原始宗教:修订间差异

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[[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。
[[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。


Paganism normally requires the {{icon|tog}}[[Old Gods]] or {{icon|hf}}[[Holy Fury]] DLC to be playable. Bön is also unlocked by {{icon|jd}}[[Jade Dragon]], and {{icon|hl}}[[Horse Lords]] allows playing pagan [[nomadic]] rulers. Without {{icon|hf}}Holy Fury, Hellenic paganism requires the use of exploits or the [[Ruler Designer]] to play.
Pagan non-nomads normally requires the {{icon|tog}}[[Old Gods]] or {{icon|hf}}[[Holy Fury]] DLC to be playable. Bön is also unlocked by {{icon|jd}}[[Jade Dragon]], and {{icon|hl}}[[Horse Lords]] allows playing of pagan [[nomadic]] rulers.


Historically, the pagan faiths were gradually supplanted by Christianity, Islam, and the Dharmic religions, but this does not necessarily happen in the game. Pagans may fight back in the name of the old gods, and even seek to eliminate the monotheists from Europe.
Historically, the pagan faiths were gradually supplanted by Christianity, Islam, and the Dharmic religions, but this does not necessarily happen in the game. Pagans may fight back in the name of the old gods, and even seek to eliminate the monotheists from Europe.


In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, {{icon|hf}} Hellenic (Greco-Roman), Tengri and {{icon|si}} Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnic), West African, and Bön (Tibetan). The Zunist are unique in the fact that they are something of a hybrid of the Offensive and Defensive and the generic Paganism grants no bonuses.
In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, {{icon|hf}} Hellenic (Greco-Roman), Tengri and {{icon|si}} Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnic), African, and Bön (Tibetan). The Zunists are unique in that they are somewhat of a hybrid of the Offensive and Defensive; generic Paganism grants no bonuses.


==早期强势,后期乏力==
==早期强势,后期乏力==
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Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. However, stability is very low, and you have little control over your realm. It also supports early-game dominance - you are next-to-none as a Germanic ruler in 867. However, the longer the faith goes unreformed, the weaker it becomes. Pagans tend to be powerful in early years but weaken as time passes for several reasons:
Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. However, stability is very low, and you have little control over your realm. It also supports early-game dominance - you are next-to-none as a Germanic ruler in 867. However, the longer the faith goes unreformed, the weaker it becomes. Pagans tend to be powerful in early years but weaken as time passes for several reasons:


* Powerful [[Casus Belli#Pagan CBs|Pagan CBs]] allow Pagans to expand quickly. Large realms, however, are unstable due to [[elective gavelkind]] (if tribal), difficulty converting characters and provinces, higher priority for independence [[factions]], and a large Short Reign penalty.
* Powerful [[Casus Belli#Pagan CBs|Pagan CBs]] allow Pagans to expand quickly. However, large realms are unstable due to [[elective gavelkind]] (if tribal), difficulty converting characters and provinces, higher priority for independence [[factions]], and a large [[Opinion#Short%20Reign|Short Reign]] penalty.
* The ability to raid makes some pagans uniquely wealthy in the early game. Germanic pagans do especially well since they get free ships, can navigate rivers, and are close to prime raiding targets. But later, feudal realms grow their income more quickly, while raiding becomes less feasible as targets consolidate. Feudal rulers bordering rivers will eventually increase their fort level to the point that Germanic pagans can no longer navigate those rivers.
* The ability to raid makes some pagans uniquely wealthy in the early game. Germanic pagans do especially well since they get free ships, can navigate rivers, and are close to prime raiding targets. But later, feudal realms grow their income more quickly, while raiding becomes less feasible as targets consolidate. Feudal rulers bordering rivers will eventually increase their fort level to the point that Germanic pagans can no longer navigate those rivers.
* Defensive attrition is a powerful deterrent in the early game. However, it only applies to the homeland, and pagans have difficulty converting provinces due to low [[moral authority]]. Defensive attrition is completely negated once attackers reach Military Organization 4.
* Defensive attrition is a powerful deterrent in the early game. However, it only applies to the homeland, and pagans have difficulty converting provinces due to low [[moral authority]]. Defensive attrition is completely negated once attackers reach Military Organization 4.
* Pagans find it difficult to switch from [[tribalism]] unless they start as feudal (Balkan states and Zunists). [[Tribes|Tribal holdings]] can be upgraded quickly, but fully settled provinces can be upgraded more. Medium-sized tribal realms can muster unusually large armies by having a large demesne, and by calling vassals to war rather than raising levies. Large tribal realms do not benefit as much since vassals of vassals cannot be called.
* Pagans find it difficult to switch from [[tribalism]] unless they start as feudal (Balkan states, Zunists, Tibet). [[Tribes|Tribal holdings]] can be upgraded quickly, but fully settled provinces can be upgraded more (with sufficient wealth and technology). Medium-sized tribal realms can muster unusually large armies by having a large demesne, and by calling vassals to war rather than raising liege levies. Large tribal realms do not benefit as much since vassals of vassals cannot be called.
* Pagan territories are usually significantly technologically behind all other culture's territories, with the exception of the Germanic having a tremendous lead in shipbuilding at the start of 867, as well as receiving said bonus after some time at the 769 start.
* Pagan territories are usually significantly technologically behind all other cultures' territories, with the exception of Germanics having a tremendous lead in shipbuilding at the start of 867, as well as receiving said bonus after some time at the 769 start. Ironically, the low technology is a greater issue after the adoption of feudalism, as feudal realms require higher tech for the construction of buildings. Also, as tech advances, rival feudal realms can take advantage to construct better buildings for greater economic and military power.
* [[Religious conversion#Proselytize in pagan capital|Foreign missionaries become more effective]] as tribal rulers decide they are ready to feudalize.
* [[Religious conversion#Proselytize in pagan capital|Foreign missionaries become more effective]] as tribal rulers decide they are ready to feudalize.


There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. You trade some of your offensive/defensive capability for stability, faster conversion, and Great Holy Wars to combat Crusades and Jihads.
There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. You trade some of your offensive/defensive capability for stability, faster conversion, and Great Holy Wars to combat Crusades and Jihads. With {{icon|hf}}, reformers can decide doctrines for the reformed faith.


Also, [[nomads]] are often an exception due to their unique mechanics.
Also, [[nomads]] are often an exception due to their unique mechanics.
*They can easily convert provinces by pillaging every holding in a province. The resulting empty holding slots further strengthens the horde.
*They can easily convert provinces by pillaging every holding in a province. The resulting empty holding slots further strengthens the horde.
*Nomads have their unique nomadic succession which does not split the realm like gavelkind.
*Nomads have their unique nomadic succession which does not split the realm like gavelkind.
*Large nomadic realms continue to grow in strength as long as the khans continuously increase the empty holding slots they control.
*Large nomadic realms continue to grow in strength as long as the khans continuously increase the number of empty holding slots they control.


== 通用的特点 ==
== 通用的特点 ==
Most pagans may [[raid]] neighboring provinces (and coastal provinces, if ships are available) for loot and [[prestige]], even without a tribal government (which majority of the pagans are).
Most pagans may [[raid]] neighboring provinces (and coastal provinces, if ships are available) for loot and [[prestige]], even without a tribal government (which majority of the pagans are).


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"Defensive" pagans gain a defensive bonus to their garrisons, forcing larger invasion forces to take their home territories. "Offensive" pagans get a bonus to their levy size (+30% levy size for Germanic, for example).
"Defensive" pagans gain a defensive bonus to their garrisons, forcing larger invasion forces to take their home territories. "Offensive" pagans get a bonus to their levy size (+30% levy size for Germanic, for example).


Pagans have great difficulty holding large realms together. The short reign [[relation]]s modifier is three times more severe for pagans. With tribal mechanics, pagans cannot raise Tribal Organization very high without having severe relations penalty for tribal Unreformed Pagan vassals (-30 for Absolute). They also cannot reform to Feudalism or a Merchant Republic unless they Reform or convert to a non-pagan religion. Pagan vassals are more likely to seek independence, and gain warscore more rapidly than others in independence wars.
Pagans have great difficulty holding large realms together. The [[Opinion#Short%20Reign|Short Reign]] [[relation]]s modifier is three times more severe for pagans. With tribal mechanics, pagans cannot raise Tribal Organization very high without having severe relations penalty for tribal Unreformed Pagan vassals (-30 opinion with Absolute). They also cannot reform to Feudalism or a Merchant Republic unless they Reform or convert to a non-pagan religion. Pagan vassals are more likely to seek independence, and gain warscore more rapidly than others in independence wars
 
Pagans can grant themselves divorces at will, but with a significant cash payment for the divorce and a -30 relation penalty to the divorcee's family. Male pagan rulers may take up to three [[Polygamy#Concubinage|concubines]] in addition to a wife. Having young concubines (below the age of 45) gives a monthly prestige gain, which is especially useful for tribal and nomadic pagans.
 
Pagans are able to hold religious feasts (except Tengri/African). But, aside from Germanic/Zun, they are identical, except for slightly different flavor text and Slavic "Jarilo" event. 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. Each one can only occur at a certain, and different, time each year.
 
Most pagan faiths permit female temple holders regardless of gender law; exceptions are noted below.
 
With {{icon|hf}}Holy Fury, each pagan faith (except Aztecs) has an associated Warrior Lodge, a society focused on combat. In addition, ''all'' pagan faiths can be reformed.


The default [[succession]] law for tribal pagans is [[elective gavelkind]]. However, you may convert to organized religion and change the succession law to the more useful (regular) [[gavelkind]]. The gavelkind succession law will remain even if you return to an unreformed pagan religion later. Those Pagans who start as feudal use gavelkind though they can switch to elective gavelkind too. This means that succession crises are significantly more likely without foreplanning.
==Succession==


There are some exceptions, though. Zunists and Mongols may use Ultimogeniture; Bön may use both regular and elective gavelkind when tribal, and may also use primogeniture and ultimogeniture when feudal (or monastic feudal); Romuva/African may use Eldership; and rulers of the Celtic culture group always have the option for Tanistry.
The default [[succession]] law for tribal unreformed pagans is [[elective gavelkind]]. However, you may convert to an organized religion and change the succession law to the more useful (regular) [[gavelkind]]. The gavelkind succession law will remain even if you return to an unreformed pagan religion later.


Pagans can grant themselves divorces at will, but with a significant cash payment for the divorce and a -30 relation penalty to the divorcee's family. Male pagan rulers may take up to three [[Polygamy#Concubinage|concubines]] in addition to a wife. Having young concubines (below the age of 45) gives a monthly prestige gain, which is especially useful for tribal and nomadic pagans.
Feudal unreformed pagans typically use [[gavelkind]] succession. They must switch to [[elective gavelkind]] if they wish to declare Subjugation or Tribal Invasion wars. Alternatively, feudal kings and emperors can enact the "Full Council Authority" law and adopt [[feudal elective]] succession.


Pagans are able to hold religious feasts (except Tengri/West African). But, aside from Germanic/Zun, they are identical, except for slightly different flavor text and Slavic "Jarilo" event. 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. Each one can only occur at a certain, and different, time each year.
Certain pagans have access to additional succession laws. Zunists and Mongols may use Ultimogeniture; Bön may use both regular and elective gavelkind when tribal, and may also use [[primogeniture]] and [[ultimogeniture]] when feudal (or monastic feudal); Romuva/African may use [[Eldership]] when tribal; and rulers of the Celtic culture group always have the option for Tanistry.


