Pagan denominations

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Animist[edit | edit source]

Animist icon
Animism is the belief that the world is habited by a number of supernatural spiritual beings without any separation of the mundane and spiritual worlds. Spirits may inhabit anything from mountains to lightening depending on the location of the worshippers.
In the game Animist religion is as a label for a wide range of beliefs from South America to Africa or Indonesia.

All Animist nations receive:

  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • National unrest.png −1 National unrest

All Animist provinces receive

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

Heretic Rebels may be named:

  • Snake Clan

Fetishist[edit | edit source]

Fetishist icon
Fetishism covers a very wide range of indigenous African religions. These religions often feature a veneration for ancestors, use of magic and traditional medicine.
In the game most of Africa is classified as Fetishist.

All Fetishist nations receive:

  • Tolerance heathen.png +2 Tolerance of heathens
  • Diplomatic reputation.png +1 Diplomatic reputation

Cults[edit | edit source]

Fetishist nations each choose a cult to follow every time a new ruler takes charge of the nation. The cult provides unique bonus modifiers and events until the ruler dies. Each fetishist nation starts the game with three cults available to them, the exact options depend on the nation's starting location. Additional cults beyond the initial three are unlocked via:

  • battling nations of other religions or fetishist countries which have unlocked that cult
  • bordering and allying nations of other religions
  • bordering Fetishist nations which are following a cult (not for cults of other religions)
  • owning a province of a different religion

All but the first option happens through events which have an MTTH of 36 months.

Note that the estate Embrace Singular Cult estate privilege, if granted, will appoint a primary cult, giving you twice the normal benefit of a cult. This will stop your rulers from causing stability loss upon their deaths, but with this privilege, you can only change cults via a decision that can be taken once every 50 years which also causes a stability hit. Alternatively, the Flexible Cult privilege lets a nation change a cult more than once in a lifespan of a ruler, every 20 years, at the cost of 25 legitimacy. There is a Build Shrines for Heirs estate privilege which lets you choose a cult for you heir which gives you half the benefit of the chosen cult in addition to the normal benefit of your ruler’s cult.

Embrace Singular Cult can’t be taken with Flexible Cult or Build Shrines for Heirs. Although Flexible Cult can be taken with Build Shrines for Heirs

The available cults and their bonuses are:

Cult Unlocked by interaction with Bonus
Cult Buddhadharma.png Buddhadharma Eastern religions Development cost.png −10% Development cost
Cult Christianity.png Christianity Christianity Trade power.png +25% Domestic trade power
Cult Enkai.png Enkai Fetishist (Madagascar) Manpower recovery speed.png +15% Manpower recovery speed
Cult Waaq.png Waaq Fetishist (Madagascar) National unrest.png −2 National unrest
Cult Zanahary.png Zanahary Fetishist (Madagascar) War exhaustion.png −0.05 Monthly war exhaustion
Cult Cwezi.png Cwezi Fetishist (Southern Africa) Improve relations.png +20% Improve relations
Cult Mlira.png Mlira Fetishist (Southern Africa) Tolerance of the true faith.png +2 Tolerance of the true faith
Cult Mwari.png Mwari Fetishist (Southern Africa) Discipline.png +2.5% Discipline
Cult Nyame.png Nyame Fetishist (Western Africa) Diplomatic reputation.png +1 Diplomatic reputation
Cult Roog.png Roog Fetishist (Western Africa) Land attrition.png −15% Land attrition
Cult Yemoja.png Yemoja Fetishist (Western Africa) Naval maintenance modifier.png −15% Naval maintenance modifier
Cult Sanatana Dharma.png Sanatana Dharma Hindu/Sikh Goods produced modifier.png +10% Goods produced modifier
Cult Teotl.png Teotl Nahuatl/Mayan Morale of armies.png +5% Morale of armies
Cult Islam.png Islam Islam Institution spread.png +10% Institution spread
Cult Haymanot.png Haymanot Jewish Advisor cost.png −10% Advisor cost
Cult Freyja.png Freyja Norse Tolerance heathen.png +2 Tolerance of heathens
Cult Mazdayasna.png Mazdayasna Zoroastrian Merchants.png +2 Merchants

Heretic Rebels may be named:

  • Goat Skull

Totemist[edit | edit source]

Totemist icon
Totemistic belief teaches that every individual has a spiritual kinship with an animal, the totem. Those who share a totem animal form clans, and consider one-another family.
In the game Totemism is the state religion of all North American Native states and it is present in most of the North American continent.

