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Age of History 3
Łukasz Jakowski

Religions in the game

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As you know, religion has been one of the key factors behind the actions of basically all nations until the very recent secularization all around the world and especially during the medieval times religions and their various tenets and features were fundamental for the development of humanity as we know it, therefore I propose that religious systems must be properly implemented to the game and should have different mechanics depending on the belief and the time. I want to focus primarily on Islam and Christianity for this message, but if people like the ideas I am about to propose, I think ideas for other religions could also be developed.

Islam

As you know, there are three major branches of Islam, The Sunni, The Shia, and The Kharajites. Throughout history, those groups were fundamentally against each other, and religious harmony and the elimination of other sects was a major justification for war for all the groups. The rank of Caliphate is fundamental to this message as the Sunni Caliphate throughout history attempted to eliminate the Shia and the Kharajites due to them seeking a lineage of blood, the lineage of Ali instead of submitting to the interpretation of the Caliphate as being intermitted politically which made them natural enemies of the caliphate. For this reason, a rank or title called "Caliphate" could be added to the game which would be given to a Sunni nation along the historical borders(Such as the caliphate belonging to the Abbasids under Mamluk protection until 1517 and the Ottomans needing to borrow the title from the current Caliph instead of just acquiring it due to becoming the most powerful Sunni nation). I want to go into a little depth regarding the proposed title of the Caliphate, from then on which I will talk about possible mechanics regarding the Sunni-Shia conflict.

Caliphate

The Caliphate was both a religious and political title that was intermitted from the First 4 Caliphs to the Umayyads, from them to the Abbasids, and then to the Ottomans before being abolished for being a major barrier against Islamic modernization by Mustafa Kemal Atatürk. The title was created unofficially after the death of Muhammad and officially by Caliph Uthman and the title of Caliphate made the ruler that acquired it the leader of the Sunni world which made them the protector of the Islamic world and gave them access to religious wars under the name of "Jihad" essentially meaning defensive warfare against those who threaten Islam or the Muslims but eventually expanded to include offensive wars also. For this reason, the AI of the nation that would own the title of Caliphate can be made to be more aggressive towards foreign religions and nations. 

Another key effect of the Caliphate on the development of Islam was its perspective on science and modernization which constantly switched throughout history. During the early stages of Islam, The Caliphs usually tried to boost scientific innovations and developments which allowed the Muslims to develop various technologies, especially regarding Alchemy and Medicine way before their European counterparts. However, this all changed during the second half of the 13th Century when the Mongols sacked Baghdad which was the center of both the Caliphate and the Islamic world. This caused the caliphate to abandon its pro-science features and turn to religious fundamentalism alongside isolationism while the West was beginning its modernization, and this change in the attitude of the caliphate toward scientific modernization was the key factor behind the eventual downfall of the Islamic civilization and the Islamic world becoming backward and left behind in comparison to the West. For those reasons, the title of the caliphate could boost scientific renovations during the early Islamic era but may become a barrier against further modernization after the second half of the 13th century. In addition, the aforementioned transformation of the caliphate eventually made the abolishment of the caliphate a necessity due to its backward properties and this could be added to the game as an option for the state that holds the title of the caliphate during the 20th century. 

If a Shia power manages to capture the current Caliph while the Twelve Imams are still alive(Until like the 900's) they should be able to install a puppet Shia caliph also. 

The sects of Islam and the Sunni-Shia conflict

The main division within Islam is regarding the transmission of the title of the Caliphate, The Shia supporting the transmission through lineage and the Sunnis through political struggle. Especially during the early stages of Islam the Shia were rather smaller and radical groups rather than organized entities and managed to become a relatively organized sect only after the Fatimids took over Egypt. Many groups that are Shia or have beliefs that are derived from Shia such as the Qaramitas could be integrated into the game as troublemakers against the early caliphates. I will leave a table of Islamic beliefs and sects that I created down below if a complete observation is needed there are so many interesting esoteric beliefs that could have their own unique mechanics and properties

TheDenominationsandEvolutionofIslam(10241024piksel)(14401024piksel)(14401200piksel)(14401440piksel)(15001200piksel).thumb.png.72ffcab4326515291ca76ea2d5cb7691.png

 

Representation of Religions that derive from Islam

Due to the immense popularity and widespread nature of Islam, many religions such as Bahaism evolved from Islam over time. Those religions could be added through events such as Bahaism being developed in Iran during the 19th Century.

