Do they play any role in the game? There are e.g. only 1 or 2% of Jews in any provinces. They never became more. Maybe it´s only to not neglect this religion.
And don´t know exactly about Heretics, but for sure not way more percentage.
Do they play any role in the game? There are e.g. only 1 or 2% of Jews in any provinces. They never became more. Maybe it´s only to not neglect this religion.
And don´t know exactly about Heretics, but for sure not way more percentage.
I do not pay much attention to the Jews, these play insignificant role. The heretics seem to be insignificant per cent, too (at least in my games). The existence of heretics/jews seem to slightly decrease the loyalty but apart from that, they don't play a major role. I heard somewhere the Jews can slightly increase the income but I can be wrong.
The pagans are different story because the paganism is the religion of the Golden Horde.
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Last edited by Prince Cobra; 03-28-2010 at 14:38.
R.I.P. Tosa...
Hi,
as Prince said the two religions play minor roles and are there for the sake of historical accuracy/plausibility. The problem with both of them is that since no faction is of the jewish/heretic religion their percentages can never go up - neither naturally return to the jewish/heretic religion because no province is designated as jewish/heretic inherently (unlike others that are designated as catholic/muslim/orthodox). However there are plenty of hardcoded events that affect the heretic ratings in certain provinces, like for example the Cathars in Toulouse in the course of teh game. These give high boosts of the heretics in the said provinces (iirc in Toulouse heretics become more than 5%?). These can be fought back with the use of inquisitors (if you are catholic) or ulamas (if muslim) and iirc cannot be fought back if you are orthodox (or pagan).
However the game can be modded in ways that these are not "lost" completely - for example a jewish faction could be introduced (like the Khazar Khaganate) or, like the Pocket Mod had tried to do some years ago make spies spread heresy wherever they go.
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The unit_prod file has a column for Faith conversion rates. A unit can be either modified or created to convert the populace to Judaism or heresy.
In the main game, they generally don't have much effect. They will create unrest in a province when combined with another conflicting major religion up to a large percentage.
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Didn't the Supermod have a strategic agent called the "Jewish Master Merchant"? I seem to remember something like that. It would be neat
to be able to recruit such an agent whatever faction you are, or maybe you could also recruit religious agents of other faiths than your own
to convert your faction, in a way...
welcome back Durango,
yes i think it did. Also the medmod used to make Mongol troops spreading the pagan religion as drone suggested; not only agents but also troops can be assgned the same properties.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
Thanks, nice to be back again indeed. Life called, but now is the time for the best game in the TW series
Hmmm... interesting about the Mongol troops there... I might actually change that now that I'm playing (=modding) XL. The muslim
units could use a boost too. Religion is an interesting dynamic in MTW, a shame it's not more developed.
Interesting idea Durango,
The muslims suffer in terms of that since there are far less muslim factions and provinces on the board.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
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