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Almost all religions (non-heretical) have corresponding “secret cults”. Their members are characters who practice their religion in secret to avoid persecution. Rulers can join any of these cults as long as the religion exists within diplomatic reach, and at the highest level the ruler can openly embrace the religion and convert.
In the meantime, you will receive tasks and abilities to increase Sympathy for your true religion among other characters in the state and the population of the counties. With a strong foundation, you can stage a really big religious uprising if your subversion goes unnoticed by your overlord...

https://ck2.paradoxwikis.com/Societies

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1 hour ago, Денис Живков said:

Communities provide special events, abilities, and options for characters to interact with each other. Communities can be open and secret, you can join the first at any time if you meet their requirements, but you can’t easily get into the second: you need to show interest in it, after which a small event will follow and, having proven loyalty to the ideals of the community, the character will become a neophyte. There are 4 ranks in communities, each of them provides more and more opportunities. Within a community there are special points that can only be used there. They are needed to move up the community ladder and take advantage of opportunities within it. Strong representatives of the clergy wage an irreconcilable fight against secret societies and, with high skill, will be happy to bring the next Satanist or secret Cathar to trial, his fate is usually decided by the ruler of the state. The list of possible societies for joining directly depends on the character’s religion, so it is logical to classify them as a subsection of religion.

As always, most societies are available to Christian characters, least of all to pagan ones. There are the following types of image.png.956ca91cb7af8764646026bd70987868.pngsocieties:

  • Monastic orders. Take various vows, increase piety, more opportunities to convert districts. As many as two orders are available to Catholics, one to the other “parent” religions of Christianity, and one order to each “Indian” religion. The only pagan religion that has a similar order (Stoic School) is Hellenism. The Stoic school is more secular than typical monastic orders; it allows the spread of culture, not religion, throughout the provinces.
  • Society of Alchemists. They are involved in science and help improve technical progress. Available to almost everyone except most pagans. Of the pagans, Zunis and Hellenes can initially practice alchemy. But using the special doctrine “Astrology”, it is possible to make even Polovtsian alchemists (provided that they settle down and accept feudalism or a republic).

I’ll tell you about the doctrines during the reformation of paganism a little later.

  • Assassins. A unique society of Shia Islam, which is accessible only to them (as well as to some neighbors of the Abrahamic religions living near Shia countries). Allows you to intimidate and kill (at the last rank) other rulers, can summon unique armies and ships. In addition, all members of society, no matter what countries they live in, can help you in your conspiracies. Another nice feature for the head of a society (and becoming one is not so difficult) is that all other lower-ranking members of the community will certainly agree to any diplomatic requests, even the most unfavorable for them (for example, to become a vassal).
  • Demon worshipers. A fantasy community that grants extremely powerful supernatural abilities in exchange for a cursed soul (manifests in the form of assigning a lot of negative traits to the practitioner). Ruthless events (desecration of temples, killing peasants for fun, brutal killing of one’s own supporters) give dark power points that can be “spent” on using abilities. Demon Worshipers are available for most religions, but there are several different variations of this community in the game. All of them are absolutely identical in terms of abilities and events, but at the same time the communities are different, which means that members of one will not interact in any way with members of another, although absolutely similar. The Society of Lucifer is the most widespread and accessible to all Christians, Muslims, Zoroastrians, Zunists and Jews. This is very convenient because members of the same community will easily interact with each other regardless of religion. Three pagan religions were slightly less fortunate: Slavic, Finnish and Baltic paganism. They are united by the Khladnikov community. The rest turned out to be the least fortunate; their community is unique to their religion and does not allow interaction with people of other faiths. This is Germanic paganism, to which the Brotherhood of Hel is available, this is Hinduism (Cult of Kali), Tengrism (Carriers of Plague) and Hellenism (Bacchanalism). As already stated, the abilities of demon worshipers are extremely powerful. Any member of the community, even a neophyte, can sacrifice their captive in exchange for dark power - a very powerful opportunity in itself, since executing someone without increasing tyranny is sometimes extremely difficult, in case of sacrifice the status will be “missing.” Those who have advanced a little can summon a supernatural familiar that increases their characteristics. They can cast extremely powerful curses - with a successful curse, the victim will become ill with something serious like cancer and leprosy and most likely die, with a less successful curse the victim will become ill with something like the flu and will most likely be cured. In general, an indirect murder, in which hardly anyone would suspect the character. And they can also enchant any character - with a chance a demon will inhabit him, which makes him completely loyal. That is, in fact, he will not refuse anything and will never go against the one who bewitched him. But there is one unpleasant feature - in very rare cases, a demon that has possessed a bewitched person can trickster and kill an unsuspecting sorcerer. If you play with reboots, you can boot up and simply kill him, but if you play without them, such a death for the rulers can be an extremely unpleasant surprise. Those who have advanced even further in the hierarchy can easily kill their spouse and use dark healing - the only way in the game to heal any disease like cancer, and with a small probability even a lost limb can grow back (also a unique case in the game). The leader of demon worshipers can consume the lives of his children in order to prolong his own. In addition, as in the case of the head of the assassins, all other demon worshipers will almost certainly agree to any diplomatic requests.
  • Secret cults. They are a secret community of those who profess another religion, while formally accepting the official one. Every religion has such secret cults (for example, secret Catholics create the “Society of Jesus”, Sunnis create the “Islamic Brotherhood”, etc.). When almost the entire population professes one faith, but you really want to change it, then in order to avoid uprisings due to a sudden change, there is a softer way. Actually, almost all the abilities of secret cults are tied to gradually increasing the number of coreligionists, converting districts and gradually organizing a transition to another religion, accepting it openly.
    Military societies. One for each pagan religion; Representatives of organized religions are very reluctantly allowed in. But they spend their time there having fun: wars, raids, fights, duels, hunting, feasts and friendly jokes at the table. A nice feature is that members of military societies become more durable in battle, there is less chance that the commander or king-commander will be killed in war, and upon reaching the highest rank “Hero”, this probability is completely zero. At the same time, these societies do not have leaders; there may be several heroes in one society. When your character becomes a hero, he can go with other heroes on a journey in which he will look for worthy opponents in the best warriors of foreign countries; heroes returning from their journey will become the founders of bloodlines with two common (increased prestige and combat skills) and one unique (for example, acquiring fighting dogs or the loyalty of advisers by default) traits. In addition, you can recruit cool commanders and create armies literally out of nothing.