All Totemist nations receive:

  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • National unrest.png −1 National unrest

All Totemist provinces receive:

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

With the Leviathan DLC, Totemist nations may add previous rulers, whether they died or were voted out, to their collection of totems. On being appointed, each new Totemist ruler gains only one (1) personality trait unlike other nations that generally gain three (3) over time.

Once the ruler becomes an ancestor, the nation can make that ruler's personality trait a permanent feature of the religion using the Religion interface tab. There are ten (10) ancestor slots and adding one costs a base of 400 Diplomatic power.png Diplomatic points and can not be undone. However, you can select same modifier only once.

The permanent nature of these ancestor modifiers could make Totemist a powerful religion. However, it is fairly RNG dependent based on two main factors:

  • Depending on a ruler's lifespan, it could take hundreds of years to fill all in the slots. This can be mitigated by making each ruler a general and always having them lead a battle or siege forts which may reduce their longevity, or through abdication if the nation no longer has native council government. Note that all ruler deaths still cause stability losses, whether they die in battle or not.
  • Totemist rulers gain only a positive trait, yet there are nearly 30 positive traits in-game and rulers are very likely to share the same trait over the course of gameplay.

However, all the assigned ancestor modifiers are permanent, and will not removed if you change religion.

Trait bonuses

Trait name Trait bonus Totemist Generally
Free Thinker Idea cost.png Idea cost −5% −5%
Intricate Webweaver Spy network construction.png Spy network construction +30% +30%
Benevolent Liberty desire in subjects Liberty desire in subjects −5% −5%
Zealot Missionary strength.png Missionary strength +1% +1%
Scholar Technology cost.png Technology cost −5% −5%
Entrepreneur Trade efficiency.png Trade efficiency +10% +10%
Industrious Goods produced modifier.png Goods produced modifier +10% +10%
Charismatic Negotiator Diplomatic reputation.png Diplomatic reputation +1 +1
Silver Tongue Improve relations.png Improve relations +20% +20%
Tactical Genius Land leader maneuver.png Land leader maneuver +1 +1
Bold Fighter Land leader shock.png Land leader shock +1 +1
Strict Discipline.png Discipline +5% +5%
Inspiring Leader Morale of armies.png Morale of armies +5% +5%
Architectural Visionary Construction cost.png Construction cost −10% −10%
Midas Touched National tax modifier.png National tax modifier +10% +10%
Fierce Negotiator Mercenary maintenance.png Mercenary maintenance −25% −25%
Martial Educator Yearly army tradition decay.png Yearly army tradition decay −1% −1%
Just National unrest.png National unrest −2 −2
Kind-Hearted Monthly war exhaustion.png War exhaustion −0.05 −0.05
Well Connected Advisor cost.png Advisor cost −20% −20%
Calm Stability cost modifier.png Stability cost −5% −10%
Careful Aggressive expansion impact.png Aggressive expansion impact −5% −10%
Secretive Foreign spy detection.png Foreign spy detection +10% +20%
Lawgiver Autonomy.png Monthly autonomy change −0.05 −0.05
Conqueror Years of separatism.png Years of separatism −5 −5
Expansionist Global settler increase.png Global settler increase +10 +15
Navigator Ship durability Ship durability +5% +10%
Incorruptible Yearly corruption Yearly corruption −0.025 −0.05
Pious Yearly devotion.png Yearly devotion +0.5 +1
Righteous Yearly legitimacy.png Righteous
  • Yearly legitimacy.png +0.5 yearly legitimacy
  • Yearly republican tradition.png +0.25 yearly republican tradition
  • Yearly legitimacy.png +1.0 yearly legitimacy
  • Yearly republican tradition.png +0.5 yearly republican tradition
Tolerant Tolerance heretic.png Tolerant
  • Tolerance heretic.png +0.5 tolerance of heretics
  • Tolerance heathen.png +0.5 tolerance of heathens
  • Tolerance heretic.png +1 tolerance of heretics
  • Tolerance heathen.png +1 tolerance of heathens
Reformist Reform progress growth.png Reform progress growth +15% +25%

Heretic Rebels may be named:

  • Bear Spirit

Tengri[edit | edit source]

Tengri icon
Tengri is the chief deity of one of the oldest Turkic or Mongol Shamanist religions.
In the game this religion covers a wide variety of Siberian and Manchurian Shamanism practiced by the states that start in North Asia.