All pagan faiths permit female temple holders regardless of gender law; exceptions are noted below.
Reforming the religion removes these restrictions, allowing tribal rulers to use gavelkind and allowing feudal rulers to use primogeniture. Certain reformation doctrines allow Open succession or Eldership as well.


==Flavors of paganism==
==Flavors of paganism==
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=== Offensive ===
=== Offensive ===


The love of battle among these pagans means that rulers incur no relation penalty with their vassals for having troops raised. All Offensive pagans also gain a +30% bonus to their levy sizes, making up for likely lower technology and smaller fort holdings. Combined with not paying any penalty for raising their vassals' levies, this means offensive pagans can muster forces far beyond what their technological levels say they should.
The love of battle among these pagans means that rulers incur no relation penalty with their vassals for having troops raised. All Offensive pagans also gain a +30% bonus to their levy sizes, making up for likely lower technology and smaller fort holdings. Combined with not paying any penalty for raising their vassals' levies, this means offensive pagans can muster forces far beyond what their technological levels would suggest.


The other side of the coin is that peace is seen as unbecoming. Rulers who are neither at war, nor raiding, nor bound by an active truce lose a significant amount of prestige per month.  Because raiding counts as war, and they have county conquest casus belli that require no reason for war, however, few rulers need find themselves short on wars for long. If that was the case simply raising levies and toggling looter and waiting will remove the prestige penalty.
The other side of the coin is that peace is seen as unbecoming. Rulers who are neither at war, nor raiding, nor bound by an active truce lose a significant amount of prestige per month.  Because raiding counts as war, and they have county conquest casus belli that require no reason for war, however, few rulers need find themselves short on wars for long. If that was the case, simply raising levies, toggling looter and waiting will remove the prestige penalty.


==== {{iconify|Germanic}}日耳曼多神教 ====
==== {{iconify|Germanic}}日耳曼多神教 ====
[[file:Hsnorse.png|thumb|right|Germanic holy sites.]]
[[file:Hsnorse.png|thumb|right|Germanic holy sites.]]
Germanic faith (more commonly known as Norse) is the faith of Scandinavian & Saxon people, worshiping deities like Odin/Wotan. Faith is widespread in earlier starting dates, among the multitude of petty rulers but is in decline from 1066 onwards. The last playable Germanic ruler available is Arnfast of Västerbotten, who dies in 1309.
Germanic faith (more commonly known as Norse) is the faith of Scandinavian & Saxon people, worshiping deities like Odin/Wotan. Faith is widespread in earlier starting dates, among the multitude of petty rulers, but is in decline from 1066 onwards. The last playable Germanic ruler available is Arnfast of Västerbotten, who dies in 1309.


While three of the faith's holy sites are in Scandinavia, the other two are in mainland Europe and often held by strong Christian rulers. Keeping moral authority high is also a problem due to weak realms who often lose religious wars.
While three of the faith's holy sites are in Scandinavia, the other two are in mainland Europe and often held by strong Christian rulers. Keeping moral authority high is also a problem due to weak realms who often lose religious wars.
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;Coastal conquest: Germanic faith may use the [[Casus_Belli#County_Conquest_.28Pagan.29|county conquest CB]] against any coastal province belonging to anyone not of their own faith—Muslim, Christian or even other non-Germanic pagans are fair target—no matter how distant.
;Coastal conquest: Germanic faith may use the [[Casus_Belli#County_Conquest_.28Pagan.29|county conquest CB]] against any coastal province belonging to anyone not of their own faith—Muslim, Christian or even other non-Germanic pagans are fair target—no matter how distant.


;Great Blot: Germanic pagans have a feast where they can sacrifice any prisoners taken to their gods. (This can be a fun event for some, especially if you just invaded France and now have 73 Catholic bishops in your dungeon, or just put down your 7th catholic revolt and have a half-dozen heresiarchs in your dungeons.) 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]].
;Great Blot: Germanic pagans have a feast where they can sacrifice any taken prisoners to their gods. (This can be a fun event for some, especially if you just invaded France and now have 73 Catholic bishops in your dungeon, or just put down your 7th catholic revolt and have a half-dozen heresiarchs in your dungeons.) 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]].


;[[casus belli#Prepared Invasion|Prepared invasion]]: Germanic rulers may announce invasion on specified target and call adventurers from all over the Norse world to serve in their expedition. (Functionally creating an event army stack that grows every few months until the invasion is launched.) Prepared invasions can also be called by vassals. However, if the game starts at 769, they must wait for a special event to grant Shipbuilding II before they can rain havoc on Europe.
;[[casus belli#Prepared Invasion|Prepared invasion]]: Germanic rulers may announce invasion on specified target and call adventurers from all over the Norse world to serve in their expedition. (Functionally creating an event army stack that grows every few months until the invasion is launched.) Prepared invasions can also be called by vassals. However, if the game starts at 769, they must wait for a special event to grant Shipbuilding II before they can rain havoc on Europe.
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:Eventually an event triggers (often in the 1100s) that informs you that paper has replaced runestones, disabling creation for the rest of the game.
:Eventually an event triggers (often in the 1100s) that informs you that paper has replaced runestones, disabling creation for the rest of the game.


;River travel: Germanic pagans are masters of coastal and river warfare. They may sail up navigable rivers, and even cross overland portages between major rivers. (This allows them to functionally travel directly through Continental Europe by boat into the Caspian or Black Seas, and through there to the Mediterranean.) Increasing fortification levels in later years may start to block this.
;River travel: Germanic pagans are masters of coastal and river warfare. They may sail up navigable rivers, and even cross overland portages between major rivers. (This allows them to functionally travel directly through Continental Europe by boat into the Caspian or Black Seas, and through there to the Mediterranean.) Rivers will no longer be navigable once the ''average'' fort level of the adjacent provinces exceeds 10.


;Garrison/Troop bonus: On top of 30% levy increase, Unreformed Germanic also gain a +50% [[retinue]] supply bonus, but lose this bonus upon reformation. Any established retinues remain and can be reinforced until dismissed.
;Garrison/Troop bonus: On top of 30% levy increase, Unreformed Germanic also gain a +50% [[retinue]] supply bonus, but lose this bonus upon reformation. Any established retinues remain and can be reinforced until dismissed.
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* '''Sjaelland''': Supposedly where Heorot, the mead-hall from the epic Beowulf is located
* '''Sjaelland''': Supposedly where Heorot, the mead-hall from the epic Beowulf is located
* '''Naumadal''': One of the most important religious ceremonial places, with sacrifices to the Norse gods
* '''Naumadal''': One of the most important religious ceremonial places, with sacrifices to the Norse gods
{{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(也是王国风云2玩家社区中的一大人气宗教)。
;没落的信仰: 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(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, Monemvasia省信仰希腊多神教, 所以该省的角色可能信仰该教
** {{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}} 如果你是上文所提及的文化之一,信仰基督教, 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精神错乱,恶魔附体,神秘主义者或学者特质, 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。
;圣骑士团: 如果希腊多神教被改革,一个公国级骑士团将被创建。
;观星: 角色可以通过出生日期获得[[Traits#Zodiac_Signs|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^_^)。
;占卜: 读懂神的意图以提高军队士气。
;祭司不能结婚和继承: 角色可以通过该机制[[Succession#Disqualification|剥夺继承权]]。
;神的暗示: 有{{icon|hf}} [[神圣之怒]]时,希腊多神教信徒可以通过直辖宗教封臣寻求12神的暗示(总之就是一群神棍瞎编糊弄你)。 向祭司寻求暗示需要250金币和200虔诚(这钱真好骗), 还会给世俗领主一个为期10年的修正, 或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}}
{{clear}}


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;Human Sacrifice: Aztec pagans can sacrifice non-Aztec characters from controlled provinces to the gods. It is possible to use Aztec human sacrifice to gain the Holy Smoke [[achievement]].
;Human Sacrifice: Aztec pagans can sacrifice non-Aztec characters from controlled provinces to the gods. It is possible to use Aztec human sacrifice to gain the Holy Smoke [[achievement]].


;Tribal invasion: Aztec pagans gain access to the Tribal Invasion CB, allowing unlimited wars for entire de jure kingdoms at a time.
;Tribal invasion: Aztec pagans gain access to the [[Casus_Belli#Tribal_Invasion|Tribal Invasion]] CB, allowing unlimited wars for entire de jure kingdoms at a time.


;Garrison/Troop bonus: Aztec pagans gain 30% to levy size.
;Garrison/Troop bonus: Aztec pagans gain 30% to levy size.
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;Patriarchal: Aztec paganism does not permit female temple holders.
;Patriarchal: Aztec paganism does not permit female temple holders.


''Holy Sites:''
;[[Great_works#Aztec_Pyramid|Aztec Pyramid]] construction: A unique [[great work]].
 
;No [[Societies#Warrior_Lodge|warrior lodge]]: Aztecs do not have their own lodge.
 
''Holy Sites:''
* '''Rome''' (shared with [[Catholic]]ism)
* '''Rome''' (shared with [[Catholic]]ism)
* '''Cordoba''' (shared with [[Muslims#Sunni|Sunni Islam]])
* '''Cordoba''' (shared with [[Muslims#Sunni|Sunni Islam]])
* '''Ile de France'''
* '''Ile de France''' (Paris)
* '''Marrakech'''
* '''Marrakech'''
* '''Middlesex'''
* '''Middlesex'''
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=== Defensive ===
=== Defensive ===
The principal ability of defensive pagans (Romuva, Slavic, Suomenusko & West African) is a tremendous boost in combat when fighting on home ground. All units gain 80% to defense when fighting enemies in a province of the combatant's religion. This applies even when one is the attacker, and on territory held by another lord; Only the dominant religion of the province you are standing upon matters.  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.  (Such as reconquering Slavic lands as a Slav from Christians.) This allows defensive pagans to defeat enemy armies twice their size with ease.
The principal ability of defensive pagans (Romuva, Slavic, Suomenusko & African) is a tremendous boost in combat when fighting on home ground. All units gain 80% to defense when fighting enemies in a province of the combatant's religion. This applies even when one is the attacker, and on territory held by another lord; Only the dominant religion of the province you are standing upon matters.  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.  (Such as reconquering Slavic lands as a Slav from Christians.) This allows defensive pagans to defeat enemy armies twice their size with ease.


Defensive pagan [[holdings]] also have larger garrisons (bonus varies per religion), making them harder to siege. This is in addition to the pagan homeland attrition penalty, which forces the large numbers of troops needed to invade a defensive pagan home territory to face severe [[attrition]] for the duration of any siege. Such penalties usually function to prevent any rival faith from taking their lands in spite of being relatively weak and of a rival faith that normally could be easily holy warred.
Defensive pagan [[holdings]] also have larger garrisons (bonus varies per religion), making them harder to siege. This is in addition to the pagan homeland attrition penalty, which forces the large numbers of troops needed to invade a defensive pagan home territory to face severe [[attrition]] for the duration of any siege. Such penalties usually function to prevent any rival faith from taking their lands in spite of being relatively weak and of a rival faith that normally could be easily holy warred.
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The pagan homeland attrition penalty does not function, however, against other unreformed pagans.  This allows other pagans (especially Tengri and Germanic pagans) to fairly easily invade other pagans with conquest and subjugation [[casus belli]]. 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.
The pagan homeland attrition penalty does not function, however, against other unreformed pagans.  This allows other pagans (especially Tengri and Germanic pagans) to fairly easily invade other pagans with conquest and subjugation [[casus belli]]. 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.


