Open main menu

Eastern denominations

(Redirected from Shinto)

Buddhist denominationsEdit

MahayanaEdit

 
Mahayana is the most widely practiced branch of Buddhism. The goal of its adherents is to achieve enlightenment, possibly even achieve Buddhahood.
In the game only Dai Viet and Pangasinan start as Mahayana Buddhist as many countries where it was dominant are instead categorized as Confucianist.

All Mahayana countries receive:

  •  +2 Tolerance of heretics
  •  −5% Idea cost
  • Possible heresies: Zen

TheravadaEdit

 
Like all Buddhist branches, Theravada stems from the teachings of Gautama Buddha in the 5th century BC. The followers of Theravada Buddhism rely on the Pali Canons for religious and legal guidance and emphasis is put on Monastic duties and reaching the status of Arhat or enlightenment.
In the game Theravada Buddhism is primarily practiced in Sri Lanka and South East Asia.

All Theravada countries receive:

  •  −10% Advisor cost
  •  +2 Tolerance of heretics
  • Possible heresies: Zen

VajrayanaEdit

 
Also known as Tantric Buddhism or even Lamaism, Vajrayana is a branch of Buddhism where the goal of the adherents is to become a Bodhisattva through use of Tantric Techniques. It is believed enlightenment cannot be reached simply from lone study but must be taught by a teacher.
In the game Vajrayana Buddhism is primarily practiced in Tibet and to some degree on the North Asian Steppes.

All Vajrayana countries receive:

  •  +5% Morale of armies
  •  +1 Tolerance of heretics
  • Possible heresies: Zen

KarmaEdit

The Buddhist religions have a   Karma slider. Positive karma is mostly gained from releasing nations and returning cores, which uniquely never costs diplomatic power cost for Buddhist countries, and honoring military alliances. Negative karma is incurred from declaring wars and taking provinces for yourself (unfortunately making it essentially impossible to keep karma neutral as an expansionist nation). The ruler of a nation with strongly positive karma will gain a small buff to diplomatic reputation. A ruler of a nation with strongly negative karma will gain a small buff to discipline. Neutral karma gives a stronger buff to both discipline and diplomatic reputation.

Low Karma[1] Neutral Karma[2] High Karma[3]
  +2.5% Discipline
  +2 Diplomatic reputation
  +5% Discipline
  +1 Diplomatic reputation
Action Effect on current karma
Honoring an alliance +25
Releasing a vassal +1 per development of released vassal
Releasing nation in a peace deal +1 per development of released nation
Returning a core +1 per development of returned core province
Converting a province +0.10 per development of converted province
Electing a new ruler when the current one could be re-elected in a   republic +10
Having the current ruler die The karma slider will advance 25 points towards 0 karma, stopping there
Starting a war −10
Taking a province in a peace deal −1 per development of province taken
Re-electing the same ruler in a   republic −10

There are also many events and decision which can affect the karma rating.

ConfucianEdit

 
Confucianism is the term for the philosophies of 5th century BC philosopher Confucius and stresses personal development and the importance of good government.
In the game China and Korea starts as Confucian countries, with some spread among the Jurchen states in Manchuria.

Confucianism is represented in game as a religion, but it is just as often described as a non-religious philosophy. It was the philosophy of Chinese statecraft for centuries. As such, it coexists with other religions, represented in game by the Harmonization mechanic.

All Confucian countries receive:

  •  +2 Tolerance of heretics
  •  −10% Administrative technology cost
  • Possible heresies: Taoist

HarmonyEdit

Harmony is a value that increases over time, and increases more from high stability and the humanist full idea group bonus. Low harmony increases development cost and decreases tolerance of the true faith, yearly meritocracy, and legitimacy.

Yearly harmony changes

  • +1 base value
  • +0.25 per each point of positive stability
  • +0.25 from full Humanist Ideas bonus
  • +0.25 from clergy privilege
  • -3 while harmonizing a religion

Converting the religion of provinces to Confucian will reduce harmony by −1 per each point of development in the province. This malus is suffered even if the converted province is owned by a vassal state.

At 0% harmony, a country receives the following effects:

  −3 Tolerance of the true faith
  +25% development cost
  −1 Yearly legitimacy
  −2 Yearly meritocracy

At 100% harmony a country receives:

  +1 Tolerance of the true faith

These benefits scale to the value of the country's harmony, which provides neither maluses nor bonuses at 50%.