 

The conversion of the conquered regions to Islam

Different from Christianity and other religions, Islam mainly spread through economic causes. In Islamic states, it was a tradition to force the people of other religions to pay extra taxes to convert them to Islam over time instead, as was seen in the Umayyads or the Ottomans. In Ottomans, this was called the "Jizya Tax". Even without imperial authority, Islam found its way into Bengal and Indonesia through trade only and this could be added as a mechanic where if a region that isn't Christian or Jewish(Organized Religions) trades primarily with a Muslim region and there is a flow of Muslim merchants into the area, there is a chance that Islam may begin to spread there.

 

Early Islamic Scenarios

This may be a little complex, however,  portraying the conflict between ibn Hashim and ibn Umayyad tribes before the Great Fitna(the event that caused the split between the Sunnis and the Shias) within the Rashidun Caliphate would be cool.

Christianity

I am sure the reformation etc. will be included in the game in some way or another and I am sure Lukasz is informed about those topics so I won't mention them much, However, I would like to highlight the potential mechanics surrounding the interactions between the Church and various Christian states and the conflict between gnostic or Arian churches and sects; and the Catholic(aka the Roman Church) especially during the early Christian period and other possible mechanics.

Interaction between the Church and Christian States

The Church had always been a source of political power and religious justification for powerful kings so there could be a way to sway the Pope toward taking favorable decisions through wealth and land. The Church would also be a unifying force for mainstream Christianity until the Great Schism(1054) and would persuade Christian states to attack other states or groups that have minority Christian beliefs such as the gnostics or The Bosnians with their Bogomils. Catholic Nations could also have a mechanic/decision to persecute or exile minorities.

Gnosticism and the Arian Churches

As you probably know the Gnostic beliefs assert a clear warfare between the good and the evil under the Christian doctrine and the Arian churches assert that Jesus was subordinate to God and in that sense separate from the Catholic Church. Those beliefs and churches were usually less organized than the mainstream version of Christianity which during the early stage of Christianity allowed them to spread way faster than the mainstream version. This could be added as a spread bonus to those minority beliefs.

Separation from Apocalyptic Judaism

Christianity began as a movement within Judaism and it took it 2-3 generations to fully split off Judaism. During the early stages of Christianity, this recent connection could be represented through parallels between the mechanics and properties of Apocalyptic Judaism and Early Christianity and the eventual separation could be implemented through events.

Crusades

I know people will probably gather around this idea the most because people really seem to be interested in the Crusades nowadays .D

Crusades were a direct reaction to the aforementioned early Muslim conquests. About the implementation, Crusades could be activated earlier or later than our timeline depending on the severity and the success of Muslim conquests but primarily would begin between 900-1150

 

 

Sorry for any possible grammatical errors, English is my secondary language(I am Turkish)

If many people like this idea of further exploration of religious systems and mechanics, I think more mechanics regarding religions such as Hinduism, Buddhism, Manicheasm(closely linked to early Christianity), Zoroastrianism, and local beliefs could be developed.

 

  • Love

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Buddhism = -10% raid chance
Hinduism = +4% disease chance, +4% population
Christianity = -14% raid chance, +2% population
Judaism = +2% raid chance, +3% military development
Islam = -14% raid chance, -25% military upkeep

Satanism = -50% population, +25% military upkeep, +25% administration, +25% raid chance


 

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13 hours ago, xito said:

Buddhism = -10% raid chance
Hinduism = +4% disease chance, +4% population
Christianity = -14% raid chance, +2% population
Judaism = +2% raid chance, +3% military development
Islam = -14% raid chance, -25% military upkeep

Satanism = -50% population, +25% military upkeep, +25% administration, +25% raid chance


 

Satanism is too much.