 

@Avinetta @BySpringBonnie76

@Evis7 @AleksGame @Nay_13

@IRn@bulbanoof @RMaRe@IKayzerI @thecarvalhogamer@ecl @Kiwi@aa30388@Alexey Navalny,@wbladew5,@qxz,@Wayne23lololh, @Anyone,@Nowarhia,   @Outlawexperience@GalacticCakes,   @Matvey,  @bizacjum @paul2kdj @BALONA30,   @Barbaris,  @Rodak Polak@wafflestein8@Yahya   @wbladew5,  @Mihael1@Warnnexx,  @Free City of Łódź what do you thinks about my idea?

 

@Łukasz Jakowski

Good idea

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6 hours ago, Денис Живков said:

Communities provide special events, abilities, and options for characters to interact with each other. Communities can be open and secret, you can join the first at any time if you meet their requirements, but you can’t easily get into the second: you need to show interest in it, after which a small event will follow and, having proven loyalty to the ideals of the community, the character will become a neophyte. There are 4 ranks in communities, each of them provides more and more opportunities. Within a community there are special points that can only be used there. They are needed to move up the community ladder and take advantage of opportunities within it. Strong representatives of the clergy wage an irreconcilable fight against secret societies and, with high skill, will be happy to bring the next Satanist or secret Cathar to trial, his fate is usually decided by the ruler of the state. The list of possible societies for joining directly depends on the character’s religion, so it is logical to classify them as a subsection of religion.

As always, most societies are available to Christian characters, least of all to pagan ones. There are the following types of image.png.956ca91cb7af8764646026bd70987868.pngsocieties:

  • Monastic orders. Take various vows, increase piety, more opportunities to convert districts. As many as two orders are available to Catholics, one to the other “parent” religions of Christianity, and one order to each “Indian” religion. The only pagan religion that has a similar order (Stoic School) is Hellenism. The Stoic school is more secular than typical monastic orders; it allows the spread of culture, not religion, throughout the provinces.
  • Society of Alchemists. They are involved in science and help improve technical progress. Available to almost everyone except most pagans. Of the pagans, Zunis and Hellenes can initially practice alchemy. But using the special doctrine “Astrology”, it is possible to make even Polovtsian alchemists (provided that they settle down and accept feudalism or a republic).

I’ll tell you about the doctrines during the reformation of paganism a little later.