When a religion is harmonized, it is tolerated as if it were Confucian, except for the fact that its culture cannot be converted. Harmonizing a religion takes 34 years, and decreases harmony in a country by −3 yearly while harmonizing. Once a religion is harmonized, it will provide a permanent bonus depending on the religion and provinces following it will not harm religious unity. During harmonization of a religion and after the religion has been completely harmonized, it will be impossible to send missionaries to any owned provinces following it. This restriction does not extend to any provinces owned by a vassal state. Note that there are several events that speed up harmonization but they require state provinces with the religion being harmonized.

Name Effect
  Christian group   −5% Stability cost
  Dharmic group   +1 Tolerance of the true faith
  Muslim group   +5% Trade efficiency
  Pagan group   −0.5 National unrest
  Shinto   +5% Infantry combat ability
  Mahayana   −7% Idea cost
  Theravada   −5% Advisor cost
  Vajrayana   +5% Production efficiency
  Judaism   +15% Institution spread
  Zoroastrianism   +10% Trade efficiency

ShintoEdit

 
Shintoism is the ancient ethnic religion of Japan which over the centuries have come to coexist with Confucianism and Buddhism on the Japanese islands.
In the game all of Japan starts out Shintoist to signify the special mix of Buddhism, Shintoism and other traditions of the Japanese people.

All Shinto countries receive:

  •  +10% Morale of armies
  • Possible heresies: Shugendo

All Shinto provinces receive:

  •  −2% Local missionary strength[4]

IsolationismEdit

Shinto nations have an isolationism level; 5 stages from Open Doors to Closed Doors each giving their own national effect. Japan starts in 1444 under the Ashikaga Shogunate before their Sakoku period of isolation and as such is at an "adaptive" level. Periodically, this Isolationism level will be affected by Incidents. Up to 8 of these Incidents can trigger throughout a campaign, depending on the situation in and around Japan. Each Incident has three possible outcomes: increase isolationism by 1, decrease isolationism by 1, or no change, depending on the choices made in the triggered events.

Level Name Effect
0 Open Doors
  •  −5% Technology cost
  •  −10% Embracement cost
1 Adaptive
  •  +10% Institution spread
  •   −10% Development cost
2 Selective Integration
  •  −10% Idea cost
  •  −10% Construction cost
3 Isolationism
  •  −15% Culture conversion cost
  •  +1 Missionary
4 Closed Doors
  •  −0.03 Monthly war exhaustion
  •  −15% Stability cost modifier

The isolation level of a country is only changed through incidents, which will occur rarely throughout the game when their triggers have been met.

Incident Trigger MTTH Effect
Neo-Confucianism The country:
  • did not have an incident in the last 30 years.
200 months The country:
Nanban Trade   Colonialism has been discovered.

The country:

  • did not have an incident in the last 30 years.
  • has at least 1 home port.

If playing with normal or historical nations setup

  • then Japan has encountered the West.[5]
  • else this country must have knowledge of a country from another continent.
200 months
Modifiers:

The country has at least 5 home ports: ×0.7

The country:
Proliferation of Firearms The country:
  • had the ‘Nanban Trade’ incident.
  • did not have an incident in the last 30 years.
150 months The country:
Spread of Christianity It is not the ‘Age of Discovery’.

The country:

  • did not have an incident in the last 30 years.
  • has knowledge of a Christian country.

If playing with normal or historical nations setup

  • then Japan has encountered the West.[5]
100 months The country:
Rising Shogunate Authority It is ‘Age of Discovery’, ‘Age of Absolutism’ or ‘Age of Revolutions’.

The country:

  • did not have an incident in the last 30 years.
  • is daimyo

At least one of the following is true:

200 months The country:
Ikko - Ikki It is not the ‘Age of Discovery’.

The country:

  • did not have an incident in the last 30 years.
200 months The country:
Wokou Pirates The country:
  • did not have an incident in the last 30 years.
  • has at least 1 home port.
  • has knowledge of at least 1 country that:
    • has at least 1 home port.
    • is not Shinto.
  • has at least 1 neighbor.
200 months The country:
Urbanization The country:
  • did not have an incident in the last 30 years.
  • has embraced   ‘Global Trade’.
  • has at least 2 cities.
200 months The country:

NB: Shinto and Confucian countries are not allowed to convert to another religion through the religion interface, and can only convert to Catholicism through a decision.

ReferencesEdit

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Low Karma).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Neutral Karma).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#High Karma).
  4. This means that these provinces are harder to convert.
  5. 5.0 5.1 I.e. the global flag “japan_has_encountered_the_west” is set. This is done by the event Japan Discovered!.
Mechanics

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