他们头衔或教育孩子来游玩该宗教。 ''圣地:'' *'''罗马''': The Religio Romana (literally, the "Roman Religion") constituted the major religion of the city in antiquity, before being supplanted by Christianity *'''Västergötland 维斯特加特兰''': The "Thing of all Geats (Goths)" was the Thing (general assembly) which was held from pre-historic times to the Middle Ages in Skara, Västergötland, before the province became a centre from which Christianity spread to the rest of Sweden. *'''麦加''': Even long before the rise of Islam it was revered as a sacred sanctuary and was a site of pilgrimage. The Kaaba was thought to be at the center of the world, with the Gate of Heaven directly above it; the embedded Black Stone was a further symbol of this as a meteorite that had fallen from the sky and linked heaven and earth. *'''耶路撒冷''': Before becoming the Holy City of the world's three largest monotheist religions, Jerusalem was a Canaan city dedicated to Shalim, the god of dusk. *'''加纳''': Koumbi Saleh was an important Muslim city and the royal capital of the Ghana Empire which displaced all previous pagan religions. {{clear}} ==Conversion== 缺乏正式的宗教传统意味着原始宗教更难在其他土地 [[Religious conversion|传播信仰]]。 Seers (court chaplains) have a significant penalty to the chance to convert provinces on top of their likely-lower moral authority, and vassals cannot be demanded to convert. Inversely, it is much easier for organized religions to convert pagans. Foreign rulers will sometimes send missionaries. If allowed to spread their religion, they will in time ask the ruler to convert. Pagans being attacked in a holy war by Christians or Muslims may choose to save their realms and end the war by accepting the faith of the invaders. Lastly, pagans may, by [[decision]], convert to the religion of a spouse or concubine of a different faith. ==改革== Reforming a pagan faith establishes a formal religious hierarchy and scripture - adapting elements of the Abrahamic faiths in order to more effectively oppose them. In game terms, reformed pagans no longer face the restrictions on crown authority, succession, independence wars and conversion that other pagans do. The religion now has a formal head, who gives the faith a permanent +20% to [[moral authority]], and who may, after the Crusades and Jihads are unlocked, call Great Holy Wars. The Germanic reformer becomes the Fylkir, a ducal-level secular leader similar to an Islamic Caliph. 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. With the exception of the reformed Germanic religion, the faith will also immediately gain a [[holy order]]. When the religion is reformed, rulers of the faith may choose to accept or reject the new order of things. Those who stick with the old ways are considered [[File:Pagan Heresy.png]] [[heresy|heretics]] by the reformed faith, and may be targeted by holy wars. Note that reformed pagans may '''not''' send missionaries, the only organized religion group with this distinction. ===Requirements=== Reforming a faith costs '''750 piety'''. It requires either control of '''three''' [[holy sites]] and '''50%''' [[moral authority]], or control of '''all five''' holy sites. If the last two holy sites are difficult to reach, the best way to obtain the necessary moral authority is through county conquests and [[raiding|raids]]. Each temple looted in a raid gives +1% to moral authority. Note that Germanic pagans have as a holy site the county of Braunschweig, and taking that county will trigger the Catholic [[crusade]]s (as well as the formation of every Catholic [[Holy Order]] but the Knights Templar) at the time that you take Braunschweig, so long as the year is 900 and the province is Christian. If you need Braunschweig to reform the Germanic faith it is best to conquer it in 769, while