By default, all Tengri nations receive:

  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
  • Regiment cost.png −20% Regiment cost

Secondary religion[edit | edit source]

Tengri is a syncretic faith; a Tengri nation can pick a secondary religion through the Religion screen. Without a secondary religion selected, the above bonuses apply; but selecting one will replace them with new ones associated with the selected religion. A religion is eligible for selection if the country either owns or borders a province of that religion. Changing secondary religion costs Yearly prestige.png 50 Prestige and can be done once every 10 years.

Choosing a secondary religion will have the following effects:

  • The provinces that are Tengri and the secondary religion will be counted as the true faith for purposes of tolerance.
  • Neighbouring countries that are either Tengri or the secondary religion will see the country as having the same religion (Same Religion +25)
  • Countries that are not Tengri or the second religion will see the country as a different religion (Different Religion −10)
  • Access to secondary religion monuments

The available secondary religions and their bonuses are:

Christian religions

Catholicism Catholic:
  • Possible advisors.png +1 Possible advisors
  • Diplomatic reputation.png +1 Diplomatic reputation
Hussite Hussite:
  • Shock damage received.png −2.5% Shock damage received
Protestantism Protestant:
  • Idea cost.png −10% Idea cost
Reformed.png Reformed:
  • National unrest.png −1 National unrest
  • Advisor cost.png −10% Advisor cost
Orthodoxy Orthodox:
  • Global settler increase.png +10 Global settler increase
  • Tolerance of the true faith.png +1 Tolerance of the true faith
Coptic.png Coptic:
  • Local defensiveness.png +10% Defensiveness
  • Siege ability.png +10% Siege ability
Anglican.png Anglican
  • Idea cost.png −10% Idea cost

Muslim religions

Sunni Islam Sunni:
  • Trade efficiency.png +10% Trade efficiency
  • Chance of new heir.png +100% Chance of new heir
Shiite Islam Shia:
  • Morale of armies.png +5% Morale of armies
  • Advisor cost.png −10% Advisor cost
Ibadi Islam Ibadi:
  • Advisor cost.png −10% Advisor cost
  • Ship costs.png −10% Ship cost

Eastern religions

Theravada.png Theravada:
  • Development cost.png −10% Development cost
  • Diplomat.png +1 Diplomats
Vajrayana.png Vajrayana:
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Yearly horde unity.png +1 Yearly horde unity
Mahayana.png Mahayana:
  • National tax modifier.png +10% National tax modifier
  • Tolerance heathen.png +2 Tolerance of heathens
Confucianism Confucian:
  • Stability cost modifier.png −10% Stability cost modifier
  • Administrative technology cost −10% Administrative technology cost
Shintoism Shinto:
  • National unrest.png −1 National unrest
  • Discipline.png +5% Discipline

Dharmic religions

Hinduism Hindu:
  • Tolerance heretic.png +1 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
Sikhism Sikh:
  • National unrest.png −1 National unrest
  • Morale of armies.png +5% Morale of armies

Pagan religions

Alcheringa.png Alcheringa:
  • Attrition for enemies.png +2 Attrition for enemies
  • Shock damage.png +10% Shock damage
Animism Animist:
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Fetishist Fetishist:
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Totemism Totemist:
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Inti.png Inti:
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Autonomy.png −0.05 Monthly autonomy change
Nahuatl.png Nahuatl:
  • Razing power gain +20% Razing power gain
  • Morale of armies.png +5% Morale of armies
Mayan.png Mayan:
  • Stability cost modifier.png −10% Stability cost modifier
  • Possible advisors.png +1 Possible advisors
Norse.png Norse:
  • Mercenary maintenance.png −10% Mercenary maintenance
  • Galley combat ability.png +20% Galley combat ability

Jewish religions

Jewish.png Jewish:
  • Advisor cost.png −10% Advisor cost
  • Possible advisors.png +1 Possible advisors

Zoroastrian religions

Zoroastrianism.png Zoroastrian:
  • Merchants.png +1 Merchants
  • Tolerance of the true faith.png +1 Tolerance of the true faith

Note: If you use the Converter, you will be able to use other religions as your secondary one.

