Europa Universalis IV

Europa Universalis IV

Runescape Mod: Gielinor Universalis
Zigzagzigal  [developer] Mar 24, 2022 @ 5:15am
Religions
There are 35 religions in this mod, though not all have fully implemented mechanics yet and some are a bit buggy. Most of them also lack events.

There are also unique scornful insults aimed at every religion in the game.

Armadyl
Basic modifiers: +10% fort defence; -0.1 yearly corruption

Armadyleans use Protestant/Hussite mechanics; you can get up to three aspects of faith. These include:
  • Anti-War Ethos: +1 stab cost to declare war, +25% improve relations
  • Edict of Invention: +50% innovativeness gain
  • Golem Guardians: +10% cavalry power
  • Rehabilitative Justice: +10% manpower recovery
  • Law of the Citadel: +15% fort defence
  • Law of Equality: -1 global unrest
  • Law of Honour: +1 diplomatic reputation
  • Law of Integrity: -0.1 yearly corruption
  • Common Law: -0.05 global autonomy
  • Religious Freedom: +2 tolerance of heretics, +1 tolerance of heathens
  • Legal Representation: +15% reform progress growth
  • Wisdom Shall Bring Peace: -2.5% technology cost

Ashen Queen - See Queen of Ashes

Bandos
Basic modifiers: +33% manpower, +1 global unrest

Bandosians use Fetishist mechanics, with "cults" renamed to "battle strategies". You can get extra battle strategies by accepting their respective cultures (except the Chosen Commander).

Goblins/Hobgoblins
  • Cower Strategy (Goblins only): +5% land morale recovery, +1 land leader manouevre
  • Geomancer Strategy (Hobgoblins only): +5% fire damage, +1 tolerance of the true faith
  • Raider Strategy: +25% loot speed, +25% privateer efficiency
  • Spear Strategy: +5% infantry combat ability, +10% movement speed

Furthermore, any country of goblin culture (except hobgoblin) which reaches empire rank gets access to another reform, which cannot be obtained any other way:
  • Chosen Commander: +2 leader shock, +1 army tradition

Ogre Group
  • Feldip Consolidation (Non-Wushanko Ogres only): +15% province warscore cost, -10% development cost
  • Jig Strategy: -1 global unrest, -10% drill decay
  • Jogre Strategy (Jogres only): -10% land attrition, -10% build time
  • Mogre Strategy (Mogres only): +15% sailors, -1% navy tradition decay
  • Ronin Strategy (Wushanko Ogres only): +20% razing power gain, +10% drill gain
  • Shamanic Strategy: +10% siege ability, +1% missionary strength

Orks
  • Recordkeeping Strategy: +1 legitimacy/meritocracy, +0.5 republican tradition, +15% reform progress growth
  • Support Strategy: +1 diplomatic relations, +15% favours gain
  • Triangular Formation: +5% discipline

Trolls
  • Naming Ritual: +100% prestige from land battles, +10% shock damage
  • Rockthrower Strategy: +1 land leader fire
  • Reform Strategy: +1 diplomatic reputaiton, +10% institution spread

Giants
  • Bread Baking: -0.05 autonomy, +5% supply limit
  • Gold Hoarding: -0.1 inflation, -0.25 interest
  • Acoustics Strategy: (Cloud Giant only) -10% admin tech cost, +1 tolerance of heathens

Bik
Basic modifiers: -10% build cost; +5% supply limit

Presently Bik can only be used for custom nations and has no unique mechanics.

Birman
Basic modifiers: -1 global unrest, +4 tolerance of heretics, -2% heretic missionary strength

Birman is followed exclusively on Cyclosis. You can easily switch to following Hanalan at any time, keeping your accumulated church power. Mechanically, it works similarly to the Anglican faith, with the following aspects:
  • Bringer of the Sweet: -1 national unrest for 20 years
  • Celestial Navigation: +10% naval morale for 20 years
  • Contemplation: +20% institution spread for 20 years
  • Tropical Cocktails: +15% provincial trade power modifier for 20 years
  • Moonset: Adds +1 stability and switches you to the Hanalan faith.

Brassica Prime
Basic modifiers: +2 tolerance of the true faith, +25% religious unity

The easiest way to convert to Brassica Prime is to play as the small nation of Crailey in southern Asgarnia, and work through their mission tree.

Brassica Prime recycles the Confucian mechanics, with the added twist you can get +0.25 yearly harmony by trading in the Cabbages resource.

