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 have.
Ignores Defensive Attrition Tengri rulers ignore the defensive attrition associated with most pagan religions. Sky Burial Nomadic Tengri may perform. Tribal invasion Non-nomadic Tengri pagans have access to the incredibly powerful 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. Itil is also an important county. 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 holy sites.Aztec religion only appears in-game if 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, 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.
Tribal invasion Aztec pagans gain access to the 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. Construction A unique. No Aztecs do not have their own lodge.Holy Sites:.
Rome (shared with ). Cordoba (shared with ). Ile de France (Paris). Marrakech. Middlesex. 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.Defensive pagan 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 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. 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.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. 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.
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.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.
Succession Tribal Romuva rulers may use Eldership succession. 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).StrategiesIn 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 holy sites.Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia. Star wars the great hunt.
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 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. African holy sites.The African faith is followed by the peoples of sub-Saharan Africa. The faith is in a strong position in the 769 start as north Africa is mainly ruled by tiny Muslim realms which can easily be conquered after consolidating your position in the south. In later starts, expanding north becomes increasingly difficult and by 1066, many rulers of the area have converted to Islam.
Crusader Kings 2 Beginner's Guide
However, there are always playable rulers and provinces for this particular religion in Africa.Abrahamic Syncretism If a neighbor or liege follows an Abrahamic faith, you can spend piety to gain 'Sympathy' trait for their religion group. Consorts Female rulers may take up to three male consorts. No extra short reign penalty Unreformed African faith does not suffer from extra 'short reign' penalty like other non-Zunist pagans. Succession Tribal African rulers may use Eldership succession. Reformation either removes this ability or expands it to feudal realms, depending on the chosen doctrine.
African patron deities. Anansi (Plot power increase +20%, Plot power defense - 15%). Ayyur (+2 diplomacy, -1 intrigue).
Bida (+2 stewardship, -1 learning). Dan (+2 learning, -1 martial). Dongo (+10 personal combat skill, -1 diplomacy). Tsumburbura (Dynasty opinion +10, Plot power defense - 15%)Garrison/Troop bonus African pagans, both unreformed & reformed, receive +40% to garrison size.Holy sites: Djimi, Draa, Gao, Kano and Wagadu.
Hellenic Hellenic paganism was the faith of the Greco-Roman world before the rise of Christianity.
's Pagan-themed Holy Fury DLC will be out on November 13, Paradox has announced.The expansion, first, is beefier than past DLCs, and covers a range of systems. The biggest changes are reserved for Paganism: Pagan leaders that don't convert can instead reform their religion, leading it down a path of either destruction and war or peace and tranquility.You can join a Pagan 'warrior lodge' and raid your way to higher ranks, unlocking more powerful allies and gaining military skill, while Pagan successions will now be referred to an Elder Council who decide how to divvy up a realm among heirs.
Ck2 Reform Pagan Holy Fury
Play as a Pagan chieftain and ravage your weak neighbors.
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