Crusader kings 2 how to play pagan
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You trade some of your offensive/defensive capability for stability, faster conversion, and Great Holy Wars to combat Crusades and Jihads. There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. Foreign missionaries become more effective as tribal rulers decide they are ready to feudalize.Also, as tech advances, rival feudal realms can take advantage to construct better buildings for greater economic and military power. Ironically, the low technology is a greater issue after the adoption of feudalism, as feudal realms require higher tech for the construction of buildings. Pagan territories are usually significantly technologically behind all other cultures' territories, with the exception of Germanics having a tremendous lead in shipbuilding at the start of 867, as well as receiving said bonus after some time at the 769 start.Large tribal realms do not benefit as much since vassals of vassals cannot be called. Medium-sized tribal realms can muster unusually large armies by having a large demesne, and by calling vassals to war rather than raising liege levies. Tribal holdings can be upgraded quickly, but fully settled provinces can be upgraded more (with sufficient wealth and technology). Pagans find it difficult to switch from tribalism unless they start as feudal (Balkan states, Zunists, Tibet).Defensive attrition is completely negated once attackers reach Military Organization 4. However, it only applies to the homeland, and pagans have difficulty converting provinces due to low moral authority. Defensive attrition is a powerful deterrent in the early game.Feudal rulers bordering rivers will eventually increase their fort level to the point that Germanic pagans can no longer navigate those rivers. But later, feudal realms grow their income more quickly, while raiding becomes less feasible as targets consolidate.
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Germanic pagans do especially well since they get free ships, can navigate rivers, and are close to prime raiding targets. The ability to raid makes some pagans uniquely wealthy in the early game.However, large realms are unstable due to elective gavelkind (if tribal), difficulty converting characters and provinces, higher priority for independence factions, and a large Short Reign penalty. Powerful Pagan CBs allow Pagans to expand quickly.Pagans tend to be powerful in early years but weaken as time passes for several reasons: However, the longer the faith goes unreformed, the weaker it becomes. It also supports early-game dominance - you are next-to-none as a Germanic ruler in 867. However, stability is very low, and you have little control over your realm. Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. 7.1 Traits inherited from unreformed religionĮarly power, late weakness.
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The Zunists are unique in that they are somewhat of a hybrid of the Offensive and Defensive generic Paganism grants no bonuses. In game terms, all pagan religions fall into one of two broad groups, with a few exceptions - the offensively-oriented Germanic, Hellenic (Greco-Roman), Tengri and Aztec faiths, and the defensively-oriented Romuva (Baltic), Slavic, Suomenusko (Finnish), African, and Bön (Tibetan) faiths. Pagans may fight back in the name of the old gods, and even seek to eliminate the monotheists from Europe. Historically, the pagan faiths were gradually supplanted by Christianity, Islam, Dharmic religions, and Eastern religions, but this does not necessarily happen in the game. Bön is also unlocked by Jade Dragon, and Horse Lords allows playing of pagan nomadic rulers.
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Pagan non-nomads normally requires the Old Gods or Holy Fury DLC to be playable. Pagans follow the old polytheistic traditions, spurning the Abrahamic and Indian religions' talk of a segregation between physical and spiritual realms in favor of polytheistic physical gods. Please help with verifying or updating older sections of this article.Īt least some were last verified for version 3.0.