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Crusader Kings is a historical grand strategy / RPG game series for PC, Mac, Linux, PlayStation 5 & Xbox Series X|S developed & published by Paradox Development Studio. Engage in courtly intrigue, dynastic struggles, and holy warfare in mediæval Europe, Africa, the Middle East, India, the steppes and Tibet. Can you achieve fame and fortune for your noble family, or will your names be forgotten to history?


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Reform religion holy site requirement should be removed

Suggestion

I've been playing CK3 for a while now, and so far I find it much more enjoyable than CK2, but I'm bothered by the amount of railroading and arbitrary limits on the players that gate the content.

One such limit that's completely derailed my latest play-through is the requirement for Pagans to control 3/5 holy sites to reform. As I was playing a Hellenic Sardinia (role-playing a resurgence of Antique influences on the isolationist Sardinian society) I wanted to reform my religion, which required me to get 3 of the following

  • Rome - War with the Vatican and the entirety of Christendom.

  • Alexandria - War with the Abbasid and their 15k of allies.

  • Tunis - War with the kingdom of Africa and their 12k allies.

  • Servia or Attica - War with the Byzantines and their 20k allies.

On top of trying to role-play a tall Kingdom of Sardinia and being forced to go on literal world conquest just to tweak my religion, these requirements really make no sense.
I am an 8000 piety wise man ruler in his 80's, a literal living saint of the Hellenic faith, I'm probably the single most important figure of the last 500 years, I've carried out pilgrimages to all the holy sites and have converted entire kingdoms to my faith, pretty much all of the Hellenes are in my lands and I single-handedly resurrected the old faith and provided for it's continued existence in my kingdom, but I can't reform the faith because Menorcans who where still Muslim a decade ago now care deeply about Alexandria and Athens? WTF?

I think that this hard requirement should be removed. Reforming a religion or creating a heresy should really be about the Influence the character has over the faithful (at the local level potentially). Owning Holy Sites would play a major part in that (granting discounts or increase on piety cost of reform) but they should just be one factor amongst other things like:

  • Ruler's devotion rank

  • % of development of that faith controlled by Ruler

  • Popularity of ruler in counties of this faith

  • Ruler's virtue

  • Relation with head of religion

It would also be nice to see the isolationist nature of certain societies come through, so that rulers of marginalised or isolated culture have an easier time generating a disproportionate level of influence over the religious practices of their subjects even if there is a large body of faithful outside their borders.

Hopefully this would solve the current situation where playing a pagan faith outside of the tiny geographic bubble it was made for is just a nightmare.
Want to play a Hellenic resurgence in the Ancient Greek colony of Tanais on the Sea of Azov? I guess you'll have to take over half of the entire world before you even secure 3 holy sites. It would be so much better to be able to roleplay as a group of Cumans, Alans, ... that decide to rebuild Tanais and adopt the ancient customs of it's people, but reform the religion to incorporate some elements of their own practices, I mean before they finish the game.

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Thinking Snoo

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