All defensive pagans have access to Ancestor Worship & Choose Patron deity decision. Additionally, those defensive pagans who are tribal, may call forth Devout Warriors.
All defensive pagans have access to Ancestor Worship & Choose Patron deity decision. Additionally, those defensive pagans who are tribal, may call forth Devout Warriors (without {{icon|lor}}).


;Ancestor worship: Ancestor worship is a decision that can be taken every 10 years. In it, you ask your ancestors for various favors and offer them sacrifices, either money or human, to make sure they answer your calls. The outcome of sacrifice is always somewhat random but various decisions you do increase your rulers piety nonetheless.
;Ancestor worship: Ancestor worship is a decision that can be taken every 10 years. In it, you ask your ancestors for various favors and offer them sacrifices, either money or human, to make sure they answer your calls. The outcome of sacrifice is always somewhat random but various decisions you do increase your rulers piety nonetheless.
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;Patron deities: Defensive pagans may choose a patron deity. This gives +2 to one ability and -1 to another. In addition to this, several events dedicated to said deities can trigger.
;Patron deities: Defensive pagans may choose a patron deity. This gives +2 to one ability and -1 to another. In addition to this, several events dedicated to said deities can trigger.


;Summon Devout Warriors: This decision is available for defensive tribal pagans, whether religion is reformed or not. If you are attacked by ruler of different faith, you can spend 200 piety to summon up a group of warriors to defend your realm, much like with Raise Tribal Army decision. This decision will raise 2000-men strong troop, which means that each point in Piety is worth 10 soldiers for a defensive pagan tribal ruler.
;Summon Devout Warriors: This decision is available for defensive tribal pagans, whether religion is reformed or not (and the {{icon|lor}}Legacy of Rome DLC is inactive). If you are attacked by ruler of different faith, you can spend 200 piety to summon up a group of warriors to defend your realm, much like with Raise Tribal Army decision. This decision will raise a 2000-men strong troop, which means that each point in Piety is worth 10 soldiers for a defensive pagan tribal ruler.


==== {{iconify|Romuva}}洛姆瓦教 ====
==== {{iconify|Romuva}}洛姆瓦教 ====
[[File:Hsromuva.png|thumb|right|Romuva holy sites.]]
[[File:Hsromuva.png|thumb|right|Romuva holy sites.]]
Romuva is the faith of the peoples on the east coast of the Baltic Sea, worshiping such deities as Dievas, Perkunas, and Laima. Three of the religion's holy sites are located within de-jure Lithuania, making it perhaps the easiest pagan religion to reform. Romuva does not disappear from the world at any starting date but will eventually get pushed back by Christians. After the 1200's, most of Lithuania is feudal and by 1337, it stands as the last pagan kingdom in Europe, surrounded by Teutonic Order, Golden Horde, Poland and Novgorod.
Romuva is the faith of the peoples on the east coast of the Baltic Sea, worshiping such deities as Dievas, Perkunas, and Laima. Two of the religion's holy sites are located within de-jure Lithuania (with another site close by), making it one of the easier pagan religion to reform. Romuva does not disappear from the world at any starting date, but will eventually be pushed back by Christians. After the 1200s, most of Lithuania is feudal and by 1337, it stands as the last pagan kingdom in Europe, surrounded by Teutonic Order, Golden Horde, Poland and Novgorod.


;Resistance to conversion: AI Romuva rulers and Romuva provinces have increased resistance to conversion from organized religions.
;Resistance to conversion: AI Romuva rulers and Romuva provinces have increased resistance to conversion from organized religions.


;Romuva patron deities: ''Dievas'' (+2 diplomacy, -1 intrigue), ''Velnias'' (+2 intrigue, -1 diplomacy), ''Perkunas'' (+2 martial, -1 learning), ''Zemyna'' (+2 stewardship, -1 martial)
;Romuva patron deities: 
*''Dievas'' (+2 diplomacy, -1 intrigue)
*''Velnias'' (+2 intrigue, -1 diplomacy)
*''Perkunas'' (+2 martial, -1 learning)
*''Zemyna'' (+2 stewardship, -1 martial)


;Uzgavenes festival: This functions as standard pagan feast, granting ruler 100 piety & prestige.
;Uzgavenes festival: This functions as standard pagan feast, granting ruler 100 piety & prestige.
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''Holy sites:''
''Holy sites:''
* '''Rugen''' The fall of this important pagan center to Christianity in the 12th century had opened the crusaders a straight route along the sea to the rest of the Baltic region.
* '''Rugen''' (shared with Slavic): The fall of this important pagan center to Christianity in the 12th century had opened the crusaders a straight route along the sea to the rest of the Baltic region.
* '''Chelmno''': After Chelmo was repeatedly sacked by the Old Prussians, the Polish duke Conrad I of Masovia gave it and the surrounding region to the Teutonic Knights who proceeded to use it as a center from which to invade Prussia.
* '''Chelmno''': After Chelmno was repeatedly sacked by the Old Prussians, the Polish duke Conrad I of Masovia gave it and the surrounding region to the Teutonic Knights who proceeded to use it as a center from which to invade Prussia.
* '''Riga''': The city of Riga was an extremely important German town from which Christianity was spread to the wider Baltic region.
* '''Riga''': The city of Riga was an extremely important German town from which Christianity was spread to the wider Baltic region.
* '''Podlasie''': Inhabited by the warlike Yotvingia tribe, also known as Sudovians. They launched frequent raids on Poland, until they were conquered by the Teutonic Knights.
* '''Podlasie''': Inhabited by the warlike Yotvingia tribe, also known as Sudovians. They launched frequent raids on Poland, until they were conquered by the Teutonic Knights.
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;Jarilo festival: This is like other pagan feasts, but one of the guests (chosen at random) becomes a "Jarilo" which improves said vassal's relations with you by 25.
;Jarilo festival: This is like other pagan feasts, but one of the guests (chosen at random) becomes a "Jarilo" which improves said vassal's relations with you by 25.


;Slavic patron deities: ''Perun'' (+2 martial, -1 intrigue), ''Veles'' (+2 intrigue, martial -1), ''Jarilo'' (+2 stewardship, -1 martial), ''Morana'' (+2 learning, -1 stewardship)
;Slavic patron deities:
*''Perun'' (+2 martial, -1 intrigue)
*''Veles'' (+2 intrigue, martial -1)
*''Jarilo'' (+2 stewardship, -1 martial)
*''Morana'' (+2 learning, -1 stewardship)


;Garrison/Troop bonus: Unreformed Slavic pagans get +10% to levy size and +30% to garrison size. Both bonuses change to +20% after reformation.
;Garrison/Troop bonus: Unreformed Slavic pagans get +10% to levy size and +30% to garrison size. Both bonuses change to +20% after reformation.
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==== {{iconify|Suomenusko}}索米多神教 ====
==== {{iconify|Suomenusko}}索米多神教 ====
[[File:Hssuomenusko.png|thumb|right|Suomenusko holy sites.]]
[[File:Hssuomenusko.png|thumb|right|Suomenusko holy sites.]]
Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia. Its holy sites are scattered around the map but are mostly controlled by right religion, even in 1066 starting date. The easiest route to reform the faith is with a Finnish ruler as de-jure Finland has two holy sites. The nearby county of Novgorod has a third holy site, which can be conquered relatively easily. Bear in mind that in 1066 Novgorod is Christian and Rurikid dynasty which holds it, has multiple potential allies from other dynasty members.
Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia. Its holy sites are scattered around the map but are mostly controlled by right religion, even in 1066 starting date. The easiest route to reform the faith is with a Finnish ruler as de-jure Finland has two holy sites. The nearby county of Novgorod has a third holy site, which can be conquered relatively easily. Bear in mind that in 1066, Novgorod is Christian, and the Rurikid dynasty which holds it has multiple potential allies from other dynasty members.


Suomenusko retains a sizable number of provinces throughout the game and it is very easy to put the fear of Ukko to other religions, whether you start in 769, 867 or 1066. However, by 1337 only two chiefs in northern Finland/Sweden follow the faith, with the rest of Finno-Ugric lands being divided between Catholic/Orthodox Christians and the Sunni Golden Horde.
Suomenusko retains a sizable number of provinces throughout the game and it is very easy to put the fear of Ukko to other religions, whether you start in 769, 867 or 1066. However, by 1337, only two chiefs in northern Finland/Sweden follow the faith, with the rest of Finno-Ugric lands being divided between Catholic/Orthodox Christians and the Sunni Golden Horde.


;Peijaiset: This special event relating to bear hunt can trigger and it offers a ruler a way to spend money for prestige or gain gold by losing prestige (if {{iconify|greedy}})
;Peijaiset: This special event relating to bear hunt can trigger and it offers a ruler a way to spend money for prestige or gain gold by losing prestige (if {{iconify|greedy}})


;Suomenusko patron deities: ''Ukko'' (+2 stewardship, -1 intrigue), ''Akka'' (+2 diplomacy, -1 martial), ''Tapio'' & ''Mielikki'' (+2 martial, -1 learning), ''Lempo'' (+2 intrigue, -1 martial)
;Suomenusko patron deities:
*''Ukko'' (+2 stewardship, -1 intrigue)
*''Akka'' (+2 diplomacy, -1 martial)
*''Tapio'' & ''Mielikki'' (+2 martial, -1 learning)
*''Lempo'' (+2 intrigue, -1 martial)


;Ukon Juhla: This functions as a standard pagan feast, granting ruler 100 piety & prestige.
;Ukon Juhla: This functions as a standard pagan feast, granting ruler 100 piety & prestige.
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;: 亚伯拉罕融合: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。
;: 亚伯拉罕融合: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。
;纳妾: 女性统治者可以纳三个男妾。
;没有短暂统治惩罚: 未改革非洲泛灵论没有额外的" 短暂统治惩罚"
;没有短暂统治惩罚: 未改革非洲泛灵论没有额外的[[Opinion#Short%20Reign| 短暂统治]] 惩罚。


;[[长老选举制]] : 非洲部落统治者可以采取长老选举制{{icon|HF}}。改革非洲泛灵论也可以通过教义选择是否保留该继承制。
;[[长老选举制]] : 非洲部落统治者可以采取长老选举制{{icon|HF}}。改革非洲泛灵论也可以通过教义选择是否保留该继承制。
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The Faith of Zun is a sun-worshiping pagan religion introduced in the {{icon|cm}}''[[Charlemagne]]'' expansion. The only realm following this faith is the [[Wikipedia:Zunbils|Zunbil Satrapy]] in western Afghanistan. They are only playable in the 769 bookmark unless [[Ruler Designer]] is used. 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. However, the {{icon|soa}}''[[Sons of Abraham]]'' demon child event chain will create Zunist "witches", who can be married matrilineally or assigned as guardians to children with the Faith or Heritage focus. Rulers with Zunist holy sites in their demesne may also secretly convert to the faith.
The Faith of Zun is a sun-worshiping pagan religion introduced in the {{icon|cm}}''[[Charlemagne]]'' expansion. The only realm following this faith is the [[Wikipedia:Zunbils|Zunbil Satrapy]] in western Afghanistan. They are only playable in the 769 bookmark unless [[Ruler Designer]] is used. 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. However, the {{icon|soa}}''[[Sons of Abraham]]'' demon child event chain will create Zunist "witches", who can be married matrilineally or assigned as guardians to children with the Faith or Heritage focus. Rulers with Zunist holy sites in their demesne may also secretly convert to the faith.


