INTRODUCTION

This started out as a simple balance mod for the various natures and doctrines, but grew over time into an overhaul of the reformation system and a comprehensive rebalance of most of the game's religions. It's not finished, but it's sufficiently developed to release it to the public. If you have any constructive criticism or suggestions you wish to share feel free to do so.

MAIN FEATURES

1) In the new reformation interface natures and doctrines have been merged into a single category called doctrines and you get to pick three of them by default.
2) Rebalanced existing doctrines and leadership types and added 15 new regular doctrines, 10 new unique doctrines and 1 new leadership for a total of 40 doctrines and 5 leadership types to choose from.
3) Each pagan religion can choose between two unique doctrines.
4) Added a new game rule Doctrine Selection that allows you to choose between Balanced (can only select one unique doctrine, can only take 4th doctrine with Autonomous leadership) and Unrestricted (can select both unique doctrines and fourth doctrine slot is always available).
5) Reformed pagan religions lose raiding and concubines to make them balanced, but both can be re-enabled with doctrines. Reformation is intended to allow you to customize the religion to match your needs rather than to be a straight upgrade and unreformed pagan religions should be more viable in the long term.
6) Added features to bland heresies and rebalanced religions in general.

The mod is localized into French, German, and Spanish. I know German so it should be fine, but French and Spanish translation was done with Google translate and is likely pretty bad. If you speak either language and wish to help me fix the translation I will be grateful for any help you can provide.


COMPATIBILITY

This mod is not ironman compatible and will not allow you to get achievements.

The mod modifies religions, reformation features, the reformation interface, succession laws, voting rules, government forms, societies, and several decisions (from the dynasty, minor, and realm decision files). Any other mod that changes any of these things is almost certainly going to be incompatible. Mods that add an entirely new society should be fine though.


DETAILED LIST OF ALL CHANGES

Changes to existing religion features:
- Warmongering, Unyielding, Peaceful, Proselytizing, and Dogmatic no longer have any effect on whether or not characters will try to convert provinces they own. All reformed religions are set to always convert owned provinces by default. However, Cosmopolitan still makes the AI not convert provinces.
- Autocephalous leadership gives +20 temple vassal opinion and allows you to force a vassal religious head to abdicate.
- Autonomous leadership enables taking a 4th regular doctrine.
- Autonomous leadership no longer provides an attribute bonus. This is unfortunate but was necessary in order to facilitate many of the new doctrines.
- Great holy wars are enabled by Hierocratic or Temporal leadership.
- Agnatic & Enatic clans now force strict Agnatic/Enatic succession. Agnatic-Cognatic and Enatic-Cognatic are no longer allowed.
- Ancestor Veneration no longer requires a religious head to work. Blessed ancestors are determined automatically. You can now combine it with any type of leadership.
- Animistic rites of passage bug fixed. Bonuses now last for 30, 20, or 10 years (AI always takes the 20 year bonus). AI will only use the Sign of Power (reduced revolt risk, increased income) if it's count tier or higher.
- Animism doesn't give a land morale bonus, but instead gives +50% morale in home territory.
- Cosmopolitan is disabled.
- Dogmatic and Proselytizinh no longer enable raiding or great holy wars, but they also don't cause you to lose Piety loss if attacking followers of the same religion.
- Monastic enables Monastic Feudal government for Tibetan rulers.
- Monastic no longer provides a learning bonus. In an update it will provide access to monastic orders, but I wasn't able to implement that yet.
- Pyramid Creation now grants -25% great works construction cost & time
- Religious Tax changes AI behaviour so that rulers do not convert provinces of religions from other religion groups.
- Sea-bound allows you to raid (if you don't have Peaceful).
- Syncretic gives infidel vassals a decision to gain sympathy towards the liege's religious group.
- Unrelenting now gives +20% land morale instead of the 10% attack bonus.
- Unyielding no longer enables raiding or great holy wars and doesn't give any levy or garrison size bonus.
- Unyielding (and defensive religions) now gives +50% defense and +50% garrison size in home territory.
- Warmongering no longer enables great holy wars, but instead gives +20% levy size.

New leadership:
- God-king (leadership): temporal religious leader that is considered to be the high god of the religion and has special feudal/tribal government that allows holding temples in addition to castles/tribes and allows free revocation of all vassal titles; requires Divine Marriage doctrine; doesn't automatically enable great holy wars; replaces Dogmatic + Divine Marriage + Temporal synergy

