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  1. #1
    Pietrak's Avatar Biarchus
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    Default Heresy Mechanics

    A question to the team:
    How does heresy among Empire factions work?
    Turn 16 at my Hochland campaign, Nordland went heretic.
    Turn 19 Talabecland went heretic.
    I checked with spies, at their captials the religion is still around 85% Empire Pantheon.
    How do you go heretic anyway?

    PS. Small questions. What are Cemetaries for? Those building still lack description.

  2. #2
    RedDwarf's Avatar Ordinarius
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    Default Re: Heresy Mechanics

    Quote Originally Posted by Pietrak View Post
    A question to the team:
    How does heresy among Empire factions work?
    Turn 16 at my Hochland campaign, Nordland went heretic.
    Turn 19 Talabecland went heretic.
    I checked with spies, at their captials the religion is still around 85% Empire Pantheon.
    How do you go heretic anyway?

    PS. Small questions. What are Cemetaries for? Those building still lack description.
    I do not know what the threashold is but it spams empire hertics in my game.
    Graveyards are VC barracks.
    "When In doubt? Belive the person with the bloodier weapon!"
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  3. #3
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Heresy Mechanics

    There is also a script that makes an Empire county revolt at some point in the game. I'm not sure how many can go bad though.

  4. #4
    Pietrak's Avatar Biarchus
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    Default Re: Heresy Mechanics

    Quote Originally Posted by RedDwarf View Post
    Graveyards are VC barracks.
    So why are they buildable by the Empire?

    Quote Originally Posted by The Holy Pilgrim View Post
    There is also a script that makes an Empire county revolt at some point in the game. I'm not sure how many can go bad though.
    I'm wondering if the curious selection of heretic factions has something to do with the fact that I'm playing Hochland. Nordland is my northern border, Talabecland is at my southern border. I'm effectively boxed now.

  5. #5
    Werebear's Avatar For Mother Russia
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    Default Re: Heresy Mechanics

    Quote Originally Posted by The Holy Pilgrim View Post
    There is also a script that makes an Empire county revolt at some point in the game. I'm not sure how many can go bad though.
    deleted

    for now if you are excommuniacted - heresy

  6. #6

    Default Re: Heresy Mechanics

    Quote Originally Posted by isilendil View Post
    deleted

    for now if you are excommuniacted - heresy
    Now as in from 1.4.1 patch? Or now as in from the next release? Also seeing how in vanilla you usually get excommunicated for attacking fellow believers/the pope(both being impossible in CoW) how can you actually get excommunicated?
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  7. #7
    Werebear's Avatar For Mother Russia
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    Default Re: Heresy Mechanics

    Quote Originally Posted by Alerion View Post
    Now as in from 1.4.1 patch? Or now as in from the next release? Also seeing how in vanilla you usually get excommunicated for attacking fellow believers/the pope(both being impossible in CoW) how can you actually get excommunicated?
    AI can attack allies (he is cheating)

  8. #8

    Default Re: Heresy Mechanics

    because the Empire also need graveyard for their troops

  9. #9
    RedDwarf's Avatar Ordinarius
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    Default Re: Heresy Mechanics

    Quote Originally Posted by holynevil View Post
    because the Empire also need graveyard for their troops
    "When In doubt? Belive the person with the bloodier weapon!"
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  10. #10
    Himster's Avatar Praeses
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    Default Re: Heresy Mechanics

    Grave yerads increase health of population and also slightly help with conversion for empire.

    For VC they are barracks, religious conversion thingys and something else probably.
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  11. #11

    Default Re: Heresy Mechanics

    For Vampire Counts Graveyards are your one and only place to recruit undead units, the bulk of your army. It also provides a morale bonus for troops trained there.

    For Empire Graveyards increase population growth rate and population health bonus. As well as morale for troops trained here.

    Heresy is a little complex while there is a heretic script the quickest and easiest way to go "Native" heh he heh... Is to lower your faction leader's piety the lower this stat and the closer to zero you get it the greater the % chance of being declared heretic. There is no hard limit threshold for this it's all chance and I don't know the max chance you can get up to... It's re-calculated each turn.

  12. #12
    Pietrak's Avatar Biarchus
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    Default Re: Heresy Mechanics

    But there is one more thing - when a faction is declared Heretic, it is instantly allied to one of the Chaos Factions. Currently in my campaign Nordland is allied to Nurgle and Talabecland is allied to Khorne. How is it determined?

  13. #13

    Default Re: Heresy Mechanics

    By my experience it seems quite random, you can even go heretic without contact with any of the chaos factions.

    On a side note, the frequency needs to be toned down a bit, in my tablacand(spl?) game I went(or rather was sent) heretic twice in a time-span of 10 turns. While in my dwarven one four electors went heretic by around turn 20(later two got eliminated and another went heretic).

    Concerning excommunication that goes with heresy, it needs to be either toned down(-200% order? AND removal of both sigmar temples of all levels and knights on going heretic) or disappear with heresy ending(after some turns struggling with it I just ended up assassinating the pope which I take is not meant to be the only way to do it?)
    Sanity, in an insane world, is insane.

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  14. #14
    Evil_Ewok's Avatar Tiro
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    Default Re: Heresy Mechanics

    Pietrak - your question is a good one that I had also wondered about.

    In my campaigns no less than five Empire factions turn traitor and succumbed to heresy. The only way to end it is kill the leader, then they magically revert to good... until they succumb again (yawn).

    I think the heresy script is far too prone to lead Empire factions to heresy, yet it does make the campaign very unpredictable as suddenly your ally can go rogue and you are facing a new enemy in your midst.

    Would like to know if you are playing as an Empire faction if you can lose provinces this way, or even minimise your allies vulnerability to this annoying factor.

  15. #15
    eggthief's Avatar Praepositus
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    Default Re: Heresy Mechanics

    Quote Originally Posted by Evil_Ewok View Post
    Pietrak - your question is a good one that I had also wondered about.

    In my campaigns no less than five Empire factions turn traitor and succumbed to heresy. The only way to end it is kill the leader, then they magically revert to good... until they succumb again (yawn).
    I had Averland go heretic today, they had a terribly strong force and were invading the rather weak Stirland and Wissenland, so I decided to take them out. Destroyed stack after stack untill I fought one of their last armies, the one with their faction leader. After killing him they reverted back to normal. However, 3 turns later, the grimgor script was activated and they were swarmed by orc stacks without any kind of defence, thanks to me.

    Hochland also went heretic, they've pretty much lost all their settlements due to revolts, I guess cause of religious unrest.

  16. #16

    Default Re: Heresy Mechanics

    Quote Originally Posted by eggthief View Post
    Hochland also went heretic, they've pretty much lost all their settlements due to revolts, I guess cause of religious unrest.
    Actually as far as I have seen(the mentioned Tabalcand game) there is no religious unrest penalty during heresy. I think it is because technically you still worship Sigmar, as in, your in game religion stays as "catholic" seeing how excommunication penalty still affects you( even after heresy ends unfortunately) which is cause of most heretic( and post-heretic) countries falling apart. To be honest I find it quite game damaging, cause as much as a human player manages revolts quite well the AI swiftly loses hold on most of its lands(usually they are left with their capital and not much more.
    Sanity, in an insane world, is insane.

    ~It is hard to fail, but it is worse never to have tried to succeed.~
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  17. #17

    Default Re: Heresy Mechanics

    Reason begets Logic--> Logic begets HERESY!
    Thus Reason is HERESY!
    Purity is just the prelude of incoming HERESY!
    Thus, being pure, means being HERESY!

    Yeah, but sometimes the HERESY! can be quite useful if you are playing Sylvania (HERESY!) for example, when the Grand Theogonist appoints Drakenhof (HERESY!) for the Crusade...is there anyway to undo the Crusade, by the way? Because, it gets quite annoying (HERESY!) to have about 8 generals bare standing around Drakenhof after their armies have been crushed...Do I have to assassinate the Grand Theogonist (HERESY!)?
    Last edited by sithi; January 10, 2011 at 03:30 AM.

  18. #18

    Default Re: Heresy Mechanics

    Quote Originally Posted by sithi View Post
    Reason begets Logic--> Logic begets HERESY!
    Thus Reason is HERESY!
    Purity is just the prelude of incoming HERESY!
    Thus, being pure, means being HERESY!

    Yeah, but sometimes the HERESY! can be quite useful if you are playing Sylvania (HERESY!) for example, when the Grand Theogonist appoints Drakenhof (HERESY!) for the Crusade...is there anyway to undo the Crusade, by the way? Because, it gets quite annoying (HERESY!) to have about 8 generals bare standing around Drakenhof after their armies have been crushed...Do I have to assassinate the Grand Theogonist (HERESY!)?
    Assassinating the Grand Theogonist won't stop the Crusade in fact it may even make it worse. I did something like that in vanilla Med 2 I was playing as Egypt a turn later five more factions joined the Pope's Crusade for a total of 8 at that point. And I am throughly convinced had I not done that that they would have stayed neutral because it was 12 turns since the band wagoning ended...

    The only way to stop a Crusade is to ride it out and just survive it the AI "Pope" will eventually get tired of the Crusade and call it off after seeing it stall and die out..... But it can take a while. I was playing at Gondor in Third Age one time and Sauron called a Invasion (Crusade) on Minas Tirith it was called on turn 2 I didn't get notification that the Crusade was called off till turn 63. I spent 61 turns balancing between holding the Anduin and reinforcing Rohan to block the other Evil factions and waging war against Harad in order to expand....

  19. #19

    Default Re: Heresy Mechanics

    Edit the building stats (Temples of empire,BP,Hight elves,Dark elves,dwarfes,orcs,kislev) and add them more religion points- they have 3-4 time less of them then a chaos.
    All Orks is equal, but some Orks are more equal dan uvvas.

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