Zunist mechanics are a hybrid of defensive/offensive pagans and organized religions. 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. Zun can also be reformed like other pagan faiths. With {{icon|mnm}}''[[Monks and Mystics]]'', Zunists characters may join the [[Societies#Hermetic Society|Hermetic Society]].
Zunist mechanics are a hybrid of defensive/offensive pagans and organized religions. 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. Zun can also be reformed like other pagan faiths. With {{icon|mnm}}''[[Monks and Mystics]]'', Zunists characters may join the [[Societies#Hermetic Society|Hermetic Society]]. With {{icon|hf}}''Holy Fury'', Zunists can raid after reformation, as long as the reformed faith does not have the ''Peaceful'' nature.


;Intermarry: Zunists are able to intermarry with members of the Mazdan and Eastern religion groups. The strongest of these are Hindu, who will reject marriage arrangements due to your lack of caste. However, Hindu rulers will allow you to take concubines, who you can then decide to marry. Another solution is to convert to Hinduism so you can acquire the Kshatriya caste, then convert back to Zunism.
;Intermarry: Zunists are able to intermarry with members of the Mazdan and Eastern religion groups. The strongest of these are Hindu, who will reject marriage arrangements due to your lack of caste. However, Hindu rulers will allow you to take concubines, who you can then decide to marry.


;Festival of the Sun: Like other pagan feasts, this gives ruler piety and prestige. However, it also has the event "Walking under the Sun" which has a chance of giving traits to your ruler.
;Festival of the Sun: Like other pagan feasts, this gives ruler piety and prestige. However, it also has the event "Walking under the Sun" which has a chance of giving traits to your ruler.


;Judged by Zun: In addition to usual choices of execute/ransom/release prisoner, Zunist can leave prisoners to a desert to be "judged by the sun". This usually kills said prisoner but few other outcomes are also possible.
;Judged by Zun: In addition to usual choices of execute/ransom/release prisoner, Zunist can leave prisoners to a desert to be "judged by the sun". This usually kills said prisoner but a few other outcomes are also possible.


;Garrison/Troop bonus: Zunists receive increased levies (+30%) & defensive attrition in Zunist provinces and better combat power (+20% defensive/offensive) for heavy infantry units. Unlike defensive pagans, they do not receive 80% defensive bonus in home provinces.
;Garrison/Troop bonus: Zunists receive increased levies (+30%) & defensive attrition in Zunist provinces and better combat power (+20% defensive/offensive) for heavy infantry units. Unlike defensive pagans, they do not receive 80% defensive bonus in home provinces.
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;Intermarry: Bön may intermarry with members of the [[Zoroastrians|Mazdan]] and [[Eastern religions]] group and  with [[Christianity#Nestorian|Nestorians]].
;Intermarry: Bön may intermarry with members of the [[Zoroastrians|Mazdan]] and [[Eastern religions]] group and  with [[Christianity#Nestorian|Nestorians]].


;No extra short reign penalty: Rulers of Bön faith do not suffer from extra "short reign" penalty.
;No extra short reign penalty: Rulers of Bön faith do not suffer from extra [[Opinion#Short%20Reign|Short Reign]] penalty.


;Consorts: Female rulers may take up to three male consorts.
;Consorts: Female rulers may take up to three male consorts.
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{{clear}}
{{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: 通过决议角色可以根据出生日期获得[[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^_^)。
;占卜: 一场战争前,读懂神的意图以提高军队士气。
;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}}
=== Historic ===
=== Historic ===
There is one special pagan faith that normally only appears in-game as the listed religion of long-dead historical figures. It is not normally playable (even with [[Ruler Designer]]), but can be played using [[mods]] or by exploiting loopholes. Before [[patch 3.0]], Hellenic paganism also fell into this category.
There is one special pagan faith that normally only appears in-game as the listed religion of long-dead historical figures. It is not normally playable (even with [[Ruler Designer]]), but can be played using [[mods]] or by exploiting loopholes. Before [[patch 3.0]], Hellenic paganism also fell into this category.
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Reformed offensive pagans no longer lose prestige when at peace.
Reformed offensive pagans no longer lose prestige when at peace.


The '''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.
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 ===
=== Disadvantages ===
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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.
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 ===
== 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.
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 ====
=== Traits inherited from unreformed religion ===


There are bonuses and restrictions which the reformed religion gains besides ones provided by selectable traits. However, some selectable traits could override these bonuses (see "Modifier" columns of tables below for the details). It is not clear whether saving of bonuses from unreformed offensive religions is planned by developers or it would be changed after version 3.0.
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"
{| class="wikitable"
|-
|-
! !! Religion !! Modifier
! !! 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:Hellenic.png]] || Hellenic || Concubines not allowed. Access to Hermetic society. Haruspicy and Astrology effects. Priests cannot marry and cannot inherit.
|[[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:Tengri.png]] || Tengri || No female temple holders. +30% levy size. Light cavalry attack +30%. Light cavalry defence +30%. Sky Burials. Ancestor Worship
|[[File:Aztec.png]] || Aztec || +30% Levy size || No female temple holders. Sacrifice action (unless Peaceful). Bloodthirsty Gods effects. Aztec Pyramid construction.
|-
|-
|[[File:Aztec.png]] || Aztec || No female temple holders. +30% levy size. Sacrifice action (unless Peaceful). Bloodthirsty Gods effects
|[[File:Romuva.png]] || Romuva || || Patron Deities, Ancestor Worship
|-
|-
|[[File:Romuva.png]] || Romuva || Patron Deities, Ancestor Worship
|[[File:Slavic.png]] || Slavic || || Patron Deities, Ancestor Worship
|-
|-
|[[File:Slavic.png]] || Slavic || Patron Deities, Ancestor Worship
|[[File:Suomenusko.png]] || Suomenusko || || 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:West African.png]] || African || Women can take up to 3 consorts. Patron Deities, Ancestor Worship. Animistic effects. Abrahamic religions syncretism.
|[[File:Zunist.png]] || Zunist || || No female temple holders. Access to Hermetic society. Intermarry Eastern group, Zoroastrian group.
|-
|-
|[[File:Zunist.png]] || Zunist || No female temple holders. Access to Hermetic society
|[[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:Bon.png]] || Bön || Woman 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 ====
=== Nature ===


Religion can have only one nature. AI rulers which follow Peaceful or Cosmopolitan doctrines will never convert counties of other religions, even if zealous.
Religion can have only one nature. 


{| class="wikitable"
{| class="wikitable"
第480行: 第504行:
| <span style="color:green">+3 Demesne limit.<br />+15 vassal opinion.<br />+1 piety per month while at peace.</span><br />
| <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: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 />Cannot create warrior lodge if it does not already exist</span>
<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.
|| <span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'', ''Sea-Bound'', ''Unrelenting'' doctrines.
|| Jainism
|| Jainism
第488行: 第512行:
  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!
  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:green">Ruler do not receive opinion penalties for raised vassal levies.</span><br />
<span style="color:orange">AI rulers are more aggressive.</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>
<span style="color:red">Rulers lose prestige when at peace for too long.</span>
|| None
|| None
|| Unreformed Germanic
|| Unreformed offensive paganism
|-
|-
|[[File:Unyielding.jpg]]
|[[File:Unyielding.jpg]]
! 不屈(Unyielding) <br />
! 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。
   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, Great holy wars are available.</span><br />
| <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">If there is levy size & attack bonus from unreformed religion, it is lost.</span>
|| <span style="color:red">Incompatible</span> with ''Unrelenting'' doctrine
|| <span style="color:red">Incompatible</span> with ''Unrelenting'' doctrine
第504行: 第529行:
! 传教(Proselytizing) <br />
! 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。
  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 counties.</span>
| <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">Lose piety when at war against faithful.</span>
|| <span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'' doctrine
|| <span style="color:red">Incompatible</span> with ''Bloodthirsty Gods'' doctrine
第513行: 第538行:
  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。
  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: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">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
|| <span style="color:red">Incompatible</span> with ''Syncretism'' doctrine and ''Autonomous'' leadership
第521行: 第547行:
  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。
  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: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.</span>
<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
|| Eastern religions
|}
|}


==== 教义 ====
=== 教义 ===


Reformer picks two doctrines. Each pagan faith has one unique doctrine, which has features of two or more generic traits.
Reformer picks two doctrines. Each pagan faith has one unique doctrine, which has features of two or more generic traits.
第541行: 第567行:
  众神在群星中写下了我们的命运。只需仰望,即可明悟内在。
  众神在群星中写下了我们的命运。只需仰望,即可明悟内在。
| Characters are assigned [[Traits#Zodiac_Signs|Zodiac traits]] on birth and by decision.
| Characters are assigned [[Traits#Zodiac_Signs|Zodiac traits]] on birth and by decision.
Access to [[Hermetic society]].
Access to [[Hermetic society]] (but Hermetics still suffer -10 temple opinion)
| <span style="color:red">Redundant</span> with Hellenic
| <span style="color:red">Redundant</span> with Hellenic
| Hellenic
| Hellenic
第589行: 第615行:
| [[Absolute cognatic]] succession is enforced.
| [[Absolute cognatic]] succession is enforced.
Full status of woman law is enforced.
Full status of woman law is enforced.
A woman can take up to 3 consorts.
Women can take up to 3 consorts.
| Government is not Merchant Republic.
| Government is not Merchant Republic.
<span style="color:red">Incompatible</span> with ''Harmonious'', ''Agnatic Clans'' and ''Enatic Clans'' doctrines
<span style="color:red">Incompatible</span> with ''Harmonious'', ''Agnatic Clans'' and ''Enatic Clans'' doctrines
第597行: 第623行:
! 稳定<br />
! 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。
  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。
| Short reign penalty is disabled.
| [[Opinion#Short%20Reign|Short Reign]] penalty is disabled.
Ruler can spend piety to increase courtier attribute.
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
| <span style="color:red">Incompatible</span> with ''Children of Perun'' and ''Survivor of Ukko'' doctrines
| Jainism, Buddhism, Taoism
| Jainism, Buddhism, Taoism
第615行: 第641行:
! 泛灵论<br />
! 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。
  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.
| +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.
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.
Characters get a Rite of Passage when reaching adulthood.
| <span style="color:red">Redundant</span> with African
| <span style="color:red">Redundant</span> with African
第628行: 第653行:
AI looter prefer coastal counties.
AI looter prefer coastal counties.
| <span style="color:red">Incompatible</span> with ''Peaceful nature''.
| <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">Incompatible</span> with ''Sons Of Ragnarok'' and ''Invaders'' doctrines.
 
<span style="color:red">Partially redundant</span> with ''Children of Perun'' doctrine.
| Unreformed Germanic
| Unreformed Germanic
|-
|-
第639行: 第666行:
No penalty for female ruler.
No penalty for female ruler.
No male in the council.
No male in the council.
Woman can take up to 3 consorts.
Women can take up to 3 consorts.
| Government is not Merchant Republic.
| Government is not Merchant Republic.
<span style="color:red">Incompatible</span> with ''Agnatic Clans'', ''Harmonious'', ''Equality'', ''Polygamy'' and ''Meritocracy'' doctrines
<span style="color:red">Incompatible</span> with ''Agnatic Clans'', ''Harmonious'', ''Equality'', ''Polygamy'' and ''Meritocracy'' doctrines
第657行: 第684行:
  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。
  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]].
| The religious head can decide upon death to [[Ancestor_Veneration|venerate a given ancestor, in a process similar to sainthood]].
[[Eldership succession]] law is allowed. Ancestor Worship decision available.
[[Eldership|Eldership succession]] law is allowed. Ancestor Worship decision available.
| <span style="color:red">Incompatible</span> with ''Autonomous leadership''
| <span style="color:red">Incompatible</span> with ''Autonomous leadership''
| Christianity ([[Sainthood|Saints]]/Veneration), Unreformed African and Romuva (Eldership succession)
| Christianity ([[Sainthood|Saints]]/Veneration), Unreformed African and Romuva (Eldership succession)
第664行: 第691行:
! 修行<br />
! 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。
  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.
| 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.
+2 Learning to any follower of the religion.
Priests cannot marry and cannot inherit
 
| <span style="color:red">Incompatible</span> with ''Totem-Guardians'' doctrine
| <span style="color:red">Incompatible</span> with ''Totem-Guardians'' doctrine
| Buddhism, Christianity
| Buddhism, Christianity
第692行: 第720行:
<span style="color:red">Incompatible</span> with ''Sons of Ragnarok'' doctrine
<span style="color:red">Incompatible</span> with ''Sons of Ragnarok'' doctrine
| Unreformed Germanic
| Unreformed Germanic
|-
|[[File:Pyramid Creation.jpg]]
! Pyramid Creation<br />
Pyramids were built many years ago by the ancients, we too should aspire to such lofty heights.
| Independent lieges of this religion can construct [[great work|pyramid]]
| Not Aztec
|Unreformed Aztec
|
|}
|}


第714行: 第750行:
| Fleet can navigate through major rivers, but maintenance cost remains full + Stability
| 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">Incompatible</span> with ''Stability'' doctrine
<span style="color:red">Partially redundant</span> with ''Sea-Bound'' doctrine
|-
|-
|[[File:Eternal Riders.jpg]]
|[[File:Eternal Riders.jpg]]
第741行: 第778行:
! [[File:Reformed West African.png]] 图腾守卫
! [[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。
  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"]]. Eldership Succession law is available + Religious Tax
| 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
| <span style="color:red">Incompatible</span> with ''Monasticism'' and ''Religious Tax'' doctrines
|-
|-
第772行: 第813行:
|}
|}


Despite astrology possibly becoming part of the reformed faith, reformed pagans which are members of Hermetic society still suffer relationship penalty with temple holders.
=== Leadership ===
 
==== Leadership ====


Religion can have only one leadership type.
The selection of Leadership style determines the type of [[religious head]].


{| class="wikitable"
{| class="wikitable"
第787行: 第826行:
  世俗和精神权力相互交织。分为两个职位毫无意义。
  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.
|  Religion has secular leader.
The reformer becomes the first leader, gaining the religious head title and [[Artifacts#Pagan_Reformation|a powerful artifact]].
<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
| None
| Islam
| Islam
第794行: 第835行:
! Hierocratic
! 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。
  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.
| 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
| None
| Catholicism, Fraticellism
| Catholicism, Fraticellism
|-
|-
|[[File:Autocephalous.jpg]]
|[[File:Autocephalous.jpg]]
! Autocephalous
! [[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。
  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.
| Each realm has own religious head.
第808行: 第851行:
! Autonomous
! 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。
  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.
| No religious head.<br /><br />
Attribute bonus.<br />
<span style="color:green">Attribute bonus</span>.<br />
[[Traits#Pagan_branches|4 different religious branches]].
<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
| <span style="color:red">Incompatible</span> with ''Dogmatic'' nature and ''Ancestor Veneration'' doctrine
| Dharmic religions
| Dharmic religions
|}
|}


===== Autonomous leadership =====
==== 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.
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.
第836行: 第880行:
| None || Aztec
| None || Aztec
|}
|}
==== Synergies ====
 
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.
With the new reformation system, some synergies occur which present new abilities or opportunities to characters of this specific reformed religion.
第863行: 第912行:
|  || || Astrology <br> & <br> Haruspicy || || Once per decade interpretation of stars by religious head or court chaplain if none exists
|  || || 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 a heir is born under
| || || 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
| || || Bloodthirsty Gods <br> & <br> Haruspicy  || || Allows sacrifice of courtiers to read entrails
第873行: 第922行:
|}
|}


==== Strategies ====
=== Strategies ===


The new reformation system allows players to build their religion for their preferred play-style and to combine incompatible characteristics.
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 compose following culture/religion combination: Altaic culture, Tengri Paganism, Peaceful, Stability, Equality, Autonomous. Raiding culture allows the utilization of armies to raid while fabricating claims, and still get piety for remaining at peace. Generic Tengri paganism allows for more levies. Previously, all stable religions (Jainism, Buddhism) were restricted to use Seniority. Now, Stability may work good with Seniority succession law, because frequent change of rulers still would give you high score points, but now without the short reign penalty. 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. There, another bonus from raiding culture is revealed: In composition with Equality, not only kidnapping of princesses during raids benefits you with prestige from noble concubines and heirs with claims on successfully raided counties. Now, kidnapped princes becomes equally valuable.
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.


While consorts are available and Peaceful religion and Tribalist trait from Autonomous leadership outweighs short reign penalty (especially when player wants every vassal to be his dynast), it makes sense to pick Divine Marriage instead of Stability to get even more scores from sacred marriage in situations where inbreeding is already likely.
If fighting unreformed pagans is a priority after reformation, the ''Unrelenting'' doctrine or the Tengri equivalent (Eternal Riders) is recommended.


Another approaches are to try new mechanics (To pick Haruspicy, Animism, Veneration) or to expand opportunities of faith (For example to pick Polygamy for Hellenism, which has no access to concubinage or to pick 'Children of Perun' trait for utilization of Russian major rivers for transfer of 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 OP because you can create a super bloodline just by doing matrilineal marriages over a few generations.
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==

2019年10月9日 (三) 15:00的版本


Pagan.png 原始宗教(英文: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。

Pagan non-nomads normally requires the Dlc icon the old gods.pngOld Gods or Holy Fury.pngHoly Fury DLC to be playable. Bön is also unlocked by Jade Dragon.pngJade Dragon, and Horse Lords.pngHorse Lords allows playing of pagan nomadic rulers.

Historically, the pagan faiths were gradually supplanted by Christianity, Islam, and the Dharmic religions, but this does not necessarily happen in the game. Pagans may fight back in the name of the old gods, and even seek to eliminate the monotheists from Europe.

In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, Holy Fury.png Hellenic (Greco-Roman), Tengri and Dlc icon sunset invasion.png Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnic), African, and Bön (Tibetan). The Zunists are unique in that they are somewhat of a hybrid of the Offensive and Defensive; generic Paganism grants no bonuses.

早期强势,后期乏力

Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. However, stability is very low, and you have little control over your realm. It also supports early-game dominance - you are next-to-none as a Germanic ruler in 867. However, the longer the faith goes unreformed, the weaker it becomes. Pagans tend to be powerful in early years but weaken as time passes for several reasons:

  • Powerful Pagan CBs allow Pagans to expand quickly. However, large realms are unstable due to elective gavelkind (if tribal), difficulty converting characters and provinces, higher priority for independence factions, and a large Short Reign penalty.
  • The ability to raid makes some pagans uniquely wealthy in the early game. Germanic pagans do especially well since they get free ships, can navigate rivers, and are close to prime raiding targets. But later, feudal realms grow their income more quickly, while raiding becomes less feasible as targets consolidate. Feudal rulers bordering rivers will eventually increase their fort level to the point that Germanic pagans can no longer navigate those rivers.
  • Defensive attrition is a powerful deterrent in the early game. However, it only applies to the homeland, and pagans have difficulty converting provinces due to low moral authority. Defensive attrition is completely negated once attackers reach Military Organization 4.
  • Pagans find it difficult to switch from tribalism unless they start as feudal (Balkan states, Zunists, Tibet). Tribal holdings can be upgraded quickly, but fully settled provinces can be upgraded more (with sufficient wealth and technology). Medium-sized tribal realms can muster unusually large armies by having a large demesne, and by calling vassals to war rather than raising liege levies. Large tribal realms do not benefit as much since vassals of vassals cannot be called.
  • Pagan territories are usually significantly technologically behind all other cultures' territories, with the exception of Germanics having a tremendous lead in shipbuilding at the start of 867, as well as receiving said bonus after some time at the 769 start. Ironically, the low technology is a greater issue after the adoption of feudalism, as feudal realms require higher tech for the construction of buildings. Also, as tech advances, rival feudal realms can take advantage to construct better buildings for greater economic and military power.
  • Foreign missionaries become more effective as tribal rulers decide they are ready to feudalize.

There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. You trade some of your offensive/defensive capability for stability, faster conversion, and Great Holy Wars to combat Crusades and Jihads. With Holy Fury.png, reformers can decide doctrines for the reformed faith.

Also, nomads are often an exception due to their unique mechanics.

  • They can easily convert provinces by pillaging every holding in a province. The resulting empty holding slots further strengthens the horde.
  • Nomads have their unique nomadic succession which does not split the realm like gavelkind.
  • Large nomadic realms continue to grow in strength as long as the khans continuously increase the number of empty holding slots they control.

通用的特点

Most pagans may raid neighboring provinces (and coastal provinces, if ships are available) for loot and prestige, even without a tribal government (which majority of the pagans are).

They also have access to two special casus belli:

  • The powerful subjugation CB is usable on other pagans either once per ruler's lifetime or, if the ruler has the Become king.png ambition, unlimited use of subjugations within the target kingdom until the kingdom is created. Subjugation wars conquer or vassalize all territory within a de jure kingdom.
  • The County Conquest CB is usable on any neighboring province not of the same religion, and carries with it a truce lasting only 5 years. Germanic pagans can additionally use this on any coastal province after the start of Viking Age in the year 800.

Most pagans have defensive attrition, massively reducing the supply limit for non-pagans invading their homeland. 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. This severely slows down early-game conquest of the typically smaller, fractious pagan realms by expanding Abrahamics. 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. Tengri and Aztec pagans do not have defensive attrition (though Tengri invaders can ignore it).

"Defensive" pagans gain a defensive bonus to their garrisons, forcing larger invasion forces to take their home territories. "Offensive" pagans get a bonus to their levy size (+30% levy size for Germanic, for example).

Pagans have great difficulty holding large realms together. The Short Reign relations modifier is three times more severe for pagans. With tribal mechanics, pagans cannot raise Tribal Organization very high without having severe relations penalty for tribal Unreformed Pagan vassals (-30 opinion with Absolute). They also cannot reform to Feudalism or a Merchant Republic unless they Reform or convert to a non-pagan religion. Pagan vassals are more likely to seek independence, and gain warscore more rapidly than others in independence wars.

Pagans can grant themselves divorces at will, but with a significant cash payment for the divorce and a -30 relation penalty to the divorcee's family. Male pagan rulers may take up to three concubines in addition to a wife. Having young concubines (below the age of 45) gives a monthly prestige gain, which is especially useful for tribal and nomadic pagans.