Aside from Marimbo, all religions are harmonised as groups. You get the following bonuses from each of them:
  • Autocratic (Bandos, Tuska, Queen of Ashes, Xeric, Zulrah): -0.05 autonomy
  • Celestial (Birman, Hanalan, Ralos, Ranul): +15% global foreign trade power
  • Chaos (Lucien, Vampyric, Zamorak, Zemouregal): -10% idea cost
  • Elder God (Bik, Ful, Jas, Wen): +10% monarch lifespan
  • Horror (Xau-Tak): +10% naval morale
  • Karamjan: -10% land attrition
  • Marimbo: -1 global unrest
  • Menaphite: +10% trade efficiency
  • Nonintervention (Godless, Guthix, Northern Pantheon, V): +1 diplomatic reputation
  • Order (Armadyl, Saradomin): -10% stability cost modifier
  • Transcendent (Dark Lord, Seren, Zaros): -1% prestige decay
  • Wushanko (Byakko, Genbu, Seiryu, Suzaku): +20% ship trade power

Byakko
Basic modifiers: +2 tolerance of heretics, -10% naval attrition

Byakko is followed exclusively in the Wushanko Isles. They use Protestant/Hussite mechanics; you can get up to three aspects of faith. For a cost of 100 prestige, it is possible to switch to any of the other three Wushanko Guardian faiths. This keeps your church power but wipes your aspects of faith.

Byakko has access to the following aspects:
  • Mansions of the Stars: -15% construction time
  • Protect Against the Gods: +1% missionary strength
  • Ground Warfare: +7.5% shock damage
  • Safe Lairs: +15% fort defence
  • Way of the Water: +2.5% ship durability
  • Autumn Harvest: +5% goods produced
  • Flag of the Tiger: +50% prestige from land battles
  • Leaders of Virtue: +0.5 legitimacy, meritocracy, horde unity, devotion, +0.15 republican tradition

Dark Lord
Basic modifiers: +2% heretic missionary strength, +5% recover army morale speed

The Dark Lord is a heresy of Serenist belief followed by the Iorwerth clan. It uses Holy Sites similar to the Coptic and Zoroastrian faiths in the base game. The provinces you need are as follows:
  • Prifddinas
  • Temple of Light
  • Lletya
  • West Ardougne (Pairie-Triste)
  • Obelisk Eye (middle of Isle of Souls)

Bonuses are as follows:
  • Death Fascination: +50% prestige from land and naval battles
  • Godly Remnants: +0.5 army tradition
  • Strange Whispers: +1.5% missionary strength
  • Sacrificial Population: -20% harsh treatment cost
  • Reckless Expansion: +5% admin efficiency, +25% aggressive expansion impact

Ful
Basic modifiers: -10% build cost, -10% development cost

Ful is followed by the TzHaar on Karamja and the Kahlith of Mount Karuulm. They can reform their religion if their capital has 40 development, including at least 10 base tax, production and manpower. It also costs 75% of their maximum manpower.

Reforms are as follows:
  • Ancient Wisdom: +1 legitimacy/devotion/horde unity, +1 candidate random bonus
  • True God of Balance: +1 tolerance of own faith
  • World-Shapers: -15% construction time
  • Volcanic Wealth: +10% tax modifier
  • Openness: +1 diplomatic reputation

Genbu
Basic modifiers: +2 tolerance of heretics, -10% shock damage received

Genbu is followed exclusively in the Wushanko Isles. They use Protestant/Hussite mechanics; you can get up to three aspects of faith. For a cost of 100 prestige, it is possible to switch to any of the other three Wushanko Guardian faiths. This keeps your church power but wipes your aspects of faith.

Genbu has access to the following aspects:
  • Mansions of the Stars: -15% construction time
  • Protect Against the Gods: +1% missionary strength
  • Ground Warfare: +7.5% shock damage
  • Way of Warriors: +7.5% infantry combat ability
  • Longevity of the Snake: +10% average monarch lifespan
  • Symbiosis: +1 diplomatic reputation
  • Extreme of Winter: -7.5% land attrition
  • Turtleback Tombs: -10% morale hit for losing a ship

Godless
Basic modifiers: +2% heretic missionary strength, +50% innovativeness gain

The Godless use a reskinned version of the Gurus mechanic from vanilla EU4's Sikhism, renamed Adaptations. You will receive bonus monarch power every month depending on the most recent Adaptation, and you can also optionally choose one of three bonuses for each of them, usually at the cost of missionary strength.

In order these are:

Reconstruction (1930-1950): +1 ADM power per month. Optional choice of +5% reform progress growth OR +1 tolerance of heretics OR -5% warscore cost vs. other religions

Architecture (1950-2000): +1 DIP power per month. Optional choice of +5% tax OR -5% build cost OR +5% siege ability.

Runecrafting (2000-2050): +1 MIL power per month. Optional choice of -2.5% technology cost OR +1 diplomatic reputation OR +5% fire damage.

Nationhood (2050-2100): +1 ADM power per month. Optional choice of +2% missionary strength but -2 tolernance of heathens and -10 relations with heathens, OR +1 accepted cultures but +10% culture-convert cost, OR -0.02 monthly war exhaustion.

Exploration (2100-2150): +1 DIP power per month. Optional choice of +10 settlers per annum OR +10 relations with heathens OR +15% privateer efficiency.

Quests (from 2150): +1 MIL power per month. Optional choice of +1 yearly adventurers OR +10% spy network construction OR +25% rebel support efficiency.

The Godless also use the Religious Schools mechanic from Islam. The schools are as follows:
  • Ambivalence: +1 merchant, -1% missionary strength
  • Antitheist: +1% missionary strength, +25% innovativeness gain
  • Evasive: +10% fort defence, -2.5% technology cost
  • Humanist: +1 tolerance of heretics, +1 tolerance of heathens
  • Monstrous: +5% manpower, +5% sailors
Godless may invite scholars from other Godless schools, but not from the schools of other religions.

Guthix
Basic modifiers: +1 tolerance of the true faith, -10% land attrition

Guthixians use the Karma mechanics from Buddhism, renamed as "Balance".
  • Too High: +2% missionary strength, -10% land morale
  • Perfect Balance: +2% missionary strength; +10% fort defence
  • Too Low: +2 global unrest, +10% fort defence

Guthixians also use the Religious Schools mechanic from Islam. The schools are as follows:
  • Druidic: +0.1 prosperity growth in all provinces
  • Dwarven: +10% trade efficiency
  • Exploitative: No cost to concentrate development
  • Fairy: -0.05 monthly devastation in all provinces
  • Gnomish: +20% colonial range
  • Guardian: +1 land leader fire
Guthixians may invite scholars from other Guthixian schools, but not from the schools of other religions.

Hanalan
Basic modifiers: +10% production efficiency, +4 tolerance of heretics, -2% heretic missionary strength

Hanalan is followed exclusively on Cyclosis. You can easily switch to following Birman at any time, keeping your accumulated church power. Mechanically, it works similarly to the Anglican faith, with the following aspects:
  • Bringer of Salt: +10% production efficiency for 20 years
  • Metaphorical Thought: -10% administrative technology cost for 20 years
  • Sunny Disposition: +1 diplomatic reputation for 20 years
  • Breath of Wind: +10% movement speed for 20 years
  • Moonrise: Adds +1 stability and switches you to the Birman faith.

Jas
Basic modifiers: -5% liberty desire in subjects, +25% monarch lifespan

Ful is followed (forcefully) by some dragons. They share the doom mechanic from the Nahutatl faith, and must acquire 5 vassals to reform. Here they are:
  • Most Powerful of Gods: +1 prestige
  • Siege Weaponry: +10% artillery power
  • Destruction of Cities: +10% siege ability
  • Orikalkum: +10% infantry power
  • Dragon Science: -10% idea cost

Karamjan
Basic modifiers: +1 tolerance of the true faith, -10% land attrition

Followers of the Karamjan Trinity use the fervour mechanic from the Reformed faith. The three choices are:
  • Raharni: +30% global spy defence, +1 legitimacy/devotion/horde unity/meritocracy, +0.3 republican tradition, +15% goods produced
  • Kharazi: +1 diplomatic reputation, +20% improve relations, -2 global unrest
  • Shaika: +10% shock damage, +15% manpower recovery, +15% reinforcement speed

Furthermore, countries of both Karamjan culture and faith can create Holy Orders:
  • Raharni (ADM): +10% friendly movement speed, -1 unrest, -10% build cost
  • Kharazi (DIP): +1% local missionary strength, -20% culture conversion cost
  • Shaika (MIL): +20% local manpower, -0.05 devastation

Lucien
Basic modifiers: +10% fire damage, -20% cavalry cost

Lucien can declare himself a god if he can secure both the Staff of Armadyl and the Stone of Jas. This cannot be done until the Age of Adventurers. The Staff of Armadyl starts in the posession of the Ikovian Order, but the location of the Stone of Jas could be anywhere outside Zeah or Wushanko.