  • Assassins. A unique society of Shia Islam, which is accessible only to them (as well as to some neighbors of the Abrahamic religions living near Shia countries). Allows you to intimidate and kill (at the last rank) other rulers, can summon unique armies and ships. In addition, all members of society, no matter what countries they live in, can help you in your conspiracies. Another nice feature for the head of a society (and becoming one is not so difficult) is that all other lower-ranking members of the community will certainly agree to any diplomatic requests, even the most unfavorable for them (for example, to become a vassal).
  • Demon worshipers. A fantasy community that grants extremely powerful supernatural abilities in exchange for a cursed soul (manifests in the form of assigning a lot of negative traits to the practitioner). Ruthless events (desecration of temples, killing peasants for fun, brutal killing of one’s own supporters) give dark power points that can be “spent” on using abilities. Demon Worshipers are available for most religions, but there are several different variations of this community in the game. All of them are absolutely identical in terms of abilities and events, but at the same time the communities are different, which means that members of one will not interact in any way with members of another, although absolutely similar. The Society of Lucifer is the most widespread and accessible to all Christians, Muslims, Zoroastrians, Zunists and Jews. This is very convenient because members of the same community will easily interact with each other regardless of religion. Three pagan religions were slightly less fortunate: Slavic, Finnish and Baltic paganism. They are united by the Khladnikov community. The rest turned out to be the least fortunate; their community is unique to their religion and does not allow interaction with people of other faiths. This is Germanic paganism, to which the Brotherhood of Hel is available, this is Hinduism (Cult of Kali), Tengrism (Carriers of Plague) and Hellenism (Bacchanalism). As already stated, the abilities of demon worshipers are extremely powerful. Any member of the community, even a neophyte, can sacrifice their captive in exchange for dark power - a very powerful opportunity in itself, since executing someone without increasing tyranny is sometimes extremely difficult, in case of sacrifice the status will be “missing.” Those who have advanced a little can summon a supernatural familiar that increases their characteristics. They can cast extremely powerful curses - with a successful curse, the victim will become ill with something serious like cancer and leprosy and most likely die, with a less successful curse the victim will become ill with something like the flu and will most likely be cured. In general, an indirect murder, in which hardly anyone would suspect the character. And they can also enchant any character - with a chance a demon will inhabit him, which makes him completely loyal. That is, in fact, he will not refuse anything and will never go against the one who bewitched him. But there is one unpleasant feature - in very rare cases, a demon that has possessed a bewitched person can trickster and kill an unsuspecting sorcerer. If you play with reboots, you can boot up and simply kill him, but if you play without them, such a death for the rulers can be an extremely unpleasant surprise. Those who have advanced even further in the hierarchy can easily kill their spouse and use dark healing - the only way in the game to heal any disease like cancer, and with a small probability even a lost limb can grow back (also a unique case in the game). The leader of demon worshipers can consume the lives of his children in order to prolong his own. In addition, as in the case of the head of the assassins, all other demon worshipers will almost certainly agree to any diplomatic requests.
  • Secret cults. They are a secret community of those who profess another religion, while formally accepting the official one. Every religion has such secret cults (for example, secret Catholics create the “Society of Jesus”, Sunnis create the “Islamic Brotherhood”, etc.). When almost the entire population professes one faith, but you really want to change it, then in order to avoid uprisings due to a sudden change, there is a softer way. Actually, almost all the abilities of secret cults are tied to gradually increasing the number of coreligionists, converting districts and gradually organizing a transition to another religion, accepting it openly.
    Military societies. One for each pagan religion; Representatives of organized religions are very reluctantly allowed in. But they spend their time there having fun: wars, raids, fights, duels, hunting, feasts and friendly jokes at the table. A nice feature is that members of military societies become more durable in battle, there is less chance that the commander or king-commander will be killed in war, and upon reaching the highest rank “Hero”, this probability is completely zero. At the same time, these societies do not have leaders; there may be several heroes in one society. When your character becomes a hero, he can go with other heroes on a journey in which he will look for worthy opponents in the best warriors of foreign countries; heroes returning from their journey will become the founders of bloodlines with two common (increased prestige and combat skills) and one unique (for example, acquiring fighting dogs or the loyalty of advisers by default) traits. In addition, you can recruit cool commanders and create armies literally out of nothing.

 

@Avinetta @BySpringBonnie76

@Evis7 @AleksGame @Nay_13

@IRn@bulbanoof @RMaRe@IKayzerI @thecarvalhogamer@ecl @Kiwi@aa30388@Alexey Navalny,@wbladew5,@qxz,@Wayne23lololh, @Anyone,@Nowarhia,   @Outlawexperience@GalacticCakes,   @Matvey,  @bizacjum @paul2kdj @BALONA30,   @Barbaris,  @Rodak Polak@wafflestein8@Yahya   @wbladew5,  @Mihael1@Warnnexx,  @Free City of Łódź what do you thinks about my idea?

 

@Łukasz Jakowski

It would be amazing if this was in the gameimage.png.f2054258e390fc33c495f7e35d878773.png

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1 hour ago, Денис Живков said:

In any case, there must be some of this.
Well, there must be demon worshipers and assassins. There must be some kind of intrigue and it must be intertwined with the theme of secretive people in dark clothes.

You never know what idea will please our lord lukasz.

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3 hours ago, Денис Живков said:

In any case, there must be some of this.
Well, there must be demon worshipers and assassins. There must be some kind of intrigue and it must be intertwined with the theme of secretive people in dark clothes.

these societies are the most basic and they should have the greatest influence throughout the world

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