Pagans are able to hold religious feasts (except Tengri/African). But, aside from Germanic/Zun, they are identical, except for slightly different flavor text and Slavic "Jarilo" event. 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. Each one can only occur at a certain, and different, time each year.

Most pagan faiths permit female temple holders regardless of gender law; exceptions are noted below.

With Holy Fury.pngHoly Fury, each pagan faith (except Aztecs) has an associated Warrior Lodge, a society focused on combat. In addition, all pagan faiths can be reformed.

Succession

The default succession law for tribal unreformed pagans is elective gavelkind. However, you may convert to an organized religion and change the succession law to the more useful (regular) gavelkind. The gavelkind succession law will remain even if you return to an unreformed pagan religion later.

Feudal unreformed pagans typically use gavelkind succession. They must switch to elective gavelkind if they wish to declare Subjugation or Tribal Invasion wars. Alternatively, feudal kings and emperors can enact the "Full Council Authority" law and adopt feudal elective succession.

Certain pagans have access to additional succession laws. Zunists and Mongols may use Ultimogeniture; Bön may use both regular and elective gavelkind when tribal, and may also use primogeniture and ultimogeniture when feudal (or monastic feudal); Romuva/African may use Eldership when tribal; and rulers of the Celtic culture group always have the option for Tanistry.

Reforming the religion removes these restrictions, allowing tribal rulers to use gavelkind and allowing feudal rulers to use primogeniture. Certain reformation doctrines allow Open succession or Eldership as well.

Flavors of paganism

Offensive

The love of battle among these pagans means that rulers incur no relation penalty with their vassals for having troops raised. All Offensive pagans also gain a +30% bonus to their levy sizes, making up for likely lower technology and smaller fort holdings. Combined with not paying any penalty for raising their vassals' levies, this means offensive pagans can muster forces far beyond what their technological levels would suggest.

The other side of the coin is that peace is seen as unbecoming. Rulers who are neither at war, nor raiding, nor bound by an active truce lose a significant amount of prestige per month. Because raiding counts as war, and they have county conquest casus belli that require no reason for war, however, few rulers need find themselves short on wars for long. If that was the case, simply raising levies, toggling looter and waiting will remove the prestige penalty.

Germanic.png日耳曼多神教

Germanic holy sites.

Germanic faith (more commonly known as Norse) is the faith of Scandinavian & Saxon people, worshiping deities like Odin/Wotan. Faith is widespread in earlier starting dates, among the multitude of petty rulers, but is in decline from 1066 onwards. The last playable Germanic ruler available is Arnfast of Västerbotten, who dies in 1309.

While three of the faith's holy sites are in Scandinavia, the other two are in mainland Europe and often held by strong Christian rulers. Keeping moral authority high is also a problem due to weak realms who often lose religious wars.

Due to the Germanic faith's long and combative relationship with Catholic western Europe, there are a number of unique events between them. In particular, if Paderborn is held by a Germanic ruler and a Christian ruler occupies its temple of Irminsul (which normally occurs in the DLC icon Charlemagne.pngCharlemagne DLC's scripted invasion of Saxony by Karl of West Francia), all Catholic and Germanic rulers will receive a pop-up that the Catholics have burned the holy site of Irminsul, causing the Germanic faith to lose 10% moral authority for 10 years.

Coastal conquest
Germanic faith may use the county conquest CB against any coastal province belonging to anyone not of their own faith—Muslim, Christian or even other non-Germanic pagans are fair target—no matter how distant.
Great Blot
Germanic pagans have a feast where they can sacrifice any taken prisoners to their gods. (This can be a fun event for some, especially if you just invaded France and now have 73 Catholic bishops in your dungeon, or just put down your 7th catholic revolt and have a half-dozen heresiarchs in your dungeons.) 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 achievement.
Prepared invasion
Germanic rulers may announce invasion on specified target and call adventurers from all over the Norse world to serve in their expedition. (Functionally creating an event army stack that grows every few months until the invasion is launched.) Prepared invasions can also be called by vassals. However, if the game starts at 769, they must wait for a special event to grant Shipbuilding II before they can rain havoc on Europe.
Raise Runestone
Runestones are available for Germanic religion of North Germanic culture. Raising a runestone costs 100 gold and will give you a global +10 relation bonus for two years. Upon declaring the intent to raise a runestone, you have the choice of either commemorating a parent or your own accomplishments.
Dedicating a runestone to a parent gives different amounts of prestige depending upon the method of death. (300 for death in battle, 250 for death in a duel, 100 for death by suicide or murder by the child raising the runestone, and 200 for any other method of death.)
Dedicating a runestone in your own memory brings up options based upon your own traits, and flavor text to match. Raising a runestone based on specific traits gives more prestige than others. (Brave, strong, proud, or genius traits give 300 prestige. Lunatic, possessed, or imbecile give 100 prestige. All other traits give 200 prestige, but have different flavor text.)
Eventually an event triggers (often in the 1100s) that informs you that paper has replaced runestones, disabling creation for the rest of the game.
River travel
Germanic pagans are masters of coastal and river warfare. They may sail up navigable rivers, and even cross overland portages between major rivers. (This allows them to functionally travel directly through Continental Europe by boat into the Caspian or Black Seas, and through there to the Mediterranean.) Rivers will no longer be navigable once the average fort level of the adjacent provinces exceeds 10.
Garrison/Troop bonus
On top of 30% levy increase, Unreformed Germanic also gain a +50% retinue supply bonus, but lose this bonus upon reformation. Any established retinues remain and can be reinforced until dismissed.
Raiding traits
Rulers may gain the Viking.png trait by sacking holdings, if The Old Gods is active or after reforming with the unique doctrine "Sons of Ragnarok". The Viking trait and its upgrade improve martial skill and Germanic opinion.
Additional traits
Rulers may appoint certain women as Shieldmaiden.png, allowing them to serve as marshal or commander. Germanic pagans with North Germanic culture may become Berserker.png in combat.
Unique holy order creation conditions
The Jomsvikings are unique among pagan holy orders in that they may form regardless of reformation. The conditions are as follows:
  • The year is at least 920
  • Either Stettin, Wolgast, Rügen or Werle has a free holding
  • The count holding the chosen county is Germanic or Reformed Germanic, and accepts the creation
Fylkirate
The religious head of the reformed religion is the reformer, rather than a vassal theocracy.
Holy sites
  • Zeeland: Holy place of the goddess Nehalennia, Germanic pagan goddess who protected travelers
  • Paderborn: Location of the Irminsul, a holy pillar related to the World-Tree Yggdrasil
  • Uppland: Famous for having the highest concentration of runestones in the world, and the location of the main temple to the Aesir
  • Sjaelland: Supposedly where Heorot, the mead-hall from the epic Beowulf is located
  • Naumadal: One of the most important religious ceremonial places, with sacrifices to the Norse gods

Tengri.png长生天

Tengri holy sites.

Tengri, worship of the Sky Father, is the religion of the Steppe and the bulk of its followers are nomads, whose lands stretch from Danube to Mongolia. While its holy sites are in locations which are easily taken, most of them lack a temple holding which means holy sites only give half of the usual Moral Authority, forcing Tengri rulers to either build temples or take control of all holy sites. However, the Tengri faith does not die out during the entire period of the game and there are always relatively strong rulers for it in the game.

Ancestor Worship
This is the same religious decision that defensive pagans have.
Ignores Defensive Attrition
Tengri rulers ignore the defensive attrition associated with most pagan religions.
Sky Burial
Nomadic Tengri may perform Sky Burial.
Tribal invasion
Non-nomadic Tengri pagans have access to the incredibly powerful tribal invasion CB, allowing for unlimited wars for entire de jure kingdoms at a time
Garrison/Troop bonus
Tengri religion gives +30% defensive/offensive power to light cavalry units on top of the Levy bonus. Tribal rulers who are Tengri (or Altaic culture) also have a slightly different troop composition for ”Raise Tribal Army” decision.
Patriarchal
Tengri paganism does not permit female temple holders.
Intermarry
Tengri rulers may intermarry with Buddhists and all religions in the Zoroastrian group.
Holy sites
  • Itil: Named after the capital of Khazaria and next to Sarai-Batu (Saqsin) which was the capital of the Golden Horde
  • Tobol: Centrum of the Siberian Khanate
  • Syr Darya: Location of the capital of the steppe empire of the Oghuz Turks
  • Crimea: Capital of the Crimean Khanate
  • Otuken: Legendary capital city in Turkic mythology and Tengrism

Aztec.png阿兹特克多神教

Aztec holy sites.

Aztec religion only appears in-game if Dlc icon sunset invasion.pngSunset Invasion DLC is in use. Aztec religion has no special mechanics, having the usual set of Offensive Pagan mechanics.

Reforming the Aztec faith is possible but extremely difficult. Acquiring the faith to begin with requires you to convert religions or use Ruler Designer, and its holy sites are split up between Italy, England, Spain, France, and West Africa.

Human Sacrifice
Aztec pagans can sacrifice non-Aztec characters from controlled provinces to the gods. It is possible to use Aztec human sacrifice to gain the Holy Smoke achievement.
Tribal invasion
Aztec pagans gain access to the Tribal Invasion CB, allowing unlimited wars for entire de jure kingdoms at a time.
Garrison/Troop bonus
Aztec pagans gain 30% to levy size.
Patriarchal
Aztec paganism does not permit female temple holders.
Aztec Pyramid construction
A unique great work.
No warrior lodge
Aztecs do not have their own lodge.

Holy Sites:

  • Rome (shared with Catholicism)
  • Cordoba (shared with Sunni Islam)
  • Ile de France (Paris)
  • Marrakech
  • Middlesex

Defensive

The principal ability of defensive pagans (Romuva, Slavic, Suomenusko & African) is a tremendous boost in combat when fighting on home ground. All units gain 80% to defense when fighting enemies in a province of the combatant's religion. This applies even when one is the attacker, and on territory held by another lord; Only the dominant religion of the province you are standing upon matters. 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. (Such as reconquering Slavic lands as a Slav from Christians.) This allows defensive pagans to defeat enemy armies twice their size with ease.

Defensive pagan holdings also have larger garrisons (bonus varies per religion), making them harder to siege. This is in addition to the pagan homeland attrition penalty, which forces the large numbers of troops needed to invade a defensive pagan home territory to face severe attrition for the duration of any siege. Such penalties usually function to prevent any rival faith from taking their lands in spite of being relatively weak and of a rival faith that normally could be easily holy warred.

The pagan homeland attrition penalty does not function, however, against other unreformed pagans. This allows other pagans (especially Tengri and Germanic pagans) to fairly easily invade other pagans with conquest and subjugation casus belli. 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.

All defensive pagans have access to Ancestor Worship & Choose Patron deity decision. Additionally, those defensive pagans who are tribal, may call forth Devout Warriors (without Dlc icon legacy of rome.png).

Ancestor worship
Ancestor worship is a decision that can be taken every 10 years. In it, you ask your ancestors for various favors and offer them sacrifices, either money or human, to make sure they answer your calls. The outcome of sacrifice is always somewhat random but various decisions you do increase your rulers piety nonetheless.
Patron deities
Defensive pagans may choose a patron deity. This gives +2 to one ability and -1 to another. In addition to this, several events dedicated to said deities can trigger.
Summon Devout Warriors
This decision is available for defensive tribal pagans, whether religion is reformed or not (and the Dlc icon legacy of rome.pngLegacy of Rome DLC is inactive). If you are attacked by ruler of different faith, you can spend 200 piety to summon up a group of warriors to defend your realm, much like with Raise Tribal Army decision. This decision will raise a 2000-men strong troop, which means that each point in Piety is worth 10 soldiers for a defensive pagan tribal ruler.

