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Deus Vult! - Religious Conversion

 

Religious Conversion in Deus Vult! happens on three different scales. Conversion of Leaders, Conversion of Locations, and Conversion of Nations.

 

Conversion of Leaders

The Ruler [K/Q/H] of a Nation my change religions completely at the player's whim. The player need only note the conversion in the leader's notes section and the GM will change the religion. The nobles will grumble, but the only mechanical effect of the conversion is that the leader, when performing the Religious Conversion action, generates conversion points to the religion he follows, not the national religion.

Other leaders must be converted via action. Either a leader of another Religion performing the Religious Conversion action, a Missionary Operation performed by a nation of another religion, or by a Religious Union marriage effect. In all cases the effects are as above, changing the effect of further Religious Conversion efforts by the leader in question. In addition, however, are a number of subtle effects. Such leaders use their individual faith to determine modifiers for certain actions, not the national religion. For example, such leaders will find it easier to run diplomacy in locations of their shared faith, but harder in locations of their old.

 

Conversion of Locations

Locations of organized religions (non-pagan) can be converted in increments through Religious Conversion and Missionary operations. For pagan locations, Religious Conversion works the same, but successful Missionary Operations will convert all remaining pagans in the location wholesale. Resettlement and Military Conversion actions will forcibly instate a new religion over a populace. However, if the populace ever successfully revolts, the conversion effect is cancelled.

 

Conversion of Nations

Nations of Organized (non-Pagan) religions have the hardest time in converting to a new religion. First, the nation immediately undergoes a Dynastic Failure check. If Dynastic Failure occurs, the Conversion attempt automatically fails, and the Dynastic Failure runs its course, possibly resulting in a new dynasty rising to power or even a complete civil war. Should the original dynasty survive and retain power, they are free to attempt the conversion again on following turns.

If there is no Dynastic Failure, each leader (who has not already been converted to the new religion) must pass an immediate revolt check. If they fail the check, they rebel from the crown, possibly leaving the nation or forming their own separate state. All leaders who pass the check remain loyal - but still retain their old religion. From this point forward, new leaders generated for the nation will follow the new religion.

After the leaders, all locations (which have not already been converted to the new religion), undergo an immediate revolt check as well. Any locations that fail the check erupt into rebellion against the local garrison and any reacting loyalist leaders. If the rebels are successful, the region becomes independent, with a new status of Hostile [HS] to the nation. Locations that pass their revolt check remain loyal, but still retain their old religion. After the round of revolt checks is performed - every location must conform to the new 'Maximum Region Status by Religion' value.

Upon conversion, the national Religious Strength is halved, any ROC or ROB above that value are lost.

Pagan Nations have an easier time converting to another religion. First - they avoid the nasty Dynastic Failure check that Organized Religions are hit with. Instead they go right to the individual leader and locational revolt checks. Each leader and location that passes the check converts to the new religion. Leaders that fail the check do not convert, and may abandon the nation, or may attempt to form their own nation. Locations which fail the check spawn a rebellion, and if the rebels drive out any defending national forces, become independent with a new Hostile [HS] status to the nation.

Upon conversion, the national Religious Strength increases by one.

Pagan nations may only convert to religions they have been exposed to. These religions will be listed in the player notes section of the stat sheet. Exposure can occur if: 1) The pagan nation is eligible for trade with a location of another religion; 2) A leader travels to a location of another religion then returns to the capital; 3) The nation receives a visit from a leader of another religion at the national capital; 4) Missionaries of another religion are active in the nation.

 

Organization of Pagan Religions

In addition to converting to a world religion, pagan nations may attempt to organize their own traditional beliefs into a new religion. This is done by performing the following action:

Name:  
Organize Pagan Religion
Code:  
OPR
BAC:  
75%
Stat:  
Charisma (S, B)
Requirement:   100 GP, 25 NFP; May only be performed by the national Ruler; Nation must have at least 1 ROC and 1 ROB
Results:  

The King creates a foundation for religious thought and study throughout the nation. Oral traditions are written down and a priestly class is literized and charged with the upkeep of religious duty. Success creates a new religion that no longer suffers the negative effects of Paganism. Upon completion, all national national leaders switch to the newly organized religion. All locations immediately undergo a revolt check: locations which pass the check convert to the new religion. Locations which fail, do not convert, and immediately attempt to revolt from the nation - even if the revolt fails, the location does not convert. If the Ruler fails the Charisma check outright, the nation immediately checks for Dynastic Failure, and as a second bite in the nether regions, the resources spent on the action are lost.

There is a hefty penalty to the Charisma check, so do not undertake this action lightly. In addition to Supporting Leaders and GP Bribery, there are a few other ways to increase your odds of success with the action:

Nation has been exposed to other Organized Religions.
Nation has been actively Missionized by other Organized Religions.
Nation controls multiple Type-2 Cities.
Nation's University Level.
Controlled Religious Megaliths.
Controlled and active Relics.

 

Organization of Heretics

In general, heretical locations will simply be content to mind their own business and practice their beliefs until the inevitable Missionaries, Crush Heresy Operations, or Military Conversion force them back underground. In two cases, however, active heresies may assert themselves and form distinct religions of their own. First, if a heresy manages to survive for a generation or more (5+ Turns) and spans multiple adjoining regions. Second, if the heresy manages to gain both the ruler and homeland of a nation as heretical adherents.

 

Roman Catholic Interdiction

When a Catholic nation finds itself the target of an Interdiction by the Vatican, it has two options. 1) Use the PAY leader action to appease it's Catholic partners and attempt a National Reconciliation Bull, or 2) Break away from the church and attempt to form a new religion.

Name:  
Found Protestant Religion
Code:  
FPR
BAC:  
75%
Stat:  
Charisma [Contested] (G)
Requirement:   25 GP; May only be performed by the national Ruler; Nation must currently be Interdicted by the Vatican
Results:  

The Ruler attempts a contested Charisma check against the current Pope. If the King is successful, a new religion is created with a [Hostile] status toward Roman Catholicism, but otherwise adopting all the same Religious Interactions of Roman Catholicism. The homeland and Capital of the nation convert to the new religion. Interdiction effects are then broken - the nation may resume trade with CRC nations, and the controlled regions of the nation no longer suffer degradation effects. However, all controlled regions must now conform to the Maximum Status by Religion. In addition, all religious statistics (RS, ROC, ROB) are halved , rounded down.

If the Pope wins the contested Charisma check, the nation immediately checks for Dynastic Failure.

On a tie, or if both the Pope and Ruler fail the Charisma check, nothing happens and the interdiction affects continue to apply.