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About Pentarchy. It's not right both from balance and history points of view. Balance - because the Eastern Christianity is already very strong (both temples and strategic postion). History - because the CA (as I understand) reflects non-Roman, non-imperial, non-Greek Christianity. It would be strange if the Syrians and other Semitic people laid claims to the institutes of the Greek imperial church.
About the tolerance. What language do you use? What campaign? What faction? What religion?
There are some bug fixes and minor gameplay changes (actually, these are bug fixes too). The main changes are:
- the immigration penalty is removed from the faction edicts (migration mechanics are quite uncontrollable).
- the food upkeep is removed from the Charlemagne DLC (it used to ruin the DLC food balance).
- the minor Slavic temples produce up to 2 fertility levels, not 3. So the Roerich-mod is fully compatible with the Fermat-mod . It's strongly recommended to use these mods together.
1) Updated to the game version 1.6 and Slavic DLC.
2) The Tengrianism is fully reworked. It's the unique religion the temples of which can lower religious unrest and improve diplomatic relations.
3) All agents have an upkeep (food). The more agents you have, the more their actions cost.
4) The faction edicts now influence on diplomatic relations.
5) Fully reworked 'Minor/Great Religions' system. Now opposition is between barbarian paganism and cults of civilized nations. Paganism (Germanic, Celtic, Slavic, Semitic, Tengrian) has not the diplomatic bonuses of great religions but unique bonuses that can help in war affairs.
6) Based on previous changes, the balance is changed again. E.g. the Semitic Paganism is slightly weakened, the Slavic Paganism is severely weakened.
7) Religion plays less important role in the Charlemagne campaign.
1) The local traditions map is fully reworked. The Celtic Paganism is strengthened on the British Isles.
2) The balance is improved. Now it includes main traits of religions. Some of these traits are also changed or strengthened.
3) The Manichaeism is reworked again. The Library works like a vanilla one. The Basilica gives food and economic bonus. The minor temple provides new mechanics – it increases religious unrest in adjacent enemy provinces .
4) Some ROERICH features are imported in Charlemagne’s DLC. These are improved diplomatic system, increased religious unrest and an exclusive new feature –
5) All factions get the fifth edict – Religious Tolerance – which affects all provinces. It reduces (almost entirely) religious unrest and gives a culture economic bonus but decreases loyalty and state religion influence and increases immigration.
- updated to the game version 1.5.
- for the Langobards, their great 5 level temples are returned. They are slightly nerfed but the Langobardic Paganism is the strongest religioin in the mod. I've done so because their temples are rather faction specific buildings rather than elements of the religious balance.
- the religious startpos of the empires (WRE, ERE, Sasanid) is reworked and some 'interreligious' public order penalties are slightly changed.
Now the Sasanid campaign start is harder, and Roman campaigns become more adequate. You still have rebellions in some regions (having to abandon some provinces) but the entire situation is more controllable.
However, I agree that the WRE starting situation is quite inadequate. But this is because not of religious unrest but of strange religious startpos made by the CA (for example, the huge % of the Celtic Paganism in Spain).
I'll try to make new religious startpos after the Charlemagne DLC release.