Introduction
So, I've implemented one of my old ideas tonight to turn the 'religion' feature into a form of political dominance you have in a region. First, to sum up what religion does:
1. Public order is greatly impacted by cultural/religious differences. It's the number one factor, really.
2. It impacts diplomacy.
3. You are able to set a modifier for each religion via another religion to control the pace of 'conversion.' This essentially allows for a very flexible system of relationships.
4. You are also able to set each region/faction to have a religion and a 'zeal' number that goes with it between 1 to 3. I'm not sure exactly what these do, to be honest. I would imagine it influences public order to a degree.
Yet, CA only provided 11 religions in the game. Since we've already added 20 new subcultures, I've basically used them as the blueprint for this with a few tweaks.
There are, basically, two sets of religions. One goes to the factions in the grand campaign, and the other goes to the subfaction/rebel factions as well as the regions. This depicts regionalism and the influence of local elites as well as tribal groupings who would resist the efforts of the dominant political faction/tribe to impose its will.
Screenshots
Regional Cultures:
- African Tribes
- Arabian Tribes
- Armenian Nobility
- Thracian Tribes
- Venedic Tribes
- Belgic Tribes
- Berber Tribes
- Britonnic Tribes
- Caucasian Nobility
- Celtiberian Tribes
- Celtic Tribes
- Celtic Tribes
- Cisalpine Tribes
- Dacian Tribes
- Eastern Nobility
- Egyptian Natives
- Etruscan Elite
- Gaelic Tribes
- Gallic Tribes
- Germanic Tribes
- Greek Polis
- Hellenistic Elite
- Iberian Tribes
- Illyrian Tribes
- Italian Elite
- Judean Zealots
- Latin
- Lusitanian Tribes
- Sarmatian Tribes
- Parthian Tribes
- Persian
- Pictish Tribes
- Pontic Nobility
- Punic Colonies
- Saka Tribes
- Scythian Tribes
- Aquitanian Tribes
- Turdetanian Tribes
Factional list:
- African
- Arabian
- Armenian
- Thracian
- Venedic
- Belgic
- Berber
- Britonnic
- Caucasian
- Celtiberian
- Celtic
- Celtic
- Cisalpine
- Dacian
- Eastern
- Ptolemaic
- Etruscan
- Gaelic
- Gallic
- Germanic
- Hellenic
- Hellenistic
- Iberian
- Illyrian
- Italian
- Roman
- Lusitanian
- Mauryan/Buddhist
- Sarmatian
- Parthian
- Pictish
- Pontic
- Carthaginian
- Saka
- Scythian
- Aquitanian
- Turdetanian
I'm hoping this system will add immersion, realism (representation of different subcultures), increase the significance of cultures, slow down expansion, and make public order more difficult. It will also allow for a penalty related to 'distance from capital' in some cases, where as in others it can help with my goal of making different regions/areas/people have different relations for one another. For instance, Rome should have trouble controlling Judea. Here we have a Judaic religion (one of the few I added). The Ptolemies were conquerors. They had natives underneath them - as did the Hellenistic factions such as the Seleucids.
Tribal and Factional Politics
This ties into another feature of the mod - tribal politics. The bland, cut and paste political parties used by CA simply don't reflect the people of the period. Many of the 'factions' in game also depict confederacies or alliances ( the territory was inhabited typically by a number of tribes). To better reflect this reality, the political system for some factions will be used to show different tribal groups within a confederacy with the player representing the the dominant power. For instance, the Galatians were really a collection of tribes that formed a confederacy with the Tecotsages being the most powerful and influential. They met near a holy site near Ancrya. Political parties will be used to represent these different tribal groupings, and the balance of power will have varying effects on public order and civil war chances depending on the faction.
For the Greeks and Romans, we will attempt to show the real class and political divisions that existed in the particular society. For the Romans, the two major forces at play in politics were demagogic populists and the optimates. For the Spartans, reform efforts may lead to more political turmoil and unrest.
With 187 new rebel factions in the Grand Campaign that can actually take and hold territory, I think we have successfully created a highly dynamic campaign that reflects the ancient world as best as possible through the Rome 2 engine.
I'm curious on feedback.




