Heretic Rebels may be named:

  • Old Tengri

Primitive religions[edit | edit source]

This page is about reforming the religion as Nahuatl.png Nahuatl, Mayan.png Mayan and Inti.png Inti nations.
For reforming the government as a Native Tribe, see Native tribe.
For general information about primitives see Primitive

(Without DLC these religions still exist, but have no unique mechanics.)

The Mayan, Inti and Nahuatl religions each have a unique mechanic to enact five religious reforms. When the last reform is passed and the country borders a province that is a core of a non-primitive nation that has embraced Feudalism.png Feudalism (typically a bordering colonial nation), it will be able to reform its religion, getting a technology boost (which brings it up to 75% of the neighboring nation’s technology level in each category) and gaining the permanent benefit of the religious reforms. Reforming the religion immediately grants all the Institutions.png institutions that the bordering province had. You also adopt the government type of the neighbour, and become a Duchy rank duchy. This also rids you of your status of being Primitive.

After reforming the religion, the player's monarch power cap will be reduced in accordance with the number of institutions gained, e.g. if the player has gained all institutions currently available, the cap will be reduced to 999 for each type of monarch power. Excess monarch points above the new monarch power cap will not be lost immediately, but they may be lost after the first expenditure of monarch points of each type.

For example: suppose that a player has stockpiled 2000 admin power, and spends 500 admin power to research a new technology immediately after reforming their religion. The player's admin power stockpile may immediately drop to the new monarch power cap (999 if the player has acquired all institutions), resulting in the loss of several hundred monarch points. This behavior applies individually to each type of monarch power. The new cap will be applied to the admin power stockpile after the first expenditure of admin power, but the diplomatic and military monarch power stockpiles will be unaffected until points of those type have been spent.

The only way to convert to Mayan, Inti or Nahuatl, is by being forced to convert via war. Thus for others to become Mayan, Inti or Nahuatl, they must be of pagan belief - say Animist - and then get a 100% positive war score against say the Mayans. During the settlement arrangement they must "surrender" rather than demanding from them and "offer" to embrace their religion; the Mayans will be forced to accept. However, in each of these cases your total province war score must be less than 100%; therefore give some land to your vassals before you enter the war.

Before reforming, Inti, Mayan, and Nahuatl nations cannot force their religion on vassals.

Becoming Mayan, Inti, or Nahuatl in any way will turn a country primitive, additionally they will start with no reforms unlocked.

Inti[edit | edit source]

Inti icon
Inti religion covers a wide range of disparate Andean faiths with many common features. Inti itself is the name of the sun god that the Inca empire promoted over all the other local Huacas.
In the game most of the Andes start out with the Inti religion.

The Inti faith is about maintaining the authority of the Sapa Inca by having the people worship him as a god. Inti nations have an authority value that goes up from owning vast stretches of territory, and goes down when the autonomy of a province the country owns increases (either from manually increasing it, being forced to by rebels, or choosing to do so in an event). Authority ranges between 0 and 100. It is also affected by a number of unique events added for the Inti religion.

All Inti countries also receive:

  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Autonomy.png −0.05 Monthly autonomy change

All Inti provinces receive:

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

Each point of authority gives:[2]

Stability cost modifier.png −0.1%0 Stability cost modifier
National unrest.png −0.02% National unrest
Clergy influence.png +0.15%.00 Clergy influence

Authority is gained and lost as follows:

  • Yearly authority: +0.02 * Development.png autonomy modified development
  • Yearly authority: +0.15 with Religious idea 4: Devoutness
  • Yearly authority: between −0.25 and +0.25 from Devotion.png devotion (as a Government theocracy.png theocracy)
  • Yearly authority: +0.1/+0.2/+0.3 from Great project level icon tier 1.png/Great project level icon tier 2.png/Great project level icon tier 3.png of the monuments Great project chan chan citadel.png Chan Chan Citadel Great project qhapaq nam.png, Qhapaq Ñan and Great project tiwanaku.png Tiwanaku
  • Authority from autonomy: −0.2 or +0.2 per point of autonomy raised or lowered respectively. This includes autonomy changes from events and rebels. The authority gain is calculated without considering that the actual autonomy change might be different if the province reaches its minimum or maximum autonomy.