Lucien has the same mechanics as Zamorak, though with a different intrinsic bonus and different icons. These are as follows:
  • Bork: +3 tolerance of heathens, +1 land leader shock
  • Dagon'hai: +15% fire damage, +5% movement speed
  • Elite Black Knights: +3 tolerance of heretics, -20% core-creation cost
  • Moravio: -7.5% technology cost, +25% institution spread
  • Tormented Demons: +5% discipline, -10% liberty desire in subjects

Marimbo
Basic modifiers: +1 tolerance of the true faith, -1 global unrest

Followers of Marimbo use the piety slider from the base game's Islam.
  • Full Piety: -2 unrest, -10% development cost, +10% church loyalty but +10% technology cost
  • No Piety: +5% discipline, +10% global tax but +2 global unrest and -10% church loyalty

Piety can increase or decrease by declaring wars on nations of different or the same religion respectively, or from various events.

Menaphite
Basic modifiers: +1 tolerance of the true faith, +10% governing capacity

Menaphites choose a personal deity akin to Hinduism or the Norse faith. These are as follows:
  • Amascut: -25% harsh treatment cost, -10% core-creation cost
  • Apemeken: +10% morale of navies, +1 diplomatic reputation
  • Crondis: -0.1 yearly corruption, -10% land attrition
  • Elidinis: -10% development cost, +50% heir chance
  • Het: +25% drill gain, +10% monarch lifespan
  • Icthlarin: +2 tolerance of heathens, +5% land morale recovery
  • Scabaras: -10% technology cost, -1 diplomatic relations
  • Tumeken: +10% land morale, +1 prestige

Northern Pantheon
Basic modifiers: +2 tolerance of the true faith, -50% cost to move capital

The Northern Pantheon represents traditional beliefs held around the Lunar Sea, most prominently among the Mountain Tribe of the Fremennik Province. They also have a presence in Acheron.

Nations following the Northern Pantheon choose a personal deity akin to Hinduism or the Norse faith. These are as follows:
  • Sun Mother: -15% land attrition, +15% average monarch lifespan
  • Father of Storms: +15% siege ability, +10% shock damage
  • Son of the Hunt: +10% goods produced, +25% drill gain
  • Mountain Daughter: +1 tolerance of the true faith, +15% government reform progress
  • The Kendal: -50% harsh treatment cost, -1 diplomatic reputation

Furthermore, while the Northern Pantheon has no religious schools, it may invite scholars from most of the religious schools of Godless, Guthix and V. See the respective religions for more information.
  • Allowed schools: Ambivalence, Evasive, Humanist, Monstrous, Druidic, Dwarven, Guardian, Defender, Warrior
  • Disallowed schools: Antitheist, Exploitative, Fairy, Gnomish, Runecrafter

Queen of Ashes
Basic modifiers: +2% missionary strength, +25% raze power gain

The Queen of Ashes has no mechanics and is only available for custom nations.

Ralos
Basic modifiers: -2 global unrest, +4 tolerance of heretics, -2% heretic missionary strength

Ralos is followed in Varlamore. You can easily switch to following Ranul at any time, keeping your accumulated church power. Mechanically, it works similarly to the Anglican faith, with the following aspects:
  • Peaceful Age: Switches 1 MIL from your leader to ADM, so long as you have at least 1 MIL and no more than 5 ADM.
  • Internal Investment: Costs 1 year of manpower but adds +1 base production to a random owned province.
  • Bastion of Ralos: Adds +1 mercantilism and +5% merchant guild loyalty
  • Joy of the New: Provides you with a new heir.
  • Sunset: Adds +1 stability and switches you to the Ranul faith.

Ranul
Basic modifiers: +5% land morale recovery speed, +4 tolerance of heretics, -2% heretic missionary strength

Ranul is followed in Varlamore. You can easily switch to following Ranul at any time, keeping your accumulated church power. Mechanically, it works similarly to the Anglican faith, with the following aspects:
  • War Footing: Switches 1 ADM from your leader to MIL, so long as you have at least 1 ADM and no more than 5 MIL.
  • Death is Another Path: -2 War Exhaustion
  • Explore the Mysteries: Costs 1 year of manpower but adds +1 base tax to a random owned province.
  • Moving On: Removes your current ruler.
  • Sunrise: Adds +1 stability and switches you to the Ralos faith.