New regular doctrines:
- Charity: enables a decision to donate 500 gold and get 250 piety with a 15% chance to add Charitable or remove Greedy.
- Communal: enables special new government type called Religious Community that replaces feudal; allows holding castles, temples, and cities without penalty and +20 vassal limit, but can't usurp or create kingdoms and empires, can't imprison without reason, and forced to use Elective Monarchy; requires Warrior Culture and Autonomous leadership
- Consorts: allows taking consorts
- Divine Truth: unlocks an ambition that makes you Honest, Just and Diligent.
- Free Love: +10% Fertility, mothers always reveal the real father, fahers always legitimize bastards and most negative opinions for producing bastards are removed.
- Joy of Life: enables a decision that removes Stressed/Depressed or gives an event modifier bonus to diplomacy/fertility/dynasty opinion
- Holy Wars: enables great holy wars for religions with God-king leadership
- Horse Cult: +20% attack and defense bonus for Light Cavalry, Horse Archers, Camel Cavalry
- Kinship: +20 dynasty opinion
- Sacred Lies: unlocks an ambition that makes you Deceitful, Groomed and Shrewd.
- Temple Builders: +10 temple vassal opinion and -50% temple holding construction cost (stacks with monastic order bonus)
- Unity: +10 same religion opinion, lose piety if attacking same religion
- Warrior Culture: +20% attack and defense bonus for Light Infantry, Archers, Pikemen; incompatible with Warrior Elite
- Warrior Elite: +20% attack and defense bonus for Heavy Infantry, Heavy Cavalry, War Elephants; incompatible with Warrior Culture
- Holy Warriors: enables a new temple building that adds more troops and two retinues that can be hired with Piety; type of retinues is based on the terrain of your capital; synergy with Enatic Clans also allows hiring Amazon retinues (Archers or Horse Archers); requires Legacy of Rome DLC

Holy Warriors retinues by capital province terrain:
- Plains: Light Cavalry and Heavy Cavalry
- Farmlands: Heavy Infantry and Heavy Cavalry
- Forest: Archers and Pikemen
- Hills: Pikemen and Heavy Infantry
- Mountains: Light Infantry and Heavy Infantry
- Steppe: Light Cavalry and Horse Archers
- Jungle/Marsh/Arctic: Light Infantry and Archers
- Desert: Light Infantry and Camel Cavalry

Unique doctrines:
- Germanic gets Call of Valhalla (Unrelenting + Warmongering) and Sons of Ragnarok (Sea-Bound + Daring).
- Tengri gets Eternal Riders (Horse Cult + Ancestor Veneration) and Wrath of the Steppe (Animistic + Warmongering).
- Romuva gets Defenders of Dievas (Unity + Unyielding) and Sacred Dainos (Ancestor Veneration + Animism).
- Soumensko gets Survivors of Ukko (Animistic + Unyielding) and Tribes of Kalevala (Ancestor Veneration + Kinship).
- Slavic gets Children of Perun (Animistic + Joy of Life) and Guardians of Zemlya (Ancestor Veneration + Unyielding).
- African gets Totem-Guardians (Animistic + Warrior Culture) and Wisdom of Africa (Ancestor Veneration + Syncretism).
- Zunist gets Dawnbreakers (Divine Marriage + Polygamy) and Swords of the Sun (Holy Warriors + Warrior Elite).
- Bon gets Harmonious (Equality + Stability) and Fortress-Monasteries (Monastic + Unyielding).
- Aztec gets Invaders (Bloodthirsty Gods + Sea-Bound) and Jaguar Warriors (Warmongering + Warrior Elite).
- Hellenic gets Civilized (Meritocracy + Stability) and Disciples of Destiny (Astrology + Haruspicy).


Ureformed pagan religions are designed as a combination of five doctrines.
- Norse: Consorts, Daring, Sea-Bound, Unrelenting, Warmongering
- Tengri: Ancestor Veneration, Animistic, Consorts, Horse Cult, Warmongering
- Romuva: Ancestor Veneration, Animistic, Consorts, Unity, Unyielding
- Soumensko: Ancestor Veneration, Animistic, Consorts, Kinship, Unyielding
- Slavic: Ancestor Veneration, Animistic, Consorts, Joy of Life, Unyielding
- African: Ancestor Veneration, Animistic, Consorts, Warrior Culture, Syncretic
- Zunist: Divine Marriage, Holy Warriors, Polygamy, Syncretic, Warrior Elite
- Bon: Consorts, Equality*, Monastic, Stability, Unyielding
- Hellenic: Astrology, Haruspicy, Meritocracy, Stability, Syncretic
- Aztec: Bloodthirsty Gods, Consorts, Sea-Bound, Warmongering, Warrior Elite

Notes:
- When AI characters reform a religion they have an increased chance to take doctrines that match the unreformed version. They will almost always also take at least one of their unique doctrines.
- Equality* means Absolute Cognatic is allowed, but unlike with the actual doctrine it is not enforced. Agnatic is prohibitet, but rulers can still be Agnatic-Cognatic. It also does not enable having female councilors.
- Unreformed pagans with built in Ancestor Veneration have half the normal chance to get venerated ancestors.
- Bon & reformed Bon can join the Buddhist monastic order as a temporary measure until proper pagan monastic orders are implemented.

