Mount & Blade: Warband

Mount & Blade: Warband

Nova Aetas
Sarkin 20 Aug, 2017 @ 7:22pm
Religion - Event and a few other things.
So , theres this random event choice that pops up it asks you to make a choice about a monk who pushed you out of the way of a cart.

and leads to "oh its a Cathar preist and suddenly you are in their enclave" - basically.

it gives you a hand full of options i picked "I don't care what this man follows. he's a good friend" and the trait i get is....

enemy of heresy..

if i don't care that he is considered a heretic, how am i an enemy of heresy? though while on that.

Religious unity having to be 81 before you can change religions seems a little silly too. wouldn't it make more sense to change a religion if the countries current views on its current religion were divided? so instead of a unified religion switching religions which - generally if you were to do that would cause a lot of unrest with those who were devout followers of that religion.

which if you start as an atheist take a christain town an want to convert it , you have no way to do this without improving christainities influence and power..which seems like it would be counter productive.

Also are there plans to specifically remove power from town groups? for example remove all influence of the clergy and maintain 33% support between the burghers , craftsmen and nobles? as it stands it feels like a weekly puzzle game trying to get the nobles, burghers, and craftsmen to have your desired influence.

also as an atheistic nation it seems silly to have "clergy" .
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Showing 1-2 of 2 comments
FireShadow  [developer] 22 Aug, 2017 @ 3:03am 
Thank you for leaving feedback here. You are correct, the traits were incorrectly assigned. I have fixed this for the upcoming update.

Converting a kingdom means you have to build temples to convert to the population. A religious unity of 81% means that 81% of the folks has your religion. Only then you can make it the official religion of the state. Religious troubles certainly mark the era, however I haven't found time yet to perform a well-thought implementation of such things.

As Atheist, you can only convert towns to the kingdom's religion (from faction leader).

You can remove power from the clergy by giving the other classes bonuses. However, this can be tricky indeed. Besides, you may be atheist, but the folks will never convert to atheism. Simply, because you're in the Middle Ages. It is similar to the native dev's approach to make female players not become powerful so quickly.


Sarkin 22 Aug, 2017 @ 7:06am 
Originally posted by FireShadow:
Thank you for leaving feedback here. You are correct, the traits were incorrectly assigned. I have fixed this for the upcoming update.

Converting a kingdom means you have to build temples to convert to the population. A religious unity of 81% means that 81% of the folks has your religion. Only then you can make it the official religion of the state. Religious troubles certainly mark the era, however I haven't found time yet to perform a well-thought implementation of such things.

As Atheist, you can only convert towns to the kingdom's religion (from faction leader).

You can remove power from the clergy by giving the other classes bonuses. However, this can be tricky indeed. Besides, you may be atheist, but the folks will never convert to atheism. Simply, because you're in the Middle Ages. It is similar to the native dev's approach to make female players not become powerful so quickly.

when you're converting a town , is it the kingdoms religion, or the towns religion that needs to be 81%?
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