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On 1/20/2024 at 10:03 PM, Łukasz Jakowski said:

Role of the religion in the game

What religion should do in the game? 
Every civilization and every province has a religion.

 

If a province has a different religion than civilization, the province's income will be reduced by X%

Civilization can convert religion in province.

Relations between civilizations having different religions are worse.

 

Religion should have unique bonuses? 

I'm looking for your ideas!

Hmmm, first of all, I think that for example if a christian country has as a vasal a muslim/islamic country, other muslim countries will try to eliberate this country, these vassals will recieve finances from other muslim countries. Religion won't have some big impact on country itself. It just creates a barrier between countries. ( In real life religion had a huge impact, but there is so much details to consider, that I don't know if someone would have time to make so much logical work. The simplest work that would make sens is to make a Muslim version of every country and to create their flag, and also their names. For example Venezuela was named after Venice "Venezuela - Little Venice", because the islands of the region reminded Venice isles. Arabs could use the same logic. Name a country because its land reminds of other places. For example instead of Venezuela, Arabs could name this country "Azraqiya", which means "blue", because of the blue carribean sea water... It's just a fast example, there must be a more logical arab name for Venezuela... )

 

Edited by Troika

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I think religious unity should be in the game and here is the mechanics of religious unity. 

If unity is 100%:

Effects on Country:
- Aggressive Expansion: -10
- Research per Month: 2.1
- Improve Relations: +5%

Effects on Cities:
- Tax Efficiency: +3%
- Core Creation Cost: -15%

For each percentage point of religious unity below 100%:

Effects on Country:
- Loan Interest: +0.015%
- Corruption Growth Rate: +0.2%

Effects on City:
- Construction Cost: +0.5%    
- National Unrest: +0.02
- Infrastructure Development Cost: +0.5%

For example in Ottomans, let unity be %70, in Plovdiv's religion is Orthodox so the below rate is 30%, our values on this city is Unrest: +0.6, Construction Cost: +15%, Development Cost: 15%. But in Ankara a Muslim city, this unity doesnt effect Ankara. I hope you understand. Thanks for your work Lukasz.

Sorry I forgot to mention that, the 100% unity values change by percentage. For example let Ottomans unity is 50%, Aggresive expansion would -5,research +1.05,relations +2.5%,tax efficiency +1.5%,core creation cost: -7.5%

Edited by IKayzerI
Forgot to mention about something

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There should be a information that we can see about civilization's religions' percentages. For example, Chad; %55 islam %44 christianity in modern world. And we should be able to encourage a religious group in country through espionage. 

Edited by TatarWarmonger

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Don't forget irrelgiousity for ceetian countries like chechia & thr Balkan and provinces in China and Russia for the modern day scenario 

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ABRAHAMIC RELIGIONS:
CHRISTIANS:
Catholic:
    +3.5% Population Growth
    +2.5% Economic Growth
    -3.5% Technology Cost

Hussites:
    +5% Army Morale
    +4% Economic Growth
    -2.5% Technology Cost

Protestant:
    +5% Legacy Growth
    -7.5% Aggresive Expansion
    +8% Discipline
    +4.5% Population Growth

Reformed:
    -15% Construction Cost
    -5 National Unrest
    -10% Infrastracture Cost

Orthodox:
    +10% Discipline
    +15% Army Recovery Rate
    -20% Aggresive Expansion

Coptic:
    +6% Population Growth
    -5% Construction Cost
    -10% Core Creation Cost

Anglican:
    -20% Core Creation Cost
    +12% Army Morale
    -3.5% Technology Cost