the Saxons still control it. ===Advantages=== Reformed pagans will gain a sudden bonus to their '''conversion rates'''. In fact, if they have high moral authority, and have damaged rival religions' moral authority with their conquests and stolen holy sites, or control unreformed pagan lands, they will soon be flooded with notices of conversions of territories that are held by their vassals, who will put forth serious effort to convert their lands to their new faith. Reformed religions gain access to '''[[Casus Belli#Holy War|holy wars]]''', usable on any target of a different faith (including other pagans). They also gain access to '''[[Crusades, jihads and great holy wars|Great Holy Wars]]''' if the Catholics have unlocked Crusades or the Muslims have unlocked Jihads. GHWs are especially useful for Germanic Fylkirs, who can select the target and timing of the attack. To help in the struggle against unbelievers, each reformed faith gets a single '''[[holy orders|holy order]]'''. (There is one exception. Germanic pagans do not have to reform to create the Jomsvikings; instead, they must control Stettin, Wolgast, Rügen or Werle.) For tribal pagans, reforming makes it easier to '''raise [[Demesne laws#Tribal organization|tribal organization]]'''. Tribal vassals who follow in reformation will no longer have opinion penalties for higher levels of tribal organization, no longer faction to lower tribal organization, and will [[Council vote#Law votes|usually vote in favor]] of increasing tribal organization. For feudal pagans, reforming makes it possible to '''raise [[crown authority]]''' to any level. Reforming also provides access to the full set of feudal '''[[succession]] laws'''. Reformed offensive pagans no longer lose prestige when at peace. The [[Opinion#Short%20Reign|Short Reign]] penalty is reduced to merely double the normal amount for Germanic pagans among the same Germanic faith, but Old Germanic pagans will have the full -45 penalty in addition to the heretic penalty. Other pagan faiths have different modifiers. ===Disadvantages=== Reformed pagans no longer get a defense attrition bonus, and will incur attrition in the territory of unreformed pagans, except those who follow the old form of their own religion. Germanic rulers lose their retinue size bonus and now get penalties for raised levies like other rulers. Reformed religions lose access to subjugation wars, one of the fastest ways for pagans to expand. They keep access to county conquests and raids. Reforming the religion will cause a schism in the pagan faith. The reformer's courtiers at home, dynasty members, and vassals will always follow in the reformation if they are below playable tier. However, other rules will have a choice. (AI rulers are likely to accept the reformed religion if cynical, same dynasty as the reformer, or under control of a reformed ruler.) <!-- on_action_events.txt, event id = 670 --> Old religion followers will be heretics with a {{red|-25}} penalty to relations to members of the reformed faith. If a king of a faith stays true to the old ways, and many vassals convert to the new religion, this can cause tremendous upheaval in a nation, and lead to multiple, simultaneous and devastating deep revolts. Expect frequent raids and wars between realms that accept the new faith and those that reject it. ===Strategies=== Reformation tends to grant benefits of stability and the capacity to declare wars on larger-scale targets that smaller pagan nations couldn't attack, but lose many of the benefits that would help a small pagan nation expand more readily or defend itself from larger targets. As such, it is best used when the player is ready for their nation to "mature" from aggressive expansion against small targets to needing to maintain an empire. Because of this, it is usually strategically advisable to hold off on reforming your religion until your realm is at a multiple-kingdom level, and to make sure to exploit any subjugation or county conquest CBs against nearby easy target pagans before reforming your religion. 