[ index | archive | maps | rules | nations ]

Religious Operations

The following list of operations replaces those found in the standard v6 rules.

General Operations

Name:  
Missionary Work
Code:  
MW
Target:  
Non-Pagan Region
Results:  
Success generates some percentage of conversion. This percentage is marked on the map. Once the region becomes 100% converted, it switches to the new religion. Failure has a chance of decreasing any progress you have already made.

 

Name:  
Missionary Work vs. Pagans
Code:  
MWP
Target:  
Pagan Region
Results:  
Success converts the pagan region entirely to your national religion. The exception is any percentage points converted by other organized religions through Religious Conversion leader actions. Those percentages will remain.

 

Name:  
Missionary Work vs. Leader
Code:  
MWL
Target:  
National Leader or Royal Family Member
Results:  
Success converts the targeted leader to your religion. This has a number of subtle effects.

 

Name:  
Missionary Work vs. Heretics
Code:  
MWH
Target:  
Heretical Region
Results:  
Success generates some percentage of conversion. This percentage is marked on the map with an O (Orthodox). Once the region becomes 100% orthodox, it switches back to the regular version. If the location is completely converted on the turn following the outbreak of the Heresy, any loss of status due to the outbreak will be restored. Failure has a chance of spreading the Heresy to another region.

 

Name:  
Counter Missionary Work
Code:  
CMW
Target:  
Generic; Regions or Leaders; Specific Region or Specific Leader
Results:  
Success hinders other nations from converting any of your regions or leaders. It acts as a direct negative to: MW/MSP/MWL Ops, AH Ops, and RC Actions.
   Generic: Protects all regions and leaders, but with a penalty to the roll.
   Regions: Protects all regions (but no leaders) at the standard roll.
   Leaders: Protects all leaders (but no regions) at the standard roll.
   Specific Region or Leader: Protects only the target leader or region, but with a bonus to the roll.
Note that this operation affects all of the above actions within your borders, even ones you might consider beneficial.

 

Name:  
Crush Heresy
Code:  
CH
Target:  
Region of Heretical Status to your National Religion
Results:  
The Nation attempts to stomp out the heresy from the region, reverting it back to an orthodox version. If this action is undertaken and successful on the turn following the outbreak of the Heresy, any loss of status due to the outbreak will be restored. If this operation fails, the Heresy has a chance of spreading.

 

Name:  
Agitate Heresy
Code:  
AH
Target:  
Region
Results:  
Success triggers the region in question to embrace an heretical version of worship. This may result in some status loss for the region's controller. A critical failure may result in the Heresy triggered in one of your regions instead.

 

Name:  
Reform Religion
Code:  
RR
Target:  
Self
Results:  
Success brings the nation's religion in tune with the orthodox thinking. Any heresies currently present within the nation are immediately Crushed. Further, the nation becomes immune to subsequent heresies for a number of turns based on the Success Effect. Failure actually agitates a minor heresy within the nation (one region) while critical failure agitates a major heresy (multiple regions).

 

Name:  
Raise Own Religious Strength
Code:  
ROS
Target:  
Self
Results:  
Success increases the value of your own religious strength.

 

Name:  
Raise Target's Religious Strength
Code:  
RTS
Target:  
Another Nation
Results:  
Success increases the value of another nation's Religious Strength. The lower the target's current Religious Strength, the harder this operation.

 

Name:  
Lower Own Religious Strength
Code:  
LOS
Target:  
Self
Results:  
Success decreases the value of your own religious strength. The higher your Religious Strength, the harder this operation.

 

Name:  
Lower Target's Religious Strength
Code:  
LTS
Target:  
Another Nation
Results:  
Success decreases the value of another nation's Religious Strength. The higher their Religious Strength, the harder this operation.

 

Name