MUSLIMS:
Sunni:
    +4 Army Width
    +5 Army Attack
    +10% Population Growth

Shia:
    +10% Army Morale
    +5 Army Defence
    -15% Core Creation Cost

Ibadi:
    +3.5% Population Growth
    +10% Local Economies
    +4% Discipline

Qizilbashism:
    -15% Core Creation Cost
    +7 Army Attack
    +3.5% Legacy Growth

JEWISH:
    -5 National Unrest
    -4.5% Technology Cost
    +4% Legacy Growth
    +5.5% Economic Growth
----------------------------------
ASIAN RELIGIONS:
Mahayana:
    -5 National Unrest
    +7.5% Army Morale

Theravada:
    -15% Advisor Cost
    +3.5% Discipline

Vajrayana:
    +7.5% Army Morale
    +2.5% Population Growth

Confucian:
    +1.5% Legacy Growth
    -8% Aggresive Expansion

Shinto:
    +7.5% Population Growth
    +2.5% Economic Growth
    +6% Discipline
    +3% Legacy Growth

Hindu:
    -15% Construction Cost
    +7.5% Siege Ability

Sikh:
    +5% Army Morale
    -3.5% Technology Cost

Zoroastrian:
    +3.5% Local Economy Growth
    -10% Construction Cost
    -10% Corruption
----------------------------------
PAGANS:
Animist:
    -3 National Unrest

Fetishist:
    +15% Improvement of Relations

Totemist:
    +1% Legacy Growth

Tengri:
    -25% Core Creation Cost
    +10% Discipline
    +7% Army Recovery Rate
    -2.5% Population Growth

Inti:
    -5 National Unrest
    -2% Technology Cost

Mayan:
    -10% Core Creation Cost
    +15% Army Limit

Nahuatl:
    +4.5% Army Morale

Alcheringa:
    +3 Army Defence

Norse:
    +4 Army Attack
    +4 Army Defence
    +15% National Manpower
----------------------------------
NON-RELIGIONS:
Atheist:
    -4.5% Technology Cost
    +6% Legacy Growth
    
Agnostic:
    +3.5% Economic Growth
    -15 National Unrest

Laicism:
    +6% Economic Growth
    +6% Legacy Growth
----------------------------------
 

Edited by IKayzerI

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On 1/21/2024 at 12:08 PM, Matvey said:

Ideas related to mechanical religion:


1.Religious unity. Successes in wars with infidels, conversion of provinces to the true faith, or successful missionary activity among peoples and states with an unorganized (more on this later) religion leads to an increase in unity. Events that are contrary in meaning will reduce unity. This can also be affected by various events. The probability of certain events depends on unity, as well as the frequency of the appearance of erism (in fact, the transition of provinces and, possibly, states to another movement of a certain religion, or the emergence of a current that does not yet exist). Example: The Muslim advance into Anatolia sufficiently reduced the unity of Orthodoxy. Some provinces in Greece converted to Catholicism, and Iconoclasm appeared on the territory of Bulgaria.


2. Organized and unorganized religions. Unorganized religions spread weakly beyond the borders of the peoples who profess them. They are also weakly controlled by the state and unstable (for example, many individual cults in the pantheons of the Hellenes, Germans, Slavs, Hindus, etc., etc.). If the conditions are met, an unorganized religion can become organized. Such religions already perceive their other movements/cults/sects as heresies. There are more opportunities to spread, reform and control the religious sphere.


3. Bonuses and disadvantages based on the principles (hereinafter) of religions and their directions. Bonuses are divided into state and provincial. The state bonus works if the religion is officially accepted. Provincial bonus work in full if religion is accepted or not oppressed; half if religion is oppressed; doesn't work if religion is banned.


4. The teaser of reforms and laws gives hope for the possibility of implementing principles (giving bonuses or penalties for states and provinces, as well as triggering events) specifically for religious movements. Fundamental principles determine the essence of a particular sect/movement/school/teaching/interpretation, etc. The possibility of changes in this regard will allow, under certain conditions, to change the appearance of the confession throughout the game. Let’s say that the limitation will be the growth of unrest when principles change, the same mechanics of heresy, or access to this opportunity only for theocracies/leaders of faith.