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. ==神圣之怒中的宗教改革== With the {{icon|hf}} ''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. With ''Holy Fury'', the Hellenic and Bön faiths can be reformed. ===Traits inherited from unreformed religion=== Pagan religions retain some features when reformed, regardless of the features chosen during reformation. However, a religion can only have one "unit modifier", so offensive pagans will lose levy size and other bonuses if they select a reformation feature that adds a competing "unit modifier". {| class="wikitable" |- ! !!Religion!!Unit modifier!!Features always retained |- |[[File:Germanic.png]]||Germanic||+30% Levy size||[[Traits#Raiding|Viking traits]]. Coastal [[Casus_Belli#County_Conquest_.28Pagan.29|county conquest]]. |- |[[File:Tengri.png]]||Tengri||+30% Levy size<br>+30% Light cavalry attack<br>+30% Light cavalry defence||No female temple holders. Sky Burials. Ancestor Worship. Intermarry Buddhist, Zoroastrian group. |- |[[File:Aztec.png]]||Aztec||+30% Levy size||No female temple holders. Sacrifice action (unless Peaceful). Bloodthirsty Gods effects. Aztec Pyramid construction. |- |[[File:Romuva.png]]||Romuva|| ||Patron Deities, Ancestor Worship |- |[[File:Slavic.png]]||Slavic|| ||Patron Deities, Ancestor Worship |- |[[File:Suomenusko.png]]||Suomenusko|| ||Patron Deities, Ancestor Worship |- |[[File:West African.png]]||African|| ||Patron Deities, Ancestor Worship. Women can take up to 3 consorts. Animistic effects. |- |[[File:Zunist.png]]||Zunist|| ||No female temple holders. Access to Hermetic society. Intermarry Eastern group, Zoroastrian group. |- |[[File:Bon.png]]||Bön|| ||Women can take up to 3 consorts. Access to monastic feudal government with Tibeto-Burman culture group. Patron Deities. Gurus. Sky Burials. Priests cannot inherit. |- |[[File:Hellenic.png]]||Hellenic|| ||Concubines not allowed. Access to Hermetic society. Haruspicy and Astrology effects. Priests cannot marry and cannot inherit. |} ===Nature=== Religion can have only one nature. {| class="wikitable" |- ! style="width: 100px" | !Nature !Modifier !Requirement !Religions with similar or same mechanic |- |[[File:Peaceful.jpg]] !和平(Peaceful) <br /> 我们必须努力与敌人一起过上言行举止中体现和平与和谐的生活,而不是陷入暴力和疯狂追求权力的罪恶之中。 |<span style="color:green">+3 Demesne limit.<br />+15 vassal opinion.<br />+1 piety per month while at peace.</span><br /> <span style="color:orange">AI rulers are less likely to start wars, plots and factions.</span><br /> <span style="color:red">Raiding unavailable if culture doesn't allow raiding.<br />Hunting focus is unavailable.<br />Holy wars and great holy wars are unavailable, but county conquest CB is available.<br />Dueling comes with a Piety cost.<br />Cannot create warrior lodge if it does not already exist.<br />AI rulers will not convert provinces.</span> ||<span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'', ''Sea-Bound'', ''Unrelenting'' doctrines. ||Jainism |- |[[File:Warmongering.jpg]] !好战(Warmongering) <br /> 我们唯一的前进路径由敌人的头骨铺就!只有在战斗中表现出英勇的信徒才能希望在来世得到回报! |<span style="color:green">Ruler do not receive opinion penalties for raised vassal levies.</span><br /> <span style="color:orange">AI rulers are more aggressive.<br />AI rulers only convert same-group provinces and only when zealous</span><br /> <span style="color:red">Rulers lose prestige when at peace for too long.</span> ||None ||Unreformed offensive paganism |- |[[File:Unyielding.jpg]] !