Romuva.png洛姆瓦教

Romuva holy sites.

Romuva is the faith of the peoples on the east coast of the Baltic Sea, worshiping such deities as Dievas, Perkunas, and Laima. Two of the religion's holy sites are located within de-jure Lithuania (with another site close by), making it one of the easier pagan religion to reform. Romuva does not disappear from the world at any starting date, but will eventually be pushed back by Christians. After the 1200s, most of Lithuania is feudal and by 1337, it stands as the last pagan kingdom in Europe, surrounded by Teutonic Order, Golden Horde, Poland and Novgorod.

Resistance to conversion
AI Romuva rulers and Romuva provinces have increased resistance to conversion from organized religions.
Romuva patron deities
  • Dievas (+2 diplomacy, -1 intrigue)
  • Velnias (+2 intrigue, -1 diplomacy)
  • Perkunas (+2 martial, -1 learning)
  • Zemyna (+2 stewardship, -1 martial)
Uzgavenes festival
This functions as standard pagan feast, granting ruler 100 piety & prestige.
Garrison/Troop bonus
Unreformed Romuva pagans get +10% to levy size and +30% to garrison size. Both bonuses change to +20% after reformation.
Eldership succession
Tribal Romuva rulers may use Eldership succession Holy Fury.png. Reformation either removes this ability or expands it to feudal realms, depending on the chosen doctrine.

Holy sites:

  • Rugen (shared with Slavic): The fall of this important pagan center to Christianity in the 12th century had opened the crusaders a straight route along the sea to the rest of the Baltic region.
  • Chelmno: After Chelmno was repeatedly sacked by the Old Prussians, the Polish duke Conrad I of Masovia gave it and the surrounding region to the Teutonic Knights who proceeded to use it as a center from which to invade Prussia.
  • Riga: The city of Riga was an extremely important German town from which Christianity was spread to the wider Baltic region.
  • Podlasie: Inhabited by the warlike Yotvingia tribe, also known as Sudovians. They launched frequent raids on Poland, until they were conquered by the Teutonic Knights.
  • Bryansk: One of the easternmost regions controlled by the Grand Duchy of Lithuania.

Slavic.png斯拉夫多神教

Slavic holy sites.

The Slavic faith is followed, as the name suggests, by the Slavic peoples of Europe. The faith is widespread in early starting dates, and some of the realms, such as Croatia, are already feudal rather than tribal. However, the religion's holy sites are scattered far and wide making reformation very hard. The Slavic faith is almost gone in the 1066 starting date, and the faith disappears from the world entirely by 1200. The last playable Slavic ruler is Chief Testislaw of Dyrmin.

Jarilo festival
This is like other pagan feasts, but one of the guests (chosen at random) becomes a "Jarilo" which improves said vassal's relations with you by 25.
Slavic patron deities
  • Perun (+2 martial, -1 intrigue)
  • Veles (+2 intrigue, martial -1)
  • Jarilo (+2 stewardship, -1 martial)
  • Morana (+2 learning, -1 stewardship)
Garrison/Troop bonus
Unreformed Slavic pagans get +10% to levy size and +30% to garrison size. Both bonuses change to +20% after reformation.

Holy sites: Novgorod (shared with Suomenusko), Kiev, Plock, Birlad, and Rugen (shared with Romuva).

Strategies

In the north, start in Novgorod, Poland, or Kiev and form your corresponding de jure kingdom first, then work your way to the other two holy sites. In early start dates Kiev is vulnerable to Tengri nomads (it borders the Magyars), so you may find that fabricating a claim to conquer Rugen is an easier way to get your third holy site.

  • 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.

Suomenusko.png索米多神教

Suomenusko holy sites.

Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia. Its holy sites are scattered around the map but are mostly controlled by right religion, even in 1066 starting date. The easiest route to reform the faith is with a Finnish ruler as de-jure Finland has two holy sites. The nearby county of Novgorod has a third holy site, which can be conquered relatively easily. Bear in mind that in 1066, Novgorod is Christian, and the Rurikid dynasty which holds it has multiple potential allies from other dynasty members.

Suomenusko retains a sizable number of provinces throughout the game and it is very easy to put the fear of Ukko to other religions, whether you start in 769, 867 or 1066. However, by 1337, only two chiefs in northern Finland/Sweden follow the faith, with the rest of Finno-Ugric lands being divided between Catholic/Orthodox Christians and the Sunni Golden Horde.

Peijaiset
This special event relating to bear hunt can trigger and it offers a ruler a way to spend money for prestige or gain gold by losing prestige (if Greedy.png)
Suomenusko patron deities
  • Ukko (+2 stewardship, -1 intrigue)
  • Akka (+2 diplomacy, -1 martial)
  • Tapio & Mielikki (+2 martial, -1 learning)
  • Lempo (+2 intrigue, -1 martial)
Ukon Juhla
This functions as a standard pagan feast, granting ruler 100 piety & prestige.
Garrison/Troop bonus
Unreformed Suomenusko pagans get +40% to garrison size. Reformed Suomenusko pagans get +10% to levy size and +30% to garrisons.

Holy sites: Perm, Ryazan, Novgorod (shared with Slavic), Saaremaa, and Kexholm.

African.png非洲泛灵教

African holy sites.

该教被环撒哈拉的非洲人民所信仰,该教在769开局是十分强大的,但有少数穆斯林领主。在之后的开局时间里向北扩张明显加难了,尤其是1066开局,北非大多数领主已叛变为穆斯林。但是在非洲它的信徒很多并且它的可玩性依旧很高。

亚伯拉罕融合
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。
没有短暂统治惩罚
未改革非洲泛灵论没有额外的短暂统治惩罚。
长老选举制
非洲部落统治者可以采取长老选举制Holy Fury.png。改革非洲泛灵论也可以通过教义选择是否保留该继承制。
非洲泛灵论的守护神
  • Anansi (阴谋力量增长+20%, 阴谋力量防御- 15%)
  • Ayyur (+2 外交, -1 密谋)
  • Bida (+2 管理, -1 学识)
  • Dan (+2 学识, -1 军事)
  • Dongo (+10 个人实战能力, -1 外交)
  • Tsumburbura (同家族好感+10, 阴谋力量防御 - 15%)
卫戌部队/征召兵奖励
无论改革与否,所有非洲泛灵论信徒都有+40%的卫戌部队和征召兵加成。

圣地: Djimi, Draa, Gao, Kano and Wagadu.

Zunist.png尊日神教

Zunist holy sites.

The Faith of Zun is a sun-worshiping pagan religion introduced in the DLC icon Charlemagne.pngCharlemagne expansion. The only realm following this faith is the Zunbil Satrapy in western Afghanistan. They are only playable in the 769 bookmark unless Ruler Designer is used. 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. However, the Dlc icon sons of abraham.pngSons of Abraham demon child event chain will create Zunist "witches", who can be married matrilineally or assigned as guardians to children with the Faith or Heritage focus. Rulers with Zunist holy sites in their demesne may also secretly convert to the faith.

Zunist mechanics are a hybrid of defensive/offensive pagans and organized religions. 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. Zun can also be reformed like other pagan faiths. With DLC icon Monks and Mystics.pngMonks and Mystics, Zunists characters may join the Hermetic Society. With Holy Fury.pngHoly Fury, Zunists can raid after reformation, as long as the reformed faith does not have the Peaceful nature.

Intermarry
Zunists are able to intermarry with members of the Mazdan and Eastern religion groups. The strongest of these are Hindu, who will reject marriage arrangements due to your lack of caste. However, Hindu rulers will allow you to take concubines, who you can then decide to marry.
Festival of the Sun
Like other pagan feasts, this gives ruler piety and prestige. However, it also has the event "Walking under the Sun" which has a chance of giving traits to your ruler.
Judged by Zun
In addition to usual choices of execute/ransom/release prisoner, Zunist can leave prisoners to a desert to be "judged by the sun". This usually kills said prisoner but a few other outcomes are also possible.
Garrison/Troop bonus
Zunists receive increased levies (+30%) & defensive attrition in Zunist provinces and better combat power (+20% defensive/offensive) for heavy infantry units. Unlike defensive pagans, they do not receive 80% defensive bonus in home provinces.
Empire of the Sun
This achievement is earned by ruling an empire-level title as reformed Zun ruler in an Ironman game.
Patriarchal
Zunism does not permit female temple holders.

Holy sites: Nishapur, Bost, Cairo, Kabul, and Multan. Cairo is distant and usually controlled by major Muslim powers. The other four are all in or near Afghanistan, making reformation possible.

  • Cairo, Kabul and Multan are important Horse Lords.pngJade Dragon.pngSilk Road counties
Tips & Strategies
  • 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 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 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 Secretly Zun Pagan.png rulers.

Bön.png苯教

Bön holy sites.

Bön (Bon) is an indigenous religion of the Tibetan plateau, added in patch 2.8. It combines mechanics from Dharmic religions and defensive paganism and offers quite a unique gaming experience. Bön rulers are playable with either Jade Dragon.pngJade Dragon, The Old Gods, or Holy Fury.pngHoly Fury.

There are provinces with Bön faith in Tibet throughout the game but last playable rulers vanish in 1251, leaving Buddhists ruling Tibet. The strongest position for the faith is at the 867 bookmark, where the Tibetan Empire has fractured and Bön kings of Guge & Ü-Tsang hold large areas of the Tibetan plateau under their control.

Bön patron deities
  • Damchen (+2 martial, -1 diplomacy, +1 personal combat skill)
  • Shenlha Okar (+2 diplomacy, -1 martial, +0.25 monthly karma)
  • Shinje (+3 intrigue, -1 stewardship)
  • Kula Kari (+2 martial, -1 learning, +5 vassal opinion)
  • Lamlha (+2 learning, -1 intrigue, +0.50 monthly prestige)
  • Sango Pumptri (-1 martial, +1 health)
Defensive
Bön receive +40% to garrison size. They also receive Defensive Pagan bonuses and their enemies suffer attrition in provinces with Bön religion.
Intermarry
Bön may intermarry with members of the Mazdan and Eastern religions group and with Nestorians.
No extra short reign penalty
Rulers of Bön faith do not suffer from extra Short Reign penalty.
Consorts
Female rulers may take up to three male consorts.
Priests cannot inherit
Characters may be disqualified from succession by granting them temples.
Resistance to conversion
AI Bön characters and Bön provinces have increased resistance to conversion from organized religions.
Search for a Guru
Shared with Dharmic religions; lets you hire a skilled courtier as Court Guru.
Sky Burial
Shared with Mazdan religions.
Syncretize with Eastern Religions
This decision allow a Bön ruler to gain the Sympathy indian.png Sympathy for Eastern religions trait for a cost of 50 karma, reducing penalties involved in situations where you rule over non-Bön people.

Holy sites: Balkh, Gilgit, Lhasa, Purang and Khotan.