The standard action of raising autonomy in a province will raise autonomy by 25 and will give −5 authority, while lowering autonomy by 25 will give +5 authority.

An Inti state that has 100 authority, is at peace, has positive Stability.png stability, no rebel-controlled provinces, and owns at least 10 Province icon.png provinces can pass a religious reform, but doing so will remove all their authority and spark a civil war as a pretender exploits the loss of authority to attempt to seize the throne for themselves. After all, every reformer is challenged if they go too far. If these rebels enforce their demands, two religious reforms are lost, greatly setting back the country's progress towards reforming the religion.

Upon reforming the religion, the bonuses from authority (the stability cost and national unrest reduction) will be lost, so it does not matter what level authority is at before reforming the religion. The reform bonuses listed below will remain for the rest of the game, however.

The available reforms are:

  • Organized Recruitment: Manpower recovery speed.png +10% Manpower recovery speed
  • Yana Lords: Morale of armies.png +10% Morale of armies
  • Reform the Cult of Inti: Yearly legitimacy.png +0.5 Yearly legitimacy, Yearly devotion.png +0.5 Yearly devotion
  • Expanded Mitma Policy: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −10% Core creation cost

Heretic Rebels may be named:

  • Huaca Worshippers

Mayan[edit | edit source]

Mayan icon
Mayan religion covers a range of Mesoamerican polytheistic traditions inherited from the older Mayan civilizations. While the names differ the pantheon and many traditions are quite similar to the Nahuatl religion.
In the game the Yucatan Peninsula and the former lands of the League of Mayapan starts out with Mayan religion.

For a Mayan nation to pass a reform, they will need to be at peace, have no rebel-controlled provinces, no Overextension.png overextension, positive Stability.png stability, and own at least 20 Province icon.png provinces.

All Mayan countries also receive:

  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Possible advisors.png +1 Possible advisors

All Mayan provinces receive:

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

To aid with the reform process, mayan nations gain access to the "Maya Confederation" CB against all their neighbors. This CB is lost upon reforming the religion.

Upon passing a reform, a Maya state will lose cores by releasing nations or giving provinces to existing nations and lose all subjects, shrinking to a size of 15 provinces + 1 provinces per already passed reform. Exact provinces released are determined by culture, religion and distance to capital.

Available reforms are:

  • A Unified Army: Land maintenance modifier.png −10% Land maintenance modifier
  • Central Arbitration: National unrest.png −2 National unrest
  • Central Armories: Infantry combat ability.png +10% Infantry combat ability
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −20% Core creation cost

Heretic Rebels may be named:

  • Tenocelome

Nahuatl[edit | edit source]

Nahuatl icon
Nahuatl religion is a range of Mesoamerican polytheistic traditions. While the Pantheon and many concepts are quite similar to the Mayan religion the Nahuas or Aztecs assign a much higher importance on the need for human sacrifice in order to survive each new cosmic cycle.
In the game most of the area around modern central Mexico starts out with Nahuatl religion.

Each Nahuatl state has a ticking Doom value that increases every year at a base rate of one Doom per owned province. High Doom increases technology costs and idea costs and should the value ever reach 100 the Nahuatl state will be forced into taking drastic measures to avert Doomsday. The ruling family will be sacrificed, killing the ruling monarch and heir and replacing them with a 0/0/0 ruler. In addition, all of the country's monarch power is lost and any and all subject states break away as the nation descends into chaos. As if that wasn’t enough, if the doomed state has gained any religious reforms, up to two of these will be lost. Therefore, do not let Doom get to a 100% or your hard won reforms will be lost; keep very few, high development provinces until you pass the 5th and final reform.

All Nahuatl countries also receive:

  • National unrest.png −2 National unrest
  • Morale of armies.png +10% Morale of armies
  • Burghers.png -5% Burghers Influence

All Nahuatl provinces receive:

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

Each point in Doom gives:[3]

Technology cost.png +0.5% Technology cost
Idea cost.png +0.2% Idea cost
Aggressive expansion impact.png −1.0% Aggressive expansion impact

To avert Doomsday, Nahuatl states have a few options. The "Flower Wars" Casus Belli gives them the ability to declare war on their neighbours freely while occupying provinces and fighting battles will result in Doom being reduced as they secure captives to send to the gods. If just warring with neighbours isn’t sufficient, a Nahuatl state can also sacrifice ruling monarchs and adult heirs in their vassal states. Doing so will reduce Doom by an amount equal to the total skills of that monarch or heir, but will anger all subject states and make them more likely to seek independence. There is a 3-year cooldown before you can sacrifice another ruler/heir from any country. Nahuatl can declare war during regency.