不屈(Unyielding) <br /> 我们可能永远不会将对我们神灵的崇拜传播到世界的各个角落,但我们致力于使我们祖先的土地不会屈服于传教士和异教徒。 |<span style="color:green">+20% levy size. +30% garrison size.<br /> +80% Defense and +80% morale for all units if fighting at county of this religion.<br /> +40% garrison size at county of this religion.<br /> Religion is resistant to proselytizing.</span><br /> <span style="color:orange">AI rulers only try to convert provinces if zealous</span><br /> <span style="color:red">If there is levy size & attack bonus from unreformed religion, it is lost.</span> ||<span style="color:red">Incompatible</span> with ''Unrelenting'' doctrine ||Unreformed defensive paganism |- |[[File:Proselytizing.jpg]] !传教(Proselytizing) <br /> 我们从异教传教士学习到,诸神不通过武力彰显,而是通过言语的力量。 |<span style="color:green">Bonus to mission.</span><br /><span style="color:green">AI rulers will try to convert their provinces.</span> <span style="color:red">Lose piety when at war against faithful.</span> ||<span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'' doctrine ||Christianity |- |[[File:Dogmatic.jpg]] !教条(Dogmatic) <br /> 世界上只有一种圣言,经文只有一个正解,众神只有一种方式能取悦。 |<span style="color:green">Bonus to moral authority.</span><br /> <span style="color:orange">AI rulers will only convert same-group provinces</span><br /> <span style="color:red">Interfaith marriage is unavailable.<br /> Lose piety when at war against faithful.<br />Penalty to Spymaster steal technology</span> ||<span style="color:red">Incompatible</span> with ''Syncretism'' doctrine and ''Autonomous'' leadership ||Islam |- |[[File:Cosmopolitan.jpg]] !普世(Cosmopolitan) <br /> 我们必须承认,所有人都有各自的守护者,信奉的神灵也相同,只是名讳和方式有所不同。 |<span style="color:green">Interfaith marriage is available.</span><br /> <span style="color:red">Penalty to moral authority and to mission.<br /> Religious Control Mandate law is unavailable.<br />AI rulers will not convert provinces.</span> || ||Eastern religions |} ===教义=== Reformer picks two doctrines. Each pagan faith has one unique doctrine, which has features of two or more generic traits. These doctrines can be picked no matter the reformer's religion. {| class="wikitable" |- ! style="width: 100px" | !Doctrine!!Modifier!!Requirement!!Religions with similar or same mechanic |- |[[File:Astrology.jpg]] !占星术(Astrology)<br /> 众神在群星中写下了我们的命运。只需仰望,即可明悟内在。 |角色会在出生时或通过决议赋予[[特质#星座特质|星座特质]]。 可以加入[[社团|赫耳墨斯学会]] (but Hermetics still suffer -10 temple opinion) |<span style="color:red">Redundant</span> with Hellenic |Hellenic |- |[[File:Haruspicy.jpg]] !内脏占卜(Haruspicy)<br /> 只有通过正确地使用占卜,我们才能辨别出众神的意愿,并带领我们的军队取得胜利。 |占卜师在战前通过解读预兆来提升部队士气 |<span style="color:red">Redundant</span> with Hellenic |Hellenic |- |[[File:Bloodthirsty Gods.jpg]] !嗜血神灵(Bloodthirsty Gods)<br /> 我们的天国主人是残酷而嗜血的。如果我们不安抚他们对血肉、鲜血和灵魂的渴望,他们可能会将愤怒转向我们。 |可以献祭不同宗教的囚犯来换取虔诚 献祭囚犯可以解锁[[特质#嗜血神灵|特殊特质]]和行为 |<span style="color:red">Incompatible</span> with ''Peaceful'' and ''Proselytizing'' natures. <span style="color:red">Incompatible</span> with ''Invaders'' doctrine. |Unreformed Aztec |- |[[File:Divine Marriage.jpg]] {{anchor|圣婚}} !圣婚(Divine Marriage)<br /> 众神选择了某些血脉而不是其他的凡人。如果我们希望一直受到我们造物主的青睐,我们的王朝必须保持纯洁。 |允许近亲结婚(解锁[[血亲圣婚]]) 贵族近亲之间的婚姻被认为是神圣的结合 |<span style="color:red">Incompatible</span> with ''Dawnbreakers'' and ''Harmonious'' doctrines |Zoroastrianism, Messalianism |- |[[File:Polygamy.jpg]] !一夫多妻制(Polygamy)<br /> 现在是时候承认我们的妾侍也是配偶。我们与她们的孩子和其他孩子一样都是合法的。 |允许[[一夫多妻制]] Possibility for a woman to take consorts is disallowed even if other traits should unlock it. |<span style="color:red">Incompatible</span> with ''Enatic Clans'', ''Dawnbreakers'' and ''Eternal Riders'' doctrines |Islam |- |[[File:Meritocracy.jpg]] !任人唯贤(Meritocracy)<br /> 众神不关心孩子出生的顺序,他们关心他作为男人所表现出的能力和美德。 |允许指定继承人 (if at least one of {{icon|roi}}[[Rajas of India]] or {{icon|jd}}[[Jade Dragon]] is enabled). |<span style="color:red">Incompatible</span> with ''Harmonious'', ''Civilized'', ''Agnatic Clans'' and ''Enatic Clans'' doctrines |Jainism, Buddhism, Taoism |- |[[File:Equality.jpg]] !平等<br /> 男神和女神统治天堂,男人和女人也都应统治大地。 |[[Absolute cognatic]] succession is enforced. Full status of woman law is enforced. Women can take up to 3 consorts. |Government is not Merchant Republic. <span style="color:red">Incompatible</span> with ''Harmonious'', ''Agnatic Clans'' and ''Enatic Clans'' doctrines |Catharism |- |[[File:Stability.jpg]] !稳定<br /> 怀疑一位在众神的青睐下掌权统治者的合法性是对神明的亵渎。他的臣民应立即表现出对统治者的忠诚。 |[[Opinion#Short%20Reign|Short Reign]] penalty is disabled. Ruler can spend piety to increase courtier or own attribute. |<span style="color:red">Incompatible</span> with ''Children of Perun'' and ''Survivor of Ukko'' doctrines |Jainism, Buddhism, Taoism |- |[[File:Unrelenting.jpg]] !无情<br /> 众神只会奖励信徒中最勇敢、最凶悍的人。战死疆场是一个男人所能渴望的最大荣誉。 |Ignore defensive [[attrition]]. +10% Attack for all units. If there is levy size & attack bonus from unreformed religion or morale bonus from Animistic doctrine in first doctrine slot, it is lost. |<span style="color:red">Incompatible</span> with ''Unyielding'' and ''Peaceful'' natures. <span style="color:red">Incompatible</span> with ''Eternal Riders'' and ''Invaders'' doctrines |Unreformed Tengri |- |[[File:Animistic.jpg]] !泛灵论<br /> 灵魂和魔法都在我们身边,隐藏在每棵树下,每条河流下,我们的头顶飞过,甚至在我们行走的土地之下。 | +5% Morale of armies. If there is levy size & attack bonus from unreformed religion, levy & garrison bonus from Unyielding nature or offensive bonus of Unrelenting doctrine in first doctrine slot, it is lost. Characters get a Rite of Passage when reaching adulthood. |<span style="color:red">Redundant</span> with African |African |- |[[File:Sea-Bound.jpg]] !航海<br /> 众神赐予了我们潮汐和造船的知识,以便我们可以用它来向世界的各个角落传播他们的圣言。 |Fleet can navigate through major rivers. Ship maintenance reduced to 10%. AI looter prefer coastal counties. |<span style="color:red">Incompatible</span> with ''Peaceful nature''. <span style="color:red">Incompatible</span> with ''Sons Of Ragnarok'' and ''Invaders'' doctrines. <span style="color:red">Partially redundant</span> with ''Children of Perun'' doctrine. |Unreformed Germanic |- |[[File:Enatic Clans.jpg]] !女性氏族<br /> 只有通过女性强大而明智的领导,我们才能够实现众神为我们预定的伟大命运。 |Enatic law & open succession law are enforced. Enatic-cognatic law is available. Agnatic, agnatic-cognatic, cognatic laws are restricted. No penalty for female ruler. No male in the council. Women can take up to 3 consorts. |Government is not Merchant Republic. <span style="color:red">Incompatible</span> with ''Agnatic Clans'', ''Harmonious'', ''Equality'', ''Polygamy'' and ''Meritocracy'' doctrines |Islam (open succession) |- |[[File:Agnatic Clans.jpg]] !男性氏族<br /> 只有通过男性强大而果断的领导,我们才能够实现众神为我们预定的伟大命运。 |Agnatic law & open succession law are enforced. No females in the council. Matrilineal marriages are disabled. |<span style="color:red">Incompatible</span> with ''Enatic Clans'', ''Harmonious'', ''Equality'' and ''Meritocracy'' doctrines |Islam (open succession) |- |[[File:Ancestor Veneration.jpg]] !祖先崇拜<br /> 我们虔诚的先祖值得我们尊重和崇拜,我们应当用合适的方式缅怀他们。 |The religious head can decide upon death to [[Ancestor_Veneration|venerate a given ancestor, in a process similar to sainthood]]. [[Eldership|Eldership succession]] law is allowed. Ancestor Worship decision available. |<span style="color:red">Incompatible</span> with ''Autonomous leadership'' |Christianity ([[Sainthood|Saints]]/Veneration), Unreformed African and Romuva (Eldership succession) |- |[[File:Monasticism.jpg]] !修行<br /> 我们中最虔诚的人应获准放弃他们的世俗事务,并在隐居和敬拜中度过他们的余生。 |Ruler can [[Diplomatic_actions#Order_to_take_the_vows|order subject to "Take the Vows"]], disqualifying them from succession. Priests cannot marry and cannot inherit. +2 Learning to any follower of the religion. |<span style="color:red">Incompatible</span> with ''Totem-Guardians'' doctrine |Buddhism, Christianity |- |[[File:Religious Tax.jpg]] !宗教税<br /> 我们将允许异教徒居住在我们的土地上,只要他们向我们定期提供财富和资源来弥补他们的亵渎。 |Tax on subjects of different religious group is allowed. |<span style="color:red">Incompatible</span> with ''Syncretism'' and ''Totem-Guardians'' doctrines |Islam |- |[[File:Syncretism.jpg]] !宗教融合<br /> 我们中最睿智的人应获准学习其他信仰并更多地了解邻国的人民。 |Rulers can choose to gain [[Traits#Sympathy_for_other_religious_groups|sympathy]] with another faith by decisions. |<span style="color:red">Incompatible</span> with ''Dogmatic'' nature. <span style="color:red">Incompatible</span> with ''Religious Tax'' and ''Civilized'' doctrines |Unreformed African and Bön |- |[[File:Daring.jpg]] !勇敢<br /> 众神赞美勇敢和自由精神。即使是最无能的人,他们也会鼓励你要心比天高。 |[[Prepared invasion]]s are available. |<span style="color:red">Incompatible</span> with ''Peaceful'' nature. <span style="color:red">Incompatible</span> with ''Sons of Ragnarok'' doctrine |Unreformed Germanic |- |[[File:Pyramid Creation.jpg]] !创造金字塔(Pyramid Creation)<br /> 金字塔很久很久以前由古人所建,我们也应当追求如它一般的高度。 |此宗教的独立领主可以建造[[奇观#大金字塔|金字塔]] |Not Aztec |Unreformed Aztec | |} These doctrines are tied to the reformer's religion. Some of them are stronger than the regular doctrines. {| class="wikitable" |- ! style="width: 100px" | !Doctrine!!Modifier!!Requirement |- |[[File:Survivor of Ukko.jpg]] ![[File:Reformed Suomenusko.png]] 乌戈的遗族 长久以来,我们的部落互相争斗不断,而我们真正的敌人却从外面围困着我们。我们必须团结一致抑或是永远消失在历史中! |Religion is resistant to proselytizing + Stability |<span style="color:red">Incompatible</span> with ''Stability'' doctrine |- |[[File:Children of Perun.jpg]] ![[File:Reformed Slavic.png]] 佩伦之子 佩伦子孙都会聚集在一起,分享对众神新的和谐的理解,这样我们就能与邻居和平相处,繁荣昌盛。 |Fleet can navigate through major rivers, but maintenance cost remains full + Stability |<span style="color:red">Incompatible</span> with ''Stability'' doctrine <span style="color:red">Partially redundant</span> with ''Sea-Bound'' doctrine |- |[[File:Eternal Riders.jpg]] ![[File:Reformed Tengri.png]] 永恒骑兵 无尽苍穹召唤我们的军队一路驰骋,奔向世界的四方。我们桀骜不驯,我们无人可挡! |Unrelenting + Polygamy Levy size & attack bonus from unreformed Tengri faith will be lost. |<span style="color:red">Incompatible</span> with ''Unrelenting'' and ''Polygamy'' doctrine.<br /> <span style="color:green">Compatible</span> with ''Peaceful'' nature. |- |[[File:Defenders of Dievas.jpg]] ![[File:Reformed Romuva.png]] 季耶瓦斯卫士 我们必须要坚强,才能在新宗教的进攻中得以幸存。只有我们中最强的人才能活下来,以保存对众神的记忆。 |Religion is resistant to proselytizing. Eldership Succession law is available | |- |[[File:Sons of Ragnarok.jpg]] ![[File:Reformed Germanic.png]] 诸神黄昏之子 我们绝不会不战而降!末日已然临近。如果我们想要进入瓦尔哈拉,我们就必须证明自己的价值! |Daring + Sea-Bound |<span style="color:red">Incompatible</span> with ''Daring'' and ''Sea-Bound'' doctrines.<br /> <span style="color:green">Compatible</span> with ''Peaceful'' natures. | |- |[[File:Totem-Guardians.jpg]] ![[File:Reformed West African.png]] 图腾守卫 为了让所有灵魂各得其所,我们必须确保我们的祭司阶层有能力掌握散布在我们古老传统中的咒语和仪式。 |Ruler can [[Diplomatic_actions#Order_to_take_the_vows|order subject to "Take the Vows"]]. Priests cannot marry and cannot inherit. Eldership Succession law is available Religious Tax |<span style="color:red">Incompatible</span> with ''Monasticism'' and ''Religious Tax'' doctrines |- |[[File:Dawnbreakers.jpg]] ![[File:Reformed Zunist.png]] 破晓 我们必须承认太阳及其青睐的血统的无可否认的权威,以确保我们人民的繁荣。 |Divine Marriage + Polygamy |<span style="color:red">Incompatible</span> with ''Polygamy'' and ''Divine Marriage'' doctrines |- |[[File:Harmonious.jpg]] ![[File:Reformed Bon.png]] 和谐 新旧传统的平衡,才能有受众神之钟爱所祝福的开明未来。 |Meritocracy + Equality + Disallow avunculate marriage and cousin marriage |<span style="color:red">Incompatible</span> with ''Divine Marriage'', ''Agnatic Clans'', ''Enatic Clans'', ''Meritocracy'' and ''Equality'' doctrines | |- |[[File:Invaders.jpg]] ![[File:Reformed Aztec.png]] 侵略者 如果我们希望用这个新世界丰富的肉牛们来满足众神,我们的战士必须要无情,我们的军队必须要不屈不挠。 |Bloodthirsty Gods + Seabound + Unrelenting Levy size bonus from unreformed Aztec faith will be lost. |<span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'', ''Sea-Bound'', ''Unrelenting'' doctrines |- |[[File:Civilized.jpg]] ![[File:Reformed Hellenic.png]] 文明开化 我们必须记住,众神对凡人事务几乎没有任何兴趣,我们应该努力保持对信仰的超然态度。 |Rulers do not receive opinion penalties for raised vassal levies + Syncretism + Meritocracy |<span style="color:red">Incompatible</span> with ''Syncretism'' and ''Meritocracy'' doctrine |} ===Leadership=== The selection of Leadership style determines the type of [[religious head]]. {| class="wikitable" |- ! style="width: 100px" | !Leadership!!Modifier!!Requirement!!Religions with similar or same mechanic |- |[[File:Temporal.jpg]] !世俗(Temporal) 世俗和精神权力相互交织。分为两个职位毫无意义。 |Religion has secular leader. <span style="color: green">Reformer gets [[Artifacts#Pagan_Reformation|a powerful artifact]].</span><br /> <span style="color: green">Player can select GHW timing.</span><br /> <span style="color: green">Immediate Prestige and piety bonus for ruler's dynasty.</span><br /> |None |Islam |- |[[File:Hierocratic.jpg]] !教士统治(Hierocratic) 应该由一位祭司长全权掌管一切属灵的权力,这样诸神才能被恰当的礼仪取悦。 |Duke-tier religious head common for all realms.<br /><br /> <span style="color: green">Excommunication</span><br /> <span style="color: green">Request claims</span> |None |Catholicism, Fraticellism |- |[[File:Autocephalous.jpg]] ![[Autocephaly|Autocephalous]] 每个领地都应有自己的祭司长,与其统治者一起工作,满足众神及其信徒的需求。 |Each realm has own religious head. |None |Eastern Orthodoxy, Miaphysite Christianity |- |[[File:Autonomous.jpg]] !地方自治(Autonomous) 每个祭司都有权力对新的圣文给予正解,不受任何中央权威的限制。 |No religious head.<br /><br /> <span style="color:green">Attribute bonus</span>.<br /> <span style="color:orange">Four branches.</span><br /> <span style="color:red">No GHWs</span> |<span style="color:red">Incompatible</span> with ''Dogmatic'' nature and ''Ancestor Veneration'' doctrine |Dharmic religions |} ====Autonomous leadership==== Despite similarities between autonomous reformed paganism and Dharmic religions (followers of both has religious branch trait), the former still needs to deal with heresy (old pagan religion), while the latter has no heresies. Autonomous leadership bonus for an attribute depends on original pagan religion. {| class="wikitable" |- !Attribute!!Religion |- | +2 Diplomacy||Romuva, Slavic |- | +2 Martial||Germanic, Tengri |- | +2 Stewardship||African, Zunist |- | +2 Intrigue||Suomenusko |- | +2 Learning||Hellenic, Bön |- |None||Aztec |} Autonomous leadership also enables four branches: {{#lst:Traits|pagan_branches}} ===Synergies=== With the new reformation system, some synergies occur which present new abilities or opportunities to characters of this specific reformed religion. <ref>[[forum:1130934|Pagan Reformation Synergies thread]]</ref> These are not immediately obvious before reformation, or even immediately upon reformation. {| class="wikitable" |- !Religion!!Nature!!Doctrine(s)!!Leadership!!Synergy Feature |- |Reformed Aztec||Any Nature except Peaceful|| || ||Access to the [[Casus_Belli#Flower_War|Flower War Casus Belli]] |- |Reformed Aztec|| ||Daring <br> & <br> Sea-Bound ''or'' Invaders|| ||Allows sacrifice of thralls captured in raids |- |Reformed Aztec|| ||Haruspicy|| ||Allows sacrifice of courtiers to read entrails |- |Reformed Hellenic|| ||Bloodthirsty Gods|| ||Allows sacrifice of courtiers to read entrails |- | ||Any Nature except Peaceful||Bloodthirsty Gods|| ||Access to the Flower Wars Casus Belli |- | ||Dogmatic||Divine