  • Lhasa, Khotan and Purang are important Horse Lords.pngJade Dragon.pngSilk Road counties

Hellenic.png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:
    • DLC icon Charlemagne.png 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
    • DLC icon Reaper's Due.png 永生马事件
  • Holy Fury.png Dlc icon legacy of rome.png 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
  • Holy Fury.png 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 Lunatic.pngPossessed.pngMystic.pngScholar.png 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
通过决议角色可以根据出生日期获得星座特质 ,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^_^)。
占卜: 一场战争前,读懂神的意图以提高军队士气。
祭司不能结婚和继承
角色可以通过该机制剥夺继承权
奉献神庙
Holy Fury.png 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⊙▽⊙)
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.

Historic

There is one special pagan faith that normally only appears in-game as the listed religion of long-dead historical figures. It is not normally playable (even with Ruler Designer), but can be played using mods or by exploiting loopholes. Before patch 3.0, Hellenic paganism also fell into this category.

Pagan.png通用

Generic pagan holy sites.

A generic Pagan faith is used in the history files to represent everyone from pre-Christian Irish kings to pre-Islamic Arabs. This faith is exceptionally limited - it has all the disadvantages of unreformed paganism and none of the benefits, nor can it be reformed. Generic Pagan rulers cannot be created with Ruler Designer but there are few events in game which spawn Pagan courtiers to game, which permit granting of titles or education of children.

Holy sites:

  • Rome: The Religio Romana (literally, the "Roman Religion") constituted the major religion of the city in antiquity, before being supplanted by Christianity
  • Västergötland: 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.
  • Mecca: 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.
  • Jerusalem: 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.
  • Ghana: Koumbi Saleh was an important Muslim city and the royal capital of the Ghana Empire which displaced all previous pagan religions.

Conversion

缺乏正式的宗教传统意味着原始宗教更难在其他土地 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 Pagan Heresy.png 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 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 crusades (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 holy wars, usable on any target of a different faith (including other pagans). They also gain access to 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 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 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 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 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.) Old religion followers will be heretics with a -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 Holy Fury.png 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".

Religion Unit modifier Features always retained
Germanic.png Germanic +30% Levy size Viking traits. Coastal county conquest.
Tengri.png Tengri +30% Levy size
+30% Light cavalry attack
+30% Light cavalry defence
No female temple holders. Sky Burials. Ancestor Worship. Intermarry Buddhist, Zoroastrian group.
Aztec.png Aztec +30% Levy size No female temple holders. Sacrifice action (unless Peaceful). Bloodthirsty Gods effects. Aztec Pyramid construction.
Romuva.png Romuva Patron Deities, Ancestor Worship
Slavic.png Slavic Patron Deities, Ancestor Worship
Suomenusko.png Suomenusko Patron Deities, Ancestor Worship
West African.png African Patron Deities, Ancestor Worship. Women can take up to 3 consorts. Animistic effects.
Zunist.png Zunist No female temple holders. Access to Hermetic society. Intermarry Eastern group, Zoroastrian group.
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.
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.

Nature Modifier Requirement Religions with similar or same mechanic
Peaceful.jpg 和平(Peaceful)
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。
+3 Demesne limit.
+15 vassal opinion.
+1 piety per month while at peace.

AI rulers are less likely to start wars, plots and factions.
Raiding unavailable if culture doesn't allow raiding.
Hunting focus is unavailable.
Holy wars and great holy wars are unavailable, but county conquest CB is available.
Dueling comes with a Piety cost.
Cannot create warrior lodge if it does not already exist.
AI rulers will not convert provinces.

Incompatible with Bloodthirsty Gods, Sea-Bound, Unrelenting doctrines. Jainism
Warmongering.jpg 好战(Warmongering)
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!
Ruler do not receive opinion penalties for raised vassal levies.

AI rulers are more aggressive.
AI rulers only convert same-group provinces and only when zealous

Rulers lose prestige when at peace for too long.

None Unreformed offensive paganism
Unyielding.jpg 不屈(Unyielding)
 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。
+20% levy size. +30% garrison size.
+80% Defense and +80% morale for all units if fighting at county of this religion.
+40% garrison size at county of this religion.
Religion is resistant to proselytizing.

AI rulers only try to convert provinces if zealous
If there is levy size & attack bonus from unreformed religion, it is lost.

Incompatible with Unrelenting doctrine Unreformed defensive paganism
Proselytizing.jpg 传教(Proselytizing)
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。
Bonus to mission.
AI rulers will try to convert their provinces.

Lose piety when at war against faithful.

Incompatible with Bloodthirsty Gods doctrine Christianity
Dogmatic.jpg 教条(Dogmatic)
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。
Bonus to moral authority.

AI rulers will only convert same-group provinces
Interfaith marriage is unavailable.
Lose piety when at war against faithful.
Penalty to Spymaster steal technology

Incompatible with Syncretism doctrine and Autonomous leadership Islam
Cosmopolitan.jpg 普世(Cosmopolitan)
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。
Interfaith marriage is available.

Penalty to moral authority and to mission.
Religious Control Mandate law is unavailable.
AI rulers will not convert provinces.

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.

Doctrine Modifier Requirement Religions with similar or same mechanic
Astrology.jpg 占星术
众神在群星中写下了我们的命运。只需仰望,即可明悟内在。
Characters are assigned Zodiac traits on birth and by decision.

Access to Hermetic society (but Hermetics still suffer -10 temple opinion)

Redundant with Hellenic Hellenic
Haruspicy.jpg Haruspicy
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。
Diviner read signs before a war to try to improve troop morale. Redundant with Hellenic Hellenic
Bloodthirsty Gods.jpg 嗜血神灵
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。
Prisoners of different religion can be sacrificed for Piety.

Sacrificing prisoners unlocks special traits and actions

Incompatible with Peaceful and Proselytizing natures.

Incompatible with Invaders doctrine.

Unreformed Aztec
Divine Marriage.jpg

圣婚
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。
Unlocks divine marriage, allowing and encouraging incestuous marriages. Incompatible with Dawnbreakers and Harmonious doctrines Zoroastrianism, Messalianism
Polygamy.jpg 一夫多妻制
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。
Polygamy is allowed.

Possibility for a woman to take consorts is disallowed even if other traits should unlock it.

Incompatible with Enatic Clans, Dawnbreakers and Eternal Riders doctrines Islam
Meritocracy.jpg 任人唯贤
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。
Heir Designation is Allowed (if at least one of Rajas of India.pngRajas of India or Jade Dragon.pngJade Dragon is enabled). Incompatible with Harmonious, Civilized, Agnatic Clans and Enatic Clans doctrines Jainism, Buddhism, Taoism
Equality.jpg 平等
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.

Incompatible with Harmonious, Agnatic Clans and Enatic Clans doctrines

Catharism
Stability.jpg 稳定
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。
Short Reign penalty is disabled.

Ruler can spend piety to increase courtier or own attribute.

Incompatible with Children of Perun and Survivor of Ukko doctrines Jainism, Buddhism, Taoism
Unrelenting.jpg 无情
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.

Incompatible with Unyielding and Peaceful natures.

Incompatible with Eternal Riders and Invaders doctrines

Unreformed Tengri
Animistic.jpg 泛灵论
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.

Redundant with African African
Sea-Bound.jpg 航海
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.

Incompatible with Peaceful nature.

Incompatible with Sons Of Ragnarok and Invaders doctrines.

Partially redundant with Children of Perun doctrine.

Unreformed Germanic
Enatic Clans.jpg 女性氏族
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.

Incompatible with Agnatic Clans, Harmonious, Equality, Polygamy and Meritocracy doctrines

Islam (open succession)
Agnatic Clans.jpg 男性氏族
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.

Incompatible with Enatic Clans, Harmonious, Equality and Meritocracy doctrines Islam (open succession)
Ancestor Veneration.jpg 祖先崇拜
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 venerate a given ancestor, in a process similar to sainthood.

Eldership succession law is allowed. Ancestor Worship decision available.

Incompatible with Autonomous leadership Christianity (Saints/Veneration), Unreformed African and Romuva (Eldership succession)
Monasticism.jpg 修行
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 order subject to "Take the Vows", disqualifying them from succession. Priests cannot marry and cannot inherit.

+2 Learning to any follower of the religion.

Incompatible with Totem-Guardians doctrine Buddhism, Christianity
Religious Tax.jpg 宗教税
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. Incompatible with Syncretism and Totem-Guardians doctrines Islam
Syncretism.jpg 宗教融合
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 sympathy with another faith by decisions. Incompatible with Dogmatic nature.

Incompatible with Religious Tax and Civilized doctrines

Unreformed African and Bön
Daring.jpg 勇敢
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 invasions are available. Incompatible with Peaceful nature.

Incompatible with Sons of Ragnarok doctrine

Unreformed Germanic
Pyramid Creation.jpg 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 pyramid Not Aztec Unreformed Aztec


These doctrines are tied to the reformer's religion. Some of them are stronger than the regular doctrines.

Doctrine Modifier Requirement
Survivor of Ukko.jpg 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 Incompatible with Stability doctrine
Children of Perun.jpg 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 Incompatible with Stability doctrine

Partially redundant with Sea-Bound doctrine

Eternal Riders.jpg 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.

Incompatible with Unrelenting and Polygamy doctrine.

Compatible with Peaceful nature.

Defenders of Dievas.jpg 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
Sons of Ragnarok.jpg 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 Incompatible with Daring and Sea-Bound doctrines.

Compatible with Peaceful natures.

Totem-Guardians.jpg 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 order subject to "Take the Vows". Priests cannot marry and cannot inherit.

Eldership Succession law is available

Religious Tax

Incompatible with Monasticism and Religious Tax doctrines
Dawnbreakers.jpg 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 Incompatible with Polygamy and Divine Marriage doctrines
Harmonious.jpg 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 Incompatible with Divine Marriage, Agnatic Clans, Enatic Clans, Meritocracy and Equality doctrines
Invaders.jpg 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.

Incompatible with Bloodthirsty Gods, Sea-Bound, Unrelenting doctrines
Civilized.jpg 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 Incompatible with Syncretism and Meritocracy doctrine

Leadership

The selection of Leadership style determines the type of religious head.

Leadership Modifier Requirement Religions with similar or same mechanic
Temporal.jpg 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.

Reformer gets a powerful artifact.
Player can select GHW timing.
Immediate Prestige and piety bonus for ruler's dynasty.

None Islam
Hierocratic.jpg 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.

Excommunication
Request claims

None Catholicism, Fraticellism
Autocephalous.jpg 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
Autonomous.jpg 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.

Attribute bonus.
Four branches.
No GHWs

Incompatible 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.

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:


Synergies

With the new reformation system, some synergies occur which present new abilities or opportunities to characters of this specific reformed religion. [1] These are not immediately obvious before reformation, or even immediately upon reformation.

Religion Nature Doctrine(s) Leadership Synergy Feature
Reformed Aztec Any Nature except Peaceful Access to the Flower War Casus Belli
Reformed Aztec Daring
&
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 Patriarchal Deposition War Casus Belli
Warmongering Enatic Clans Access to the Matriarchal Deposition War Casus Belli
Astrology
&
Haruspicy
Once per decade interpretation of stars by religious head or court chaplain if none exists
Astrology
&
Stability or Children of Perun or Survivor of Ukko
Reading the stars an heir is born under
Bloodthirsty Gods
&
Haruspicy
Allows sacrifice of courtiers to read entrails
Daring
&
Sea-Bound
Pirate traits and events (but the traits' opinion bonuses only apply to Germanic pagans)
Stability or Children of Perun or Survivor of Ukko
&
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 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