Doom is gained and lost as follows:

  • Yearly doom increase: +1 per province owned
  • Yearly doom reduction increase +1 with Religious idea 4: Devoutness
  • Yearly doom reduction increase +1/+2/+3 from the Tenochtitlan great project tiers Great project level icon tier 1.png/Great project level icon tier 2.png/Great project level icon tier 3.png
  • Yearly doom reduction: −20% per reform passed
  • Immediate doom decrease from occupying a province: −0.05 per province development
  • Immediate doom decrease from battle: −1 per 1000 men killed
  • Immediate doom decrease from sacrifice: −1 per skill level of character sacrificed
    • Sacrificing a subject's ruler raises the subject's Liberty desire.png liberty desire by +25.
    • Sacrificing a subject's heir raises the subject's Liberty desire.png liberty desire by +20.

Additionally, doom does not increase for subject countries.

For the country to get out of this cycle of war and sacrifice, it will need to reform the religion. Enacting a reform requires having at least 5 vassal states, no rebel-controlled provinces, positive Stability.png stability, and less than 50 Doom. When enacted, Doom will increase by 25, Stability.png stability drops by 1, and all of your subject states will declare independence (which creates a one-way truce), forcing the country to go to war to bring them back into the fold. Furthermore, each reform decreases the rate at which the country accumulates Doom by 20% from the base rate. Enacting all five reforms effectively stops Doom from increasing every year, although it can still increase through special events.

Available reforms are:

  • Open up Sumptuary Restrictions: Monthly war exhaustion.png −0.05 Monthly war exhaustion
  • Extend Pochteca Obligations: Diplomatic relations.png +1 Diplomatic relations
  • Warrior Ranks: Discipline.png +5% Discipline
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Legal Reform: Stability cost modifier.png −20% Stability cost modifier

Reforming the religion permanently disables the Doom mechanic, removing all modifiers associated with it (This also means that whenever a trigger, such as an event's conditions, asks whether the country has doom, a reformed Nahuatl country does not.). Additionally, the flower wars cb wont be available anymore.

Heretic Rebels may be named:

  • Tenocelome

Alcheringa[edit | edit source]

Alcheringa icon
The Dreamtime is the religious and cultural worldview of the Aboriginal Australians. The Dreamtime simultaneously describes a time before the existence of the material world and also a separate plane of existence in parallel with the material world. Shamans are said to be able to contact the Dreamtime, and traces of the Dreaming are found all across the world.

All Alcheringa nations receive:

  • Diplomatic reputation.png +1 Diplomatic reputation
  • Shock damage received.png −5% Shock damage received

Cults[edit | edit source]

Like Fetishism, Alcheringa nations each choose a cult (story) to follow every time a new ruler takes charge of the nation. The cult provides unique bonus modifiers and events until the ruler dies. Each Alcheringa nation starts the game with three cults available to them: the Ancestors, Erathipa and Crow (Flag of Palawa Palawa also starts with Moinee and Adnoartina). Additional cults beyond the initial three are unlocked by completing various missions unique to nations following the Alcheringa religion, and bordering nations of different religions. [4]

The available cults and their bonuses are:[5]