Saradomin
Basic modifiers: +1 missionary, -1 tolerance of heathens

Saradominists use the Apostocratic Council, a replacement for the Curia of the vanilla game's Catholics. Entrana takes the role of the Papal States. There is no Reformation in this game.

Seiryu
Basic modifiers: +2 tolerance of heretics, +1 naval tradition

Seiryu is followed exclusively in the Wushanko Isles. They use Protestant/Hussite mechanics; you can get up to three aspects of faith. For a cost of 100 prestige, it is possible to switch to any of the other three Wushanko Guardian faiths. This keeps your church power but wipes your aspects of faith.

Seiryu has access to the following aspects:
  • Mansions of the Stars: -15% construction time
  • Protect Against the Gods: +1% missionary strength
  • Way of the Water: +2.5% ship durability
  • Longevity of the Snake: +10% average monarch lifespan
  • Flying Combat: +1 navy leader manoeuvre
  • Springtime Beauty: -1 global unrest
  • Moai Integration: +7.5% production efficiency
  • Acolyte Training: +2.5% discipline

Seren
Basic modifiers: +2 tolerance of the true faith, +10% production efficiency

Serenists use the Isolation mechanic from Shinto. Tiers from most to least open are as follows:
  • Open Doors: +1 diplomatic reputation, +10% trade efficiency
  • Adaptative Isolation: +10% land morale, -0.05 autonomy
  • Selective Integration: +10% fort defence, -1 unrest
  • Isolationism: +1 hostile attrition, +2.5% discipline
  • Closed Doors: +2% missionary strength, -10% development cost

You can change your level of isolation via Incidents, special event chains that appear throughout the game.
  • Tirannwn Civil War: Starts immediately
  • Decline of Clan Elders: Must have experienced the Tirannwn Civil War incident
  • Runecrafters: Runecrafting institution must be enabled; must be Age of Humans
  • Kandarin Relations: Statehood institution must be enabled and a country must exist of Kandarin culture, in the Kandarin region, with at least 10 provinces.
  • Zean Diplomacy: Exploration institution must be enabled; must not have a capital in Zeah but know countries in the Kourend and Varlamore culture groups.
  • Restoration of Prifddinas: Tirannwn must exist, and it must be the Age of Adventurers or Age of Divination.
  • Rebirth of Seren: Must be Age of Divination, the World Gate must be revealed, the Restoration of Prifddinas incident complete and no country follows the Dark Lord.
  • Seren's New Path: Must be Age of Divination, the Rebirth of Seren incident complete and the Elder God Wars event chain must have been completed.

Suzaku
Basic modifiers: +2 tolerance of heretics, +25% spy network construction

Suzaku is followed exclusively in the Wushanko Isles. They use Protestant/Hussite mechanics; you can get up to three aspects of faith. For a cost of 100 prestige, it is possible to switch to any of the other three Wushanko Guardian faiths. This keeps your church power but wipes your aspects of faith.

Suzaku has access to the following aspects:
  • Mansions of the Stars: -15% construction time
  • Protect Against the Gods: +1% missionary strength
  • Safe Lairs: +15% fort defence
  • Way of Warriors: +7.5% infantry combat ability
  • Flying Combat: +1 navy leader manoeuvre
  • Flames of the Phoenix: +10% manpower recovery speed
  • Light of Summer: +1 diplomatic relations
  • Strength of Fire: +10% galley combat ability

Tuska
Basic modifiers: +2 tolerance of the true faith, +1 army tradition

Tuska appears by event during the Sixth Age if 15 divine energy provinces have been revealed. There are no formal mechanics for the religion, but Tuska-following nations will receive a permanent bonus if the Great Powers of the world fail to stop Tuska from devastating Gielinor's major cities.

Prior to the Sixth Age, the Tuska religion can only be used in custom nations and has no mechanics.

