Muslim denominations

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See also: Religion

Muslim denominations[edit]

Sunni[edit]

Sunni icon
Sunni Islam holds that the legitimate successor of the Prophet Muhammad was father-in-law Abu Bakr.
As the religion of the majority of the world's Muslims Sunni Islam is present from Morocco to Indonesia and is one of the largest religions in the game.

All Sunni countries receive:

  • Cavalry.png +10% Cavalry ratio
  • Chance of new heir.png +100% Chance of new heir

All Sunni provinces receive:

  • Local missionary strength.png−2% Local missionary strength[1]

Possible heresies: Ahmadi, Bektashi, Yazidi, Zikri.

Shia[edit]

Shia icon
Shia Muslims hold that the legitimate successor of the prophet Muhammad as Caliph and Imam was his cousin and son-in-law Ali. The Shiites believe that a number of Imams have followed Ali and still await the coming of his final successor.
In the game Shia Islam is present in Iran and Yemen and as the minority religion in some Indian Sultanates.

All Shia countries receive:

  • Morale of armies.png+5% Morale of armies
  • Chance of new heir.png +100% Chance of new heir

All Shia provinces receive:

  • Local missionary strength.png−2% Local missionary strength[1]

Possible heresies: Druze, Hurufi, Zaidi.

Ibadi[edit]

Ibadi icon
Ibadism is claimed by its adherents to be older than both Sunni and Shia Islam but is nowhere near as popular. The Ibadis stress strict adherence to an interpretation of Islam and the Sharia that they hold as both older and more orthodox.
In the game Ibadis exist in majority only in Oman, around the Mzab oasis area in North Africa and in Pate in East Africa.

All Ibadi countries receive:

  • Goods produced modifier.png+10% Goods produced modifier
  • Chance of new heir.png +100% Chance of new heir

All Ibadi provinces receive:

  • Local missionary strength.png−2% Local missionary strength[1]

Possible heresies: Azraqi, Haruri, Najadat, Sufri.

Piety[edit]

All Islamic denominations use the Piety Piety mechanic.

Piety is graded on a scale between −100 (mysticism) and +100 (legalism). Each side of the scale provides a different set of scaling bonuses while being in the center (0 piety) offers no bonus at all.

Mysticism.png Mysticism (maxed at −100 piety):[2]

Morale of armies.png +10% Morale of armies
Missionary strength.png +3% Missionary strength
Fort defense.png +20% Fort defense
Brahmins loyalty equilibrium.png +10% Brahmins loyalty equilibrium
Clergy loyalty equilibrium.png −10% Clergy loyalty equilibrium
Dhimmi loyalty equilibrium.png +10% Dhimmi loyalty equilibrium

Legalism.png Legalism (maxed at +100 piety):[3]

Technology cost.png −10% Technology cost
National manpower modifier.png +20% National manpower modifier
National tax modifier.png +20% National tax modifier
Brahmins loyalty equilibrium.png −10% Brahmins loyalty equilibrium
Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Dhimmi loyalty equilibrium.png −10% Dhimmi loyalty equilibrium

A ruler's piety level can be affected by random piety events or through a more direct approach. These can either be religious conversions (increases), wars with heretics and heathens (increases), wars with the same denomination (decreases), and etc. Upon the ruler's death only a 1/4 of their piety score is inherited by the new ruler - this is to represent the differences in their religious devotion.

At 75 piety (negative or positive) it is possible to enact a special action providing a single bonus at the cost of moving the piety slider by 50 towards the center.

Action Effect Available at
Call on Religious Followers Call on Religious Followers Manpower.png +2 Yearly manpower Piety−75 Piety
Enforce Faithful Adherence Enforce Faithful Adherence Corruption.png −2 Corruption Piety+75 Piety

Certain countries have national ideas which move their piety rating on a monthly basis towards legalism (+) or mysticism ().

Monthly piety Traditions Ideas Bonuses Policies
+0.1%
  • Hejazi idea 7: Successor to the Caliphate
  • Tunisian idea 7: Tunisian Caliphate
−0.1%
  • Andalusian idea 4: Legacy of Ibn Arabi
  • Ardabili idea 1: The Safavid Order
  • Moroccan idea 2: Sufi Marabouts
  • Mushasha idea 1: Fervent Millenarianism
  • Shirvani idea 1: The Khalwati Order

With the Star and Crescent DLC, it is possible for a Muslim nation to unify Islam, representing the recreation of the Caliphate as it existed in medieval times.

Muslim schools of law[edit]

There are 7 Islamic schools of law, each providing a bonus to the nation following it as well as affecting that nation's Icon diplomacy relations.png diplomatic relations with other Muslim nations.

Every Muslim nation adheres to one school of law. The school is predetermined (based on historical setting) and can't be changed by normal means during the campaign. Newly created nations or forcefully converted ones can choose any school to follow provided it is not excluded to their new denomination. Note that Ibadi Islam Ibadi nations are more flexible, with access to both Sunni and Shia Schools.

School Denomination Effect
Hanafi school Hanafi Sunni Islam Sunni
  • Administrative technology cost −5% Administrative technology cost
Hanbali school Hanbali Sunni Islam Sunni
  • Aggressive expansion impact.png −10% Aggressive expansion impact
Maliki school Maliki Sunni Islam Sunni
  • Development cost.png −10% Development cost
Shafi'i school Shafi'i Sunni Islam Sunni
  • Merchants.png +1 Merchant
Ismaili school Ismaili Shiite Islam Shia
  • Horde unity +1 Yearly horde unity
  • Legitimacy.png +1 Yearly legitimacy
  • Republican tradition.png +0.5 Yearly republican tradition
  • Devotion.png +1 Yearly devotion
Jafari school Jafari Shiite Islam Shia
  • Shock damage.png +10% Shock damage
Zaidi school Zaidi Shiite Islam Shia
  • Shock damage received.png −10% Shock damage received

Diplomatic effects[edit]

The schools have a Icon diplomacy relations.png relationship with each other, ranging between respect, ambivalent and hate. While ambivalence grants no effect, nations from schools with a mutual respect or hatred will have their diplomatic ties strengthen or weaken respectively.

The relationships between the schools are affected by the actions of their followers. Members of differing schools involved in large scale, prolonged wars with each other will worsen relations. Alternatively, those nations having long and trusting alliances between them will improve the schools' relations. At the beginning of the campaign each school is ambivalent towards schools in its own group while hating schools from the other group.

Opinion modifiers resulting from Islamic schools of law include the following:

  • Opinion.png +10 Same religious school
  • Opinion.png −25 Religious school relation

Invite a Scholar[edit]

A nation can Invite a scholar invite a scholar from a different school and gain that school's bonus (in addition to the one provided by their own school) for a duration of Time Icon.png 20 years.

The conditions for doing so require the inviting nation to have:

  • A nation which is either an ally, an overlord or a subject following the desired school.
  • Icon diplomacy relations.png +150 Relations with said nation
  • Piety−50 piety (if the school is excluded to the inviting nation's denomination).
  • Administrative power.png 50 Administrative power

It is impossible to have more than one foreign scholar at any given time. Inviting a scholar while one is already present will result in their replacement.

References[edit]

  1. 1.0 1.1 1.2 This means that these provinces are harder to convert.
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mysticism).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Legalism).
Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology