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注意:当一个角色转换为其他宗教时,他们的小于6岁的孩子通常也会被转换。
你可以要求你的廷臣或直属封臣皈依你的宗教,条件是:
AI角色会接受皈依要求的条件是:
然而,如果秘密改信规则启用,这个角色可能会选择 继续秘密信仰他们的旧宗教,这会制造麻烦。
当一名统治者接受皈依时,他的所有宫廷成员都会自动皈依,除开那些拥有
或与领主之前的信仰不同的廷臣。 这也包括儿童,即使他们在其他人的宫廷接受教育。
成功要求皈依会产生一个-5好感度的“要求皈依”好感度修正,持续5年。这个修正通常会被移除的不同宗教信仰好感度修正所弥补。
一名角色可以通过以下改信决议改信其他宗教:
这里的绝大多数情况都不适用于
狂热 角色,还有持有宗教领袖头衔的角色比如哈里发、教宗、英雄王,某些角色有附加条件。
当宫廷牧师执行任务研究文化科技时,可能会皈依异端。他们的领主可能会逮捕他们,或者也改信异端。
该任务大多数情况下用来转化省份信仰,但是亦可转化该省份的角色信仰。此处存疑!
以下因素会提高成功概率:
更不可能:
一个没有宫廷医师的部落制或游牧制统治者可能会得到一个事件 事件RIP.4100。该事件发生30-60天后,统治者有机会改信。
当廷臣和(非神权制)统治者生活在一个异端省份时,他们可以改信异端。事件平均发生时间 在50个月和7200个月之间变化,这取决于主流正统的宗教权威多少和此角色的特质。当事件触发时,玩家(AI不行)可以选择拒绝改信。
在启用亚伯拉罕之裔 DLC, 角色可以皈依省份信仰,如果该信仰在之前信仰的同一宗教组中但与最高领主的信仰不同。异教徒和原始宗教信徒不适用。当地宗教信仰的宗教权威必须至少和之前信仰的宗教权威相同或更高。适用于在此信仰省份附近的角色,所以指挥官(包括统治者)可以通过这种方式改信外国宗教。
一个异端廷臣可能会试图转化其他廷臣,只要君主不认同该异端宗教。该异端廷臣必须已经成年(16+),自由状态且不是
无能。随后此人会在其他廷臣中随机选择一名信奉父母的宗教且已经成年 (16+)、自由状态、不是
无能,该廷臣需要与此人至少25+的好感度。
和主流宗教的宗教权威同样具有影响因素的是四种该异端廷臣可能有的特质,这会影响这种事件的发生。当此事件触发时,系统将随机选择一个满足所有先前条件的角色,并为该角色触发一个事件,要求其皈依异端。以下是对这一机制的详细解析:
由此,我们可以得到一个转化时间的平均区间数值:从至少8.4375个月(
狂热,
勤奋 并且 被传播者的宗教权威低于20%)到 14400个月(
愤世嫉俗,
懒惰 并且被传播者的宗教权威高于80%)
Now, this will not automatically make the target heretic. Instead, the target will have several choices; embracing the heresy, demanding the heretic converts back (can only be done if (s)he is the heretic's liege, and has a Diplomacy stat of 6+), imprisoning the heretic (has to be the heretic's liege, not a close relative, and have the zealous, wroth, or lunatic trait), or simply saying no.
Without any modifiers, all of these choices are equally likely, but two factors modify the chance of embracing the heresy; being independent halves it, and being a king or emperor quarters it. As such, the ruler of an independent realm is unlikely to convert to a heresy, but it can happen. Do note that while infidel religions cannot spread to your courtiers this way, they can be spread by infidel vassals using their court chaplains. As such, you should avoid having infidel vassals (and with medium crown authority you can revoke their titles for free anyway).
With the Sons of Abraham DLC, a courtier in the same religious group (but not the same religion) as their liege may attempt to convert someone. A target will be picked at random among courtiers with the same religion as the liege, or the liege.
All targets can simply accept or refuse, with AI behavior influenced by their opinion of the source and whether they are zealous. Lieges can also imprison. Lieges with 7+ learning can debate for reconversion. Finally, courtiers with 7+ intrigue can refuse and blab to the liege. (The liege can then request reconversion, although without 7+ learning this is more likely to anger the courtier than successfully convert them.)
The MTTH modifiers are similar to the heresy event above, except that this event's MTTH depends on the moral authorities of both religions. Non-heretics are 6x less likely to receive this event, to balance out the relative number of non-heretics.
A pair of events makes it possible to convert if at least one character is Christian, Muslim, Jewish, or Zoroastrian.
In event 100180, you notice that your friend is an infidel or heretic. You must be Christian, Muslim, Jewish, or Zoroastrian, and not a heretic. For some reason it requires scaled_wealth=0.5 (this might be a bug). If
, it gives an option to convert to your friend's religion.
In event 100181, your friend hit the previous event and chose "try to convert my friend". You have the option to convert to your friend's religion.