Cult Bonus Requirements to unlock
Cult Yemoja.png The Ancestors National unrest.png −2 National unrest Available by default.
Cult Mwari.png Baiame
  • Colonists.png +1 Colonists
  • Global settler increase.png +10 Global settler increase
Requires owning a province in the Christian religion group.
Cult Mwari.png Lumaluma
  • Core-creation cost.png −5% Core-creation cost
  • Aggressive expansion impact.png −15% Aggressive expansion impact
Requires owning the North Sulawesi, South Sulawesi and Makassar areas.
Cult Roog.png Crow
  • Movement speed.png +5% Movement speed
  • Morale of armies.png +10% Morale of armies
Available by default.
Cult Mwari.png Dharmic Dreaming
  • Tolerance heathen.png +3 Tolerance of heathens
  • Tolerance heretic.png +2 Tolerance of heretics
Requires owning a province that is either Theravada, Mahayana, Vajrayana or in the Dharmic religion group.
Cult Mwari.png Djunkgao Sisters
  • Shipbuilding time.png −10% Shipbuilding time
  • Naval combat bonus off owned coast +1 Naval combat bonus off owned coast
Requires reaching 90% of the navy force limit.
Cult Nyame.png Erathipa
  • Construction cost.png −10% Construction cost
  • Development cost.png −5% Development cost
Available by default.
Cult Mwari.png Islamic Dreaming
  • Merchants.png +1 Merchant
  • Trade power.png +10% Domestic trade power
Requires being the strongest trade power in Australia while holding more than 25% of the trade power in the node.
Cult Cwezi.png Adnoartina
  • Discipline.png +5% Discipline
  • Prestige from land battles.png +10% Prestige from land battles
Requires humiliating a rival.
Cult Cwezi.png Moinee Technology cost.png −5% Technology cost Requires owning all provinces in the Tasmania area.
Cult Mwari.png The Rainbow Serpent
  • Monthly administrative power.png +1 Monthly administrative power
  • Monthly diplomatic power.png +1 Monthly diplomatic power
  • Monthly military power.png +1 Monthly military power
Requires unlocking all other cults.
Cult Mwari.png The Spirits
  • Missionaries.png +1 Missionary
  • Missionary strength.png +1% Missionary strength
Requires owning a province with a different religion.
Cult Mwari.png Wagyl
  • Diplomatic relations.png +2 Diplomatic relations
  • Mandate.png +0.1 Yearly mandate
Requires being the Emperor of China or owning a province in the China superregion following the Alcheringa religion or being Flag of Nyoongah Nyoongah.

Norse[edit | edit source]

Norse icon
Norse religion is the polytheistic traditional belief system of the Scandinavian peoples.
By 1444 the Norse religion was long gone and exists in no provinces or countries.

There are normally no Norse provinces or countries in any game start, although a Norse state can appear in a Random New World if "fantasy" elements are enabled. With the Nation Designer it is possible to make a custom Norse nation, and it is possible to import Germanic religion countries from Crusader Kings II using that game's Europa Universalis IV Save Converter DLC. Norse has nine unique events.

With the Lions of the North.pngLions of the North DLC enabled, it is possible to convert to Norse as a country with a Scandinavian culture by following the Msg event.pngA Wave of Curiosity event chain or by triggering the Msg event.png event The Awakening of the Norse Faith and converting to norse via rebels.

All Norse countries also receive:

  • Land force limit modifier.png +10% Land force limit modifier
  • Naval force limit modifier.png +10% Naval force limit modifier

All Norse provinces receive:

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

With the Wealth of Nations.png Wealth of Nations DLC enabled, Norse rulers are allowed to pick their deity through the religion screen. This choice lasts for the life of the ruler or until an event changes it. A Norse republic chooses a new deity every time a new leader is elected (4–8 years depending on republic type and choice). Such countries can rapidly change their stats to adjust to game circumstances.

Each deity comes with two to three bonuses to the nation:

Freya.png Freya:
  • National tax modifier.png +10% National tax modifier
  • National manpower modifier.png +10% National manpower modifier
Tor.png Tor:
  • Land leader shock.png +1 Land leader shock
  • Local defensiveness.png +10% Fort defense
Odin.png Odin:
  • Core-creation cost.png −10% Core-creation cost
  • Yearly horde unity.png +0.1 Yearly horde unity
  • Yearly legitimacy.png +0.1 Yearly legitimacy
Tyr.png Tyr:
  • National sailors modifier.png +10% National sailors modifier
  • Discipline.png +5% Discipline
Njord.png Njord:
  • Trade efficiency.png +10% Trade efficiency
  • Goods produced modifier.png +10% Goods produced modifier
Snotra.png Snotra:
  • Construction cost.png −10% Construction cost
  • Technology cost.png −5% Technology cost

Heretic Rebels may be named:

  • Old Norse

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 This means that these provinces are easier to convert.
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Authority).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Doom).
  4. Note: The ingame description as of 1.31.1 is erroneously the same as for fetishist.
  5. These can be found in /Europa Universalis IV/common/fetishist_cults/00_dreaming_stories.txt
Mechanics

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