Thanks for the feedback guys!
This is true, especially during the start of a campaign where most of the known world would probably have a Pagan majority. However, there are some regions (such as Noricum, Juvavum) that had significant proportions of other religions. In the case of Juvavum, this settlement's name reflected its significant number of Jewish residents.Originally Posted by Tiberius
Its regions such as this where I could do with some historical support, any obvious regions that were non-Pagan really need to be distinguishable from the rest.
The problem (discussed in the tutorial) is that adding more than 3 religions doesn't seem to work properly. The religious conversion strengths for example looks to be set-up for the first 3 religions; any additional religions can feature in the game, but their conversion effects are ignored.Originally Posted by symball
Yeah I agree. Paganism was essentially Polytheism, in other words the worship of a set of gods and godesses of varying status and importance. Judaism and Zoroastrianism on the other hand were Monotheism, in other words the worship of a sole god alone.Originally Posted by Tiberius
To aid conversion effects for Judaism and Zoroastrianism, perhaps agents', family members' etc conversion strengths could be set at a higher rate than Paganism. This would give these religions a chance against the probable Pagan monopoly religion. Also, this could reflect the strength of the preaching of Monotheism compared to Polytheism.
Additionally, specific triggers could be created that skews religious bias in certain factions' family members, agents etc, depending upon their starting location on the campaign map. What do you think?
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