You may be able to arrange this with strategic use of
focuses:
It is possible to switch religion of a fellow clan in the same nomadic realm for 50 piety every 10 years. It works for both khans and khagans.
doesn't prevent taking this decision. It doesn't change Moral authority of the religions involved.
Every character will be born with the religion of the father in a patrilineal marriage, the mother in a matrilineal marriage or bastardy, or the religion of the captor if born in prison. Educators may get a chance to convert the child, with the rules depending on whether the
Conclave DLC is enabled.
The guardian and guardian's employer must have the same religion in order for the guardian to convert the child's religion (and same for culture). The mean times to happen are as follows:
| Guardian traits | Not priest | Priest |
|---|---|---|
| 30 months | 6 months | |
| 60 months | 12 months | |
| 120 months | 24 months | |
| None | ||
| 240 months | 48 months | |
| 480 months | 96 months |
As you can see, a religion change happens about 50% of the time if the guardian has no traits modifying the chance, as a child generally has a guardian for 10 years. If the guardian is
,
, and/or a priest it becomes far more likely, while on the other hand if the guardian is
and/or
it becomes quite unlikely.
So if you want to change the religion of a courtier or prisoner, you should assign a guardian who is a priest with the
and/or
trait.
With the Conclave DLC, the educator's ability to convert the child is controlled only by whether the child has been given the
or
.
For details, see Education (Conclave)#Culture and religion.
You may personally make your secret religion public at any time by right-clicking your portrait. If you have achieved the highest rank in the cult corresponding to your secret religion, you can arrange for all members in your top realm to announce their true faith in unison.
Your character may have a secret religion due to:
You may spend 250 piety to secretly convert to the religion of:
As a vassal, you can falsely adopt your liege's or top liege's faith by decision. This costs 100 piety and you continue practicing your old religion in secret. If you already have a secret religion, it only costs 50 piety. Each of your courtiers will decide whether to join; those who do will share both your public religion and your secret religion.
Characters with the
trait and religious heads cannot secretly convert by decision.
You get an option to secretly convert:
The Court Chaplain can convert provinces via the Proselytize mission. The speed depends on the Court Chaplain's skill (up to 22 learning) and other factors, including:
| Criteria | Factor |
|---|---|
| Same culture group | x0.75 |
| Same culture | x0.75 |
| Same religious group | x0.5 |
| Heresy | x1.5 |
Current religion moral authority:
| Moral Authority | Factor |
|---|---|
| Between 0 and 20 | x8 |
| Between 20 and 40 | x2 |
| Between 60 and 80 | x0.75 |
| Between 80 and 100 | x0.56 |
Every count+ vassal will have their own court chaplain, so to speed up conversion, it's better to have the more vassal levels and one demesne county per vassal.
If a prospering province has the wrong culture and religion, it can be flipped through a crown focus event. See Culture#Prosperity event.
Religions from different religious groups will only spread via inquisitions. As such, if you want a province converted to the One True Faith, you and/or your vassals will need to use your Court Chaplains to actively convert the province. Heresy, on the other hand, can spread on its own. The rate of spread is primarily affected by the Moral Authority (MA) of the church. "MTTH" means "mean time to happen" on a per province basis. The lower the number, the more often it will happen.
Heresy appearing isolated:
Thus, moral authority can make a huge difference. Heresy will appear out of nowhere at a rate slighly above 7 times higher at a moral authority of 0-20 than at 80-100. At a moral authority of 0 to 20%, almost half of your provinces will statistically go heretic over the course of a campaign as the length of the campaign (from 1066) is only slightly below the MTTH (387 years as compared to 450). However, heresy can also spread from province to province, and this happens at a much higher rate:
Thus, even at its slowest, this spread is faster than heresy appearing out of nowhere at its fastest. Further, the MTTH is multiplied by 0.75 if the county borders two or more heretic counties, giving these numbers:
Members of secret religious cults may use the "Prepare Grounds" ability in their provinces. When the cult performs a mass conversion (Openly Adopt Faith), these provinces will instantly convert along with the cult members. A player may opt instead to convert to their secret religion alone (Personally Adopt Faith), converting their demesne provinces with prepared grounds.
Characters at the highest rank in their religion's monastic society may, for 1000 devotion, instantly convert any realm province to their religion. Monastic societies are available for all Christian denominations as well as all Indian religions.
Some ruler decisions/events also affect vassals and realm provinces.
When a ruler takes the convert to attacker religion decision, the rest of the realm is forced to convert as well. Courtiers, vassals, and the capital province all convert (if they had the ruler's old religion).
The first two Mongol hordes, the Golden Horde and the Ilkhanate, can convert to the Catholic, Orthodox, Nestorian, Sunni, or Shia religion by a special event.
The Khagan must be unreformed Tengri and not Zealous. The horde's realm must include a province of the new religion. Finally, the time since horde arrival must be between 40 and 80 years.
The MTTH is about 4 years (per target religion), decreased to 3 years if the capital already has the new religion. With a 40-year window, it is therefore likely to happen as long as the Khagan has not reformed the Tengri faith and is not Zealous.
