Reformed religions gain access to holy wars, usable on any target of a different faith (including other pagans). Just went back in time to a save scum right before I mended the schism because it's not fun being a Hellenic Basileus if theres tfw no crusades. They are only playable in the 769 bookmark unless Ruler Designer is used. Characters get a Rite of Passage when reaching adulthood. Partially redundant with Sea-Bound doctrine. Reformer becomes the first religious head. 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. Feudal unreformed pagans typically use gavelkind succession. Generic Tengri paganism allows for more levies. All units gain 80% to defense when fighting enemies in a province of the combatant's religion. Independent lieges of this religion can construct, Religion is resistant to proselytizing + Stability, Fleet can navigate through major rivers, but maintenance cost remains full + Stability, Religion is resistant to proselytizing.

Since the dawn of history, both Europe and the Middle East has been been home to countless Pagan religions and cults unrelated to the Abrahamic faiths.

Expect frequent raids and wars between realms that accept the new faith and those that reject it. Enatic Clans doctrine is extra powerful because one can easily 'breed in' several bloodlines by simply doing matrilineal marriages over a few generations. Hellenic Rulers can use the County Conquest Casus Belli, but they cannot declare Holy Wars nor subjugate other Pagans. Ancestor Worship decision available. The new reformation system allows players to build their religion for their preferred play-style and to combine incompatible characteristics. Historically, the pagan faiths were gradually supplanted by Christianity, Islam, Dharmic religions, and Eastern religions, but this does not necessarily happen in the game. Here are some important milestones in the history of the mod: The Old Gods DLC is required to play the ancient religions, as they are part of the pagan group. Not completely sure, but if it works as it did pre HF with the german pagans you get no opinion hit from sacrificing people to the gods, carefull with members of your dynasty though, you can still get the kinslayer trait from it. Women can take up to 3 consorts. Ck2 Hellenic Reform Due attention is paid to the recent reform of education at all levels. This was to prevent the game from crashing when nomads/tribals raze a holy site. Last edited by Poseiδon; Nov 15, 2018 @ 11:41am #13. Hard to Convert. It requires either control of three holy sites and 50% moral authority, or control of all five holy sites. Prisoners of different religions can be sacrificed for Piety. Holy sites: Nishapur, Bost, Cairo, Kabul, and Multan. No female temple holders. Sky Burials.

Garrison size +20%, Abydos Home territory: No females in the council. Ruler do not receive opinion penalties for raised vassal levies. Morale +40% In particular, if Paderborn is held by a Germanic ruler and a Christian ruler occupies its temple of Irminsul (which normally occurs in the Charlemagne 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. Each temple looted in a raid gives +1% to moral authority. 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. In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, Hellenic (Greco-Roman), Tengri and Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnish), African, and Bön (Tibetan) faiths. (Such as reconquering Slavic lands as a Slav from Christians.) 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. Reformed pagans will gain a sudden bonus to their conversion rates. In later starts, expanding north becomes increasingly difficult and by 1066, many rulers of the area have converted to Islam. Sacrificing prisoners unlocks special traits, actions, and a bloodline that grants Prestige for sacrifices as well. 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. Athens Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia.

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. This severely slows down early-game conquest of the typically smaller, fractious pagan realms by expanding Abrahamics. Finding one of the few Hellenic characters, and having them educate your child or granting them a title: This page was last edited on 18 October 2020, at 01:50.

Rurik Rurikid, Petty King of Holmgarðr in 867, is the historical founder of the Russian Empire. 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. Restore the Roman Empire as a Christian Emperor with Greek, Italian, or Roman culture, which unlocks an opportunity to restore it. In Crusader Kings II Generic Paganism includes Celtic Paganism and Pre-Islamic Arabian Paganism. 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". 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). No male in the council. Horse archers offensive: +20%. The only realm following this faith is the Zunbil Satrapy in western Afghanistan. Concubines not allowed. okey, thanks I am still confused about what you keep when you reform and what you lose. 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. Bloodthirsty Gods effects. However, the longer the faith goes unreformed, the weaker it becomes. +2 Learning to any Temple holder of the religion.

The Faith of Zun is a sun-worshiping pagan religion introduced in the Charlemagne expansion. Haruspicy and Astrology effects. Agnatic, agnatic-cognatic, cognatic laws are restricted. If you are hellenic byzantine alot of options are instantly removed from the useful pile. Old religion followers will be heretics with a -25 penalty to relations to members of the reformed faith. 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. Hellenic Paganism, as of Holy Fury (Patch 3.0), can now be revived as a religion. Reformer becomes the first religious head, Foreign missionaries become more effective, venerate a given ancestor, in a process similar to sainthood,, Monthly prestige +0.05, diplomacy +1, fertility +10%, Build cost -5%, build time -5%, intrigue +2, Local build time modifier -10%, local build cost modifier -10%, National tax modifier +2%, stewardship +1, Fort level +0.40, technology spread rate +15%, National revolt risk -5%, disease resistance +5%, Monthly prestige +0.03, learning +1, personal combat skill +5. All trademarks are property of their respective owners in the US and other countries. © Valve Corporation. Use the Delve into the Classics and pick to study Hellenic Religion. "Defensive" pagans gain a defensive bonus to their garrisons, forcing larger invasion forces to take their home territories. 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. 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. However, they cannot demand religious conversions without Reforming. Reform the faith and establish the Circle of Druids, with the Arch Druid at its head! Cairo is distant and usually controlled by major Muslim powers. Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. Now that you have no fast way to expand through pagan lands, you may wish to convert to a culture that allows use of the Tribal Invasion CB, so you can quickly expand through infidel lands instead. However, the 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. Animistic effects. Incompatible with Religious Tax and Civilized doctrines, Incompatible with Sons of Ragnarok doctrine. Heavy infantry defensive: +10% Alexandria, Kartli Pagans have great difficulty holding large realms together. Tengri and Aztec pagans do not have defensive attrition (though Tengri invaders can ignore it). 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. A religion's nature determines its attitude toward warfare and religious conversion. 2. Revival events require character with Greek or Italian culture: Prometheanism is a fictive heresy based on Prometheus, the only divinity in Greek mythology that was actually good to mortals, by suffering 30,000 years of torment to help mankind.

Consenza Rulers lose prestige when at peace for too long.

However, other rulers will have a choice. AI rulers are less likely to start wars, plots and factions. 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.

Holding the Blood Games in the Grand Amphitheater grants an additional 200 Prestige. Bön is also unlocked by Jade Dragon, and Horse Lords allows playing of pagan nomadic rulers. Incompatible with Harmonious, Agnatic Clans and Enatic Clans doctrines. Alexandria, Antioch This allows defensive pagans to defeat enemy armies twice their size with ease. Religious Control Mandate law is unavailable.AI rulers will not convert provinces. If you need Braunschweig to reform the Germanic faith it is best to conquer it in 769, while the Saxons still control it. Pagans are able to hold religious feasts (except Tengri/African).

Matrilineal marriages are disabled. 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. It's a "what if" people turned away from the Olympians. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Autonomous leadership bonus for an attribute depends on original pagan religion. 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.