5. Religious type for organizations in the game. In addition to alliances, political blocs, economic unions and other things, within the mechanics of organizations you can see religious associations with their own characteristics, built around theocratic states of a particular denomination or leaders of faith. In some cases, they may overlap with political organizations (the Righteous Caliphate or the Mandate of the Emperor of the Celestial Empire, for example).

 

6. (optional) Atheism boom, regardless of states or anything else. Historically, at a certain stage of development in many countries (everywhere in different ways), the percentage of atheists is growing. Here the question of state laws, level of development, ideology, etc. arises.

 

7. The decision to change religion “from above.” Changing religion in the province and encouraging “pagans” to change their religion to one organized through missionary work is one thing, but a government decision is another. Suppose the state, at the cost of stability, can change the direction in its religion (smaller fine) or change its religion altogether (larger fine). Definitely, this will require some circumstances (the presence of provinces with this faith, low unity of the current denomination, events from familiar theocracies/religious organizations, etc.).

 

8. Religious syncretism. Historically, some religions arose when populations mixed with different neighboring faiths. This may open the possibility of accepting religions with special principles (and, for example, they will be considered heretics for both predecessor religions, and not heterodox). Example: for a Muslim state we control significant Hindu territories or vice versa. The decision creates a new state religion “Sikhism” and a temporary chance for Muslim and Hindu provinces to convert to Sikhism.

 

9. Sacred places. Some special buildings in the province (shown in the alpha teaser) or the provinces themselves can serve as sacred places for certain religions or their individual movements. If a sacred place is controlled by heretics or infidels, this can reduce the unity of the religion. If a sacred site is controlled, then it gives a bonus to all states of that religion and another bonus to the state that controls it. In the same province there may be a sacred place for several movements/sects/schools, etc. of the same religion, or for several.

 

10. If there are reasons for war in the game that change the cost of certain requirements for signing peace, then you can introduce wars to convert pagans/heretics to the true faith (it makes sense to increase the prestige of the state and the unity of its confession). And also the cause of war can be the reconquest of territories with the population of their religion (singling out states of their faith when concluding peace on this territory will require less military calculations) and wars for the return of holy places. When returning holy places, you can add an event for friendly ones to join both the aggressor country and the defending country in order to create a war (in fact) between a bloc of countries of one faith and a bloc of countries of another. In this case, the war is limited only by the claim to sacred places and the selection of countries by analogy with the reason described above.

 

Open to criticism, suggestions and amendments, dates to discuss and improve this list.

9- i disagree with the sacred place point, i think a sacred place being under heretic rule or infidel rule would actually unite people more to reconquer it no?

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First of all, attempting to convert provinces of diffrent religions could grant more diplomatic opinion of the converting nation of the Papal state, and decrease the opinion of the countries which had the said religion as thier main. Also theocracies or highly religious nations of diffrent religions would be able to demand each other's provinces if they have the opposing nation's main religion as the local religion. Additionaly diffrent religions in provinces would increase unrest in said provinces and could result in riots done by religious extremists wanting to convert the nation to thier religion. Also the minuses provinces of diffrent religions would provide would depend on the nation's tolerance; high tolerance would decrease unrest and penalities provided by diffrent religion provinces but would heavily decrease the time to convert said provinces; low tolerance would do the exact opposite. Also you could add a system of Holy Wars aganist infields and heretics.
I would also want to add that you could make the protestant reformation and related things like Thirty Years War an event that normally appears, but could be prevented by reforming the church as papacy before the reformation or by fastly eradicating the first protestant movements.

Edited by MamZupęMlecznąNaObiad

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Simple ideas

The ability to change the religion your country and the ability to create new Religions and sect

Edited by idea

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Lukasz, it really depends on in depth you want to go with this. Here's what I would do: The game encompasses a large range of time. So religion has to be tailored to that reality.