All characters are informed when the event triggers. The Khagan and all "playable" Tengri characters in the realm convert to the new religion. Their capital provinces also convert.
Any tribal leader, whose religion is pagan unreformed, neighbouring a realm whose leader's religion is organized - e.g. Christianity, Islam, Eastern religions, reformed pagan faith, etc. - can ask the leader of this realm to help convert the tribal leader's realm to the organized religion. Benefactor needs to be non-tribal, non-nomadic, non-theocracy (so you can't ask Pope for mass conversion) king or emperor level
Most players will want to spread their religion, and in particular, discourage the spread of heresies.
Appoint a good court chaplain: make sure your court chaplain has a skill of at least 13, or conversion will be slow. He should also have the same culture as the province being converted.
Use your court chaplain to spread your religion at all times, as then you'll end up with much fewer rebellions once you lose revolt risk from 'wrong religion'. Converting provinces also increases your religious head's opinion of you.
Avoid having infidel or heretic vassals. They might convert their provinces, their vassals or even your courtiers. If you have them, be on the lookout to convert them ASAP, especially if they are
.
Concentrate on heretics before infidels. Heresies frequently spread from province to province. Vassals will never convert to an infidel religion, but can convert to a local heresy. The heresy opinion penalty (-25) is also larger than the infidel penalty (-20). Finally, if you are Catholic, the pope may become mad at you if you hold a heretic province in your demesne for too long.
Don't keep counties of another religion for yourself, give them to a vassal instead. They'll have a court chaplain of their own that can convert their counties, thus speeding up the spread of your religion. Creating and giving out duchies also has the benefit of creating yet another court chaplain. However, you should try to keep your vassal holdings as small as possible, to maximize the number of court chaplains in existence.
Keep moral authority high. High moral authority makes court chaplains more effective at proselytizing, and makes heresies pop up and spread less frequently.
If Jewish or Muslim, try to have
vassals. Rulers of these religions will only assign their lord spiritual to proselytize if they have high ai_zeal. Muslim realms also benefit from Zealous rulers as they can never become
, making it easier to lower decadence to the level which grant benefits.
Be careful of powerful vassals who have openly adopted their secret religion. Since you cannot demand their conversion, the best option is to have religious title revocation and revoke all their titles. Be prepared to fight a civil war. As an alternative, consider waiting: the vassals may use religious title revocation to revoke titles within their sub-realms, causing them to become unpopular with their vassals (who are of your religion). You can help along and plot their demise. Their heirs are unlikely to be "true believers" and you can then demand conversion.
You may find it useful to encourage the spread of heresies, either within your own religion or another religion. If you can handle frequent revolts and your enemies can't, you have a huge advantage over your enemies. This will also make it easier to adopt a heresy yourself, if you want to. Encouraging heresies usually involve lowering the moral authority (MA) of the target religion.
If Catholic, appoint an antipope: This lowers the MA of the Catholic church by 30%, making heresies appear and spread more quickly, while making it difficult for rulers to convert their provinces back.
Help heretic rebels win by distracting your enemies. This also has a large effect on moral authority.
Seize the holy sites of a religion and give them to vassals of another religion: As one fully controlled holy site gives +10% to MA, seizing multiple holy sites can greatly damage MA. Note that seizing Catholic (Rome, Christian Cologne) or Islamic holy sites (Mecca, Jerusalem, Baghdad for Sunni, Damascus for Shia) might trigger early Crusades/Jihads.
As a heretic, you will gain Holy War CBs on just about everyone, while maintaining the ability to invite and intermarry within your religious group.
You can get your heir educated by a heretic in a heretic court (if there isn't a heretic court, invite a heretic and give them land). But this is a risky strategy because you must deal with unhappy vassals and neighbors at the already-precarious time of succession.
There are several ways to become a heretic as an adult. If you can fill your court with
heretics, perhaps through marriage, one of them might attempt to convert you. When your court chaplain has the "research cultural tech" mission, they can convert to a heresy and suggest that you convert as well. With
Rajas of India, you can convert to a heresy by moving your capital to a heretic province and spending 500 piety.
Be aware that not all heresies are identical. Among Catholic heresies, for example, only Cathar has access to gender-equal succession and only Fraticelli can have its own Pope. Furthermore, in your game, some heresies will have higher moral authority and more land than others (both visible in the Religion page of the Ledger).
AntipopeArbitraryBastardBönCarousingCasus BelliChristianityConclaveConcubineCouncilCourt ChaplainCourt PhysicianCrusadesCultCultureCulture conversionCynicalDecadentDecisionDiligentEastern religionsEducation (Conclave)Faith focusFocusFriendshipGame rulesHeritage focusHoly siteHordesImprisonmentIncapableIndian religionIslamLedgerMarriageMean time to happenMoral AuthorityMoral authorityNomadismPagansProsperityRajas of IndiaReligionReligious conversionReligious headRevolt riskRomuvaScholarshipSlothfulSocietiesSocietySons of AbrahamSuccessionTraitsVassalsZealous一夫多妻制东方宗教亚伯拉罕之裔伊斯兰教