V
Basic modifiers: +2 tolerance of the true faith, +2 tolerance of heretics

Followers of V can form personal unions and can have a secondary religion, much like Tengri in the base game. This treats provinces with the secondary religion as the true faith, and replaces their basic modifiers with ones depending on the faith chosen:
  • Armadyl: -1 unrest, -0.05 yearly corruption
  • Bandos: -5% land maintenance cost, +50% prestige from land battles
  • Bik: +5% supply limit, -10% build time
  • Birman: -1 global unrest, -10% idea cost
  • Brassica Prime: -1 global unrest, +25% religious unity
  • Byakko: -10% naval attrition, +10% morale of armies
  • Dark Lord: +2.5% discipline, +5% ship durability
  • Ful: -10% build cost, +10% production efficiency
  • Genbu: -10% shock damage received, -5% fire damage received
  • Godless: +25% innovativeness gain, -10% idea cost
  • Guthix: -10% land attrition, -10% naval attrition
  • Hanalan: +10% production efficiency, +0.5 navy tradition
  • Jas: -10% build cost, -5% liberty desire in subjects
  • Karamjan: -10% build cost, -10% land attrition
  • Lucien: +5% fire damange, -10% cavalry cost
  • Marimbo: -1 national unrest, +1 tolerance of heathens
  • Menaphite: +10% trade efficiency, +5% governing capacity
  • Northern Pantheon: +2 tolerance of the true faith, +2% heathen missionary strength
  • Queen of Ashes: +25% raze power gain, +5% fire damage
  • Ralos: -1 national unrest, +2 tolernace of heathens
  • Ranul: +5% recover army morale rate, -5% technology cost
  • Saradomin: -10% stability cost, +1% missionary strength
  • Seiryu: +1 navy tradition, +1 tolerance of the true faith
  • Seren: +10% production efficency, +15% improve relations
  • Suzaku: +25% spy network construction, +10% fort defence
  • Tuska: +0.5 army tradition, +20% manpower
  • Vampyric: +33% vassal income, -15% culture-convert cost
  • Wen: +1 attrition for enemies, -10% naval attrition
  • Xau-Tak: +10% naval morale, +5% ship durability
  • Xeric: +5% fire damage, +20% manpower recovery
  • Zamorak: +50% army tradition from battle, -10% idea cost
  • Zaros: +25% spy offence, +1 diplomatic reputation
  • Zemouregal: +20% manpower recovery, +5% recover army morale speed
  • Zulrah: +1 accepted cultures, -25% harsh treatment cost

Followers of V also use the Religious Schools mechanic from Islam. The schools are as follows:
  • Defender: -20% fort maintenance
  • Runecrafter: +10% fire damage
  • Warrior: +10% shock damage
Followers of V may invite scholars from other schools of V, Guthix or the Godless.

Vampyric
Basic modifiers: +25% religious unity, +33% income from vassals

The Vampyric faith recycles the Patriarch Authority mechanic from the Orthodox faith, renamed Chaos. You can gain it slowly by being in negative stability, but mostly it is boosted by events.

At maximum Chaos, all Vampyric provinces receive +33% institution spread, +33% local manpower and -0.10 monthly autonomy. Furthermore, you gain +2% missionary strength and +10% influence of the church estate.

With the Third Rome expansion, you can empower a Chaos Priest in a state with 30 total development and all provinces of Vampyric faith and accepted/own cultures. This grants you bonus Chaos. You can also spend 10 Chaos for one of the following icon bonuses, lasting 20 years:
  • Dessous: -10% liberty desire in subjects, +100% income from vassals
  • Lowerniel: +10% morale of armies, +1 legitimacy
  • Vanescula: +25% institution spread, +25% improve relations
  • Vanstrom: -33% harsh treatment cost, +50% spy defence
  • Verzik: +20% cavalry combat ability, -20% cavalry cost

Wen
Basic modifiers: -10% build cost, +1 hostile attrition

Presently Wen is only followed by the Wintertodt and has no unique mechanics.

Xau-Tak
Basic modifiers: +1 naval tradition, +5% ship durability

Followers of Xau-Tak can reform their religion similar to Mayans in the base game. The reforms are as follows:
  • Ruler of Seas: +20% naval forcelimit, -20% sailors maintenance
  • Foresight: -5% technology cost
  • Cursed Pirates: May raid coasts
  • Inevitability: +2 tolerance of the true faith
  • Landcrawlers: +25% sailors, +10% allowed marine fraction

Xeric
Basic modifiers: +20% manpower recovery rate, +50% army tradition from battles

Xericians use reformation mechanics similar to the Mayans in the base game. The reforms are as follows:
  • Lizardman Spit: +10% fire damage
  • Growing Numbers: +20% global manpower
  • Organised Rituals: +1 tolerance of own faith
  • Rebuild the Empire: -10% core-creation cost
  • Subjugation: -5 years of nationalism

Zamorak
Basic modifiers: -25% harsh treatment cost, -10% idea cost

Zamorakians recycle the Patriarch Authority mechanic from the Orthodox faith, renamed Chaos. You can gain it slowly by being in negative stability, but mostly it is boosted by events.