Here's a list of all the religions that should be included organized based on the type:

 

Abrahamic Religions

- Early Christianity (before 1054)   - Catholic Christianity  - Orthodox Christianity  -Coptic Christianity  - Anglican Christianity     - Lutheran Christianity  - Methodist Christianity   - Baptist Christianity    - Non-denominational Christianity   - Gnosticism    - Sunni Islam   - Shia Islam    - Early Judaism    - 2nd Temple Judaism  - Modern Judaism  

Eastern Religions

- Hinduism   - Jainism  -  Sikhism   - Buddhism  - Zoroastrianism  - Taoism/Daoism   - Manichaeism   - Druze 

Paganism

- Paganism   - Greco-Roman Paganism  - Greco-Roman Mystery Cults  - Germanic Paganism   - Norse Paganism  - Slavic Paganism   - North African Paganism  - Shamanism   - Egyptian Paganism  - Native Folk Paganism   - Animism   - Mayan Paganism   - Aztec Paganism   - Incan Paganism   - Tengrianism    - Tribal Paganism

Rationalist 'Religions'  

 - Secularism   - Atheism  - Agnosticism  - Scientism 

 

But what should religion do? 

I think religion should affect the rate of unrest in a conquered province. If the province shares a similar religion, the rate of getting rid of the unrest in the province should be higher. If the religion is too different, then the unrest is slower/harder to get rid of. 

Religions should view other religions based on a scale of 0 - 100. 

0% - 20%  Hate each other

21% - 40% Extremely Dislike 

41% - 60% Indifferent

61- 80%  Like

81% - 100% Extremely Like

Similar religions should like one another.  This can increase or decrease based on several factors. 

  • Events
  • Wars between nations of differing religions
  • type of religion

Those religions within a group should have a higher base level of liking one another, unless there's other factors that would contribute to it.

Basically, think about how the diplomatic relations worked in Age of History II and do something similar to that while adding a mechanic that accounts for population unrest. I don't think the religion should affect the collection of taxes, because historically that has not really been the case. I also don't think a particular religion should have any bonuses or disadvantages. Religion should primarily affect the unrest and the diplomatic relations of countries. You should have to spend action points (political points/the dove icon) to convert a province. This should cost a fair amount to make sure you can't just convert an entire empire all at once. It should cost some political capital to try and convert your empire to the faith. It should also take some time to convert a province too. Religions spread slowly, it's always been like this. Christianity took a long time to convert the Roman Empire, even after Constantine adopted it. Likewise, Islam did not become the dominant religion in the middle east for over a couple centuries! 

 

 

 

 

Edited by NKaloms

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On 1/20/2024 at 2:03 PM, Łukasz Jakowski said:

Role of the religion in the game

What religion should do in the game? 
Every civilization and every province has a religion.

 

If a province has a different religion than civilization, the province's income will be reduced by X%

Civilization can convert religion in province.

Relations between civilizations having different religions are worse.

 

Religion should have unique bonuses? 

I'm looking for your ideas!

I have an idea about religion. So we will have 2 kind of religion. First is free religion, the main religion will be decided by followers. Second is law religion, the main religion will be decided by law. We can ban any religion we want and we can have many ways to spread our religion. @Łukasz Jakowski

 

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If a province has a different religion than the host country, then the province will be more resistant to laws and have a greater chance to rebel.

But, if you pass a freedom of religion law, then this doesn't happen. There should be religious laws like State Religion, Secularism, and State Atheism.

Religions and by extension cultures should be fluid and fluctuate. If a province is, say, Islamic, and every other surrounded province is Christian, then over time that Islamic province should turn Christian.

Religions and cultures should not have buffs, that begins to border on racism. I already saw someone suggest Judaism should give a bonus to income, no thanks.