In addition to the above the pagan religions are considered to be either civilized or uncivilized:
- Civilized pagan religions have normal succession laws, normal short reign penalty, do not have defensive attrition, and do not enable raiding. They are Hellenic, Zun, Bon, and Aztec.
- Uncivilized pagan religions have double short reign penalty and do not have access to Primogeniture, Ultimogeniture, or Elective Monarchy successions, but they benefit from defensive attrition and they can raid. They are Norse, Tengri, Romuva, Soumensko, Slavic, and African.

All unreformed pagans also still have their Pagan Subjugation CB that they can use once per life to subjugate another pagan ruler if they're either tribal or have Elective Gavelkind succession. In addition they can now subjugate a ruler of lower rank regardless of religion, but that uses the same once per life limit as Pagan Subjugation. Essentially this means unreformed pagans can perform one subjugation per life, using either Pagan Subjugation or the new generic Subjugation. Failed subjugations do not count against the limit.

Changes to non-pagan religions:
- Catholic/Messalian/Sunni/Shia/Jain/Mazdan group: unchanged
- Fraticelli: added Give Large Donation decision (lose 500 gold, gain 200 Piety)
- Lollard: added Peaceful, Warrior Culture, Stability, +2 Stewardship & Learning, and an ambition to become Honest, Just, and Diligent
- Waldensian: added Peaceful, Warrior Culture, Communal, Give Large Donation decision
- Cathar/Bogomilist: added Peaceful, Warrior Culture, Communal
- Orthodox/Monothelite: added +20 temple vassal opinion, a decision to replace vassal religious head, intermarriage with Slavic and Germanic pagan
- Iconoclast:  added +20 temple vassal opinion, a decision to replace vassal religious head, +10 Muslim opinion & -10 opinion from other Christians, intermarriage with Sunni
- Miaphysite/Monophysite/Paulician: added Unyielding, intermarriage with Muslims
- Jewish group: added Unyielding, can't demand conversion
- Nestorian: added +2 Diplomacy & Learning
- Yazidi: no jihads, can't demand conversion, hard to convert, no intermarriage with other religions
- Zikri: no jihads, Peaceful
- Druze: no jihads, Unyielding, can't demand conversion
- Hurufi: no jihads, +2 Diplomacy & Learning
- Kharijite: -4 Diplomacy, +2 Martial & Intrigue, allows Agnatic-Cognatic succession
- Hindu: added Warrior Elite
- Buddhist: +2 Diplomacy & Learning instead of +4 Learning
- Taoist: added Melliorism decision (also benefits from Stability + Meritocracy synergy), +2 Learning (in addition to existing +2 Stewardship), subjugation CB (vs any lower tier ruler; once per life; can't be used by Western Protectorate)
- Zoroastrian: added +5 Persian opinion and an ambition to become Honest, Just, and Diligent

Other changes:
- Added river movement to all religions.
- If your religion allows heir designation and you have Imperial Elective succession you get +300 voting strength.
- Max tribal organization or being feudal enables Gavelkind and Seniority for all non-Muslims (this mainly makes them available to unreformed pagans, but it also makes Seniority more useful for non-pagans because it doesn't directly compete with Primogeniture).
- Tibetan cultures are eligible for Monastic Feudal government with any monastic religion (Bon, Buddhist, Hindu, Jain, all Christian religions and all reformed pagan religions with Monasticism)
- Religions that allow Absolute Cognatic succession no longer allow Agnatic succession, though Agnatic-Cognatic is still permited.
- Unreformed pagans are allowed to use the decisions to Adopt Feudalism or Found Merchant Republic.
- Germanic pagan demon child events now give Possessed, Arbitrary, Cruel, and Wroth when the demon child reaches adulthood.
- The rare reincarnation flavor event is now available to Hindu, Buddhist, Jain, (reformed) Bon, (reformed) African, Mazdaki, Manichean, Khurmazta, Cathar, Yazidi, and Druze characters.
- You can legalize bastards even if you don't have 20 Piety, but doing so will still cost you 20 Piety (so you can go negative).
- Changed the tattoos for non-African animists to make them a little less jarring.

Plans for future updates:
- Monastic doctrine will enable joining a pagan monastic order. Monastic order abilities will be tied to other doctrines of the religion (the three flavors will be zeal, war, and love/harmony).
- allow choosing the new religious head when you force the old one to abdicate
- review and rebalance Mazdan religions
- make Manichean an independent religion instead of a heresy of Zoroastrian (need icon)
- figure out what to do with Yazidis (will probably need icon for them too)
- implement a perfecti mechanic for Cathar and Messalian
- balance religions for random worlds
- invent plausible heresies for reformed pagan religions
- make Imperial Elective succession tied to Imperial Administration law instead of specific titles


