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Every religion now has more tenets than vanilla. The new tenets were chosen accordingly to historical records on each religion. For some religions, specially the tribal ones, there was very little difference between religion and culture, so it was hard to set the new tenets.
I used AI to help me finding historical records on how each religion behave. So let me know if you see something odd and I will fix/update it on the next release.
All these changes requires a new game to take effect.
Please see the "Change Notes" to see the detailed changes on every version.
I don't consider myself expert in religions nor cultures other than my own.
The main changes you are referring for Christians and Islam religions are for the concept of "missionary" religions, without having a religion structure to spread the faith, is very hard for a ruler to spread the faith as in many cases there is not even a standard practice.
There was also the tax non believers which most christians did for jew communities. Muslims were more open and tolerant but still had those extra taxes.
But if you provide me with a list of religions with the tenets they should get added/removed and why, I'm open to consider making those changes as I try to keep it as more historically plausible as possible.
religions are a mess, you can have up to 20 doctrines which is great but the changes made to existing religions are terrible - asharism has the taqiya doctrine, catholicism has the jizya doctrine, and most other religions are left behind entirely.
cultures can have up to 15 traditions which is nice, except that no culture does at start, so the mod needs some effort to be put there for that change to make a meaningful difference, and of course backed by some decent knowledge of cultures so we dont get things like taqiya asharism and jizya catholicism but with culture. maybe collaborate with the cultures expanded modders if they're down for it.
+ New Court Positions: There were introduced restrictions like only dominant gender or with female/male rights allows to that gender get council and court positions. Those restrictions may not apply to new introduced court positions without a compatibility patch.
+ New buildings: On HQ Patch, tribal cultures don't automatically convert to feudal/clan when you give them feudal lands and cant upgrade or use these buildings. Some of the new introduced buildings may need a patch to get disabled if get in the hands of tribes and nomads.
+ New Religions: HQ Patch increased the allowed number of tenets to more accurate reflect their faiths, some faiths like Catholic get events to consider magic criminal (instead of shunned at the beginning of game) or make consanguinity marriages a little less restrictive as historically did. So some of these features may need to get included in the new introduced faiths.
+ VIET: Fully Compatible
+ EPE: Fully Compatible
+ Culture Expanded: Only needs a small compatibly patch for the learning language scheme. Shouldn't cause any issues if you don't. You just lose some minor learning language bonus for learning same group languages.
+ Rice: Should be fully compatible
Here are my findings:
+ Missionaries: Both are compatible in a sense that not interfere with each other. This mod introduces a new doctrine to spread the faith defining if the religion has missionaries. Nevertheless in the HQ Patch this is handled by the use thru the mendicant preachers tenet, where faiths like Catholic has this tenet and allows them to convert their own lands. Faiths without this tenet will not have access to spread their faith without specific traits and perks. In the HQ Patch the missionary functionally is not fully implemented as in this mod. But in HQ Patch you get for example foreign religion population in your lands when capture slaves, which then triggers and enables a few decisions to adopt that faith and neighbor organized faiths.
+ Governments +: Should be fully compatible
i will try again tomorrow after looking your answer god bless you.