Edited by JohnnyDoe000

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By looking at paradox games, ck2, ck3, eu4, eu4 extended timeline and going based of mainly the extended timeline plus adding a few more missing things i composed the following list

 

im going off the last video for what is added and what isnt

 

chrisitan:

1. Catholic (already added)

2. Protestant

3. Orthadox (already added)

4. Coptic (already added)

5. Hussite

6. Anglican (maybe)

7. Mormon

 

muslim:

 

8. Sunni (already added)

9. Shia (already added)

10. Ibadi

(if u want subsects for specfic mechnics, sufis vs salafis & some denominations for sunni islam can be further added maybe for a peity mechnic too like hanafis, maliki, hanbalis & shaf'i)

other abrahamic:

11. Jewish (maybe beta jews and normal jews can be multiple denominations if u want)

dharmic:

12. Hindu (already added)

13. Sikh

14. Jain (also present in ck2)

15. Zunist

16. Sanamahist

17. Shivaism maybe

buddhic:

18. Mahayana (already added)

19. Theravada (already added)

20. Vajrayana (already added)

(the 3 deninomantions have been already added)

also after them say buddhism like the denomination then the name of religion

eastern religions:

21. Satsana phi

22. Confucian (already added)

23. Shinto (already added)

24. Tengri (already added)

25. Bon

26. Muist

27. Taoism

Pagan religions:

28. Animist

29. Shamanist

30. Dreamtime

31. Maori

32. Polynesian Paganism 

Hellenistic:

32. Roman hellenism

33. Greek hellenism

34. Nabataean

35. Druidist

Iranian religions:

36. Zoroastrian

37. Mancihaean

38. Baha'ii

American Paganism:

39. Totemist

40. Mayan

41. Aztec

42. South American

43. Nahuatl

44. Native American

45. Inti

East European Pagan:

46. Romuva

47. Slavic

48. Suomenusko

Germanic Pagan:

49. Norse

50. Germanic

African Paganism:

51. Ancient Egyptian

52. Fetishist

Arabian:

53. Ashurist

54. Ancient Arabian Paganism

55. Ancient Mesopotamian

Non-Religious:

56. Secular

57. Irreligious

Pagan:

58. Countries which don't fit any other forms of paganism get the defualt pagan(already added)

 

(appears in modern starts in a few provinces e.g. in Czechia Czechia, Estonia Estonia, North Korea North Korea, and South Korea South Korea)

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Pagan religions. Prevents the ruler from converting to feudalism.

You can reform (but it's not that easy) and add your own dogmas. Which I will illustrate and explain later.

So far, the basic ones. The dogma of who is the head of the church. Either he is one and the theocrat has this title. Or the main reformer has it. Or Autocephaly.

Remember I said that the reformation is not so simple. Shortly You can reform only when the moral authority of religion is 50% and you own 3 out of 5 sacred places. Or whatever moral authority you want, but you have all the necessary sacred places under control.

I will tell you what moral authority is later and in a separate post. So far, in simple words. It consists of won/lost crusades, holy wars. Out of the number of churches belonging to a religion. Also the destruction of churches...

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Yin and Yang shouldn't be representing confucianism as it's also a symbol of taoism, the most popular symbol of confucianism is the chinese character for water, so maybe you could make it the symbol instead.

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    • Age of History 3 - October 23rd, 2024 - Official release date
      Age of History 3 - Official release date

       

      Steam: October 23rd, 2024

      Android: When it's ready

      iOS: When it's ready

      Epic: When it's ready

       
    • Campaign: Small Scenarios
      In this topic, share your ideas for Campaign scenarios.

      These scenarios focus on a small part of the map, with the rest designated as wasteland.

       

      For example, a scenario of the Reconquista in 1054, where gameplay takes place only on the Iberian Peninsula.

      What are your ideas for small historical scenarios?

       


       
    • Events - Common events for every civilization in the game
      Hi,
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
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    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!



       





       
    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 

       

      So the AoH 3 will have new battle system.


      Representation of the battlefield in the game.


      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


       

      Each unit can be unlocked by researching technology and then upgraded.

       

      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane

       

      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

       
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