At maximum Chaos, all Zamorakian provinces receive +33% institution spread, +33% local manpower and -0.10 monthly autonomy. Furthermore, you gain +2% missionary strength and +10% influence of the church estate.

With the Third Rome expansion, you can empower a Chaos Priest in a state with 30 total development and all provinces of Zamorakian faith and accepted/own cultures. This grants you bonus Chaos. You can also spend 10 Chaos for one of the following icon bonuses, lasting 20 years:
  • K'ril Tsutsaroth: +5% discipline, -10% infantry cost
  • Phosani: +2% missionary strength, +25% religious unity
  • Scorpius: +25% institution spread, -20% embracement cost
  • Viggora: -20% leader cost, -10% construction cost
  • Judge of Yama: -20% advisor cost, -2 global unrest

Zaros
Basic modifiers: +2 tolerance of the true faith, +25% spy network construction

Zarosians use the same Holy Sites mechanic as the Coptic and Zoroastrian faiths do in the base game. The provinces you need are as follows:
  • Paddewa (Enville/Edgeville)
  • Senntisten (Saranthium/Varrock Dig Site)
  • Kharyll (Canifis)
  • Annakarl (Demonic Ruins)
  • Ghorrock

Bonuses are as follows:
  • Demonic Pact: +1 accepted cultures
  • Shadow Realm: +25% spy defence
  • Reborn Church: +1.5% missionary strength
  • God of Fate: -10% aggressive expansion impact
  • Ancient Magicks: +5% fire damage

Zemouregal
Basic modifiers: +20% manpower recovery, -15% culture-conversion cost

Zemouregal can declare himself the successor to Zamorak if he manages to form New Varrock, controls the entire Misthalin region and is a great power.

Zemouregal has the same mechanics as Zamorak, though with a different intrinsic bonus and different icons. These are as follows:
  • Armoured Zombies: +25% reinforce speed, +15% manpower recovery
  • Arrav: -25% leader cost, -25% culture-conversion cost
  • Dark Wizards: +3% heathen missionary strength, +20% spy network construction
  • Sharathteerk: +10 accept-vassalisation reasons, -20% diplomatic annexation cost
  • Zemouregal, the Conquerer: -20% province warscore cost, +15% morale of armies

Zulrah
Basic modifiers: +1 tolerance of the true faith, +1 accepted cultures

Followers of Zulrah can reform their religion if they have at least 25,000 manpower and all their provinces have at least 2 base tax, production and manpower.

The reforms are as follows:
  • Harsh Negotiations: -15% province warscore cost
  • Baptism in Eels: +2% missionary strength
  • Expand Sacrifices: -33% harsh treatment cost
  • We All Have Our Time: +5% land/navy morale recovery
  • Swamp Boating: +1 naval tradition
Last edited by Zigzagzigal; Jun 10, 2024 @ 4:08pm
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Showing 1-3 of 3 comments
Danwar Apr 3, 2022 @ 9:45am 
Given the sheer levels of advancement resultant of the old Zarosian Empire (and the weak start position the religion begins with), perhaps the Zaros religion could replace the spy network modifier with a tech cost reduction one? IMO, Spy Network doesn't really make sense as a bonus for them.
Last edited by Danwar; Apr 3, 2022 @ 9:49am
Zigzagzigal  [developer] Apr 3, 2022 @ 10:46am 
I'd argue spycraft is one of the key specialities of Zarosians - from the use of the shadow realm, Mahjarrat hiding in plain sight, the events of Azzanadra's Quest and so forth.
Danwar Apr 3, 2022 @ 11:09am 
Fair enough, then. Maybe it should replace 'Gods as Tools' then, given that most all the Zaros-worshippers we see ingame are *not* very tolerant of most other gods, especially the ones that carried out the Extermination, and the Zarosian Empire was not religiously tolerant even before that.
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Showing 1-3 of 3 comments
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