Marriage ''or'' Dawnbreakers||Temporal||Reformer becomes a High God |- | ||Warmongering||Agnatic Clans|| ||Access to the [[Casus_Belli#Patriarchal_Deposition_War|Patriarchal Deposition War Casus Belli]] |- | ||Warmongering||Enatic Clans|| ||Access to the [[Casus_Belli#Matriarchal_Deposition_War|Matriarchal Deposition War Casus Belli]] |- | || ||Astrology <br> & <br> Haruspicy|| ||Once per decade interpretation of stars by religious head or court chaplain if none exists |- | || ||Astrology <br> & <br> Stability ''or'' Children of Perun ''or'' Survivor of Ukko|| ||Reading the stars an heir is born under |- | || ||Bloodthirsty Gods <br> & <br> Haruspicy|| ||Allows sacrifice of courtiers to read entrails |- | || ||Daring <br> & <br> Sea-Bound|| ||[[Traits#Raiding|Pirate traits and events]] (but the traits' opinion bonuses only apply to Germanic pagans) |- | || ||Stability ''or'' Children of Perun ''or'' Survivor of Ukko <br> & <br> Agnatic Clans ''or'' Enatic Clans ''or'' Meritocracy|| ||Education improvement synergy and Meliorism improvement synergy |- |} ===Strategies=== The new reformation system allows players to build their religion for their preferred play-style and to combine incompatible characteristics. For example, players who seek to reduce internal conflicts in their country, but still want to expand their boundaries, could use the following culture/religion/doctrine combination: Altaic culture, Tengri, ''Peaceful, Stability, Equality, Autonomous''. Raiding culture allows the use of armies to raid while fabricating claims, and still get piety for remaining at peace. Generic Tengri paganism allows for more levies. Equality allows the player to not only land females, but also to get even higher scores since female dynasts could have consorts, who as concubines provides prestige. 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. If consorts are available and the ''Peaceful'' religion nature and Tribalist traits from ''Autonomous'' leadership outweigh the [[Opinion#Short%20Reign|Short Reign]] penalty (and the player ensures that most vassals are of the player's dynasty), it makes sense to pick ''Divine Marriage'' instead of Stability, to get an even higher score from Divine marriages, in situations where inbreeding is already likely. Another approach is to try new mechanics (to pick Haruspicy, Animism, Veneration) or to add useful abilities to existing faiths (e.g. choosing Polygamy for Hellenism, which has no access to concubinage or choosing the ''Children of Perun'' doctrine to make use of major Russian rivers to transport armies). If you have tribal government, it is recommended to choose either ''Agnatic Clans'' or ''Enatic Clans'' doctrine to avoid Gavelkind succession law. Enatic Clans doctrine is extra powerful because one can easily 'breed in' several bloodlines by simply doing matrilineal marriages over a few generations. If gender flexibility is desired, ''Ancestor Veneration'' can be chosen for Eldership succession. If fighting unreformed pagans is a priority after reformation, the ''Unrelenting'' doctrine or the Tengri equivalent (Eternal Riders) is recommended. Depending on the spread of the faith before reformation, heresy may or may not become a major issue. It is important to quickly convert vassals who still follow the old faith due to the large opinion penalty. If tribal, remember that demesne counties which are still following the old faith will give less tax and levies. ==References== <references /> *[https://docs.google.com/spreadsheets/d/19qY6udAjjFbhgpUCV7V1Flkhh7cHNpkWRCNiLyMFSAE/edit#gid=1915180607 | Holy Fury Reformation Calculator] [[Category:Religion]] [[Category:Guides]] {{ReligionNavbox}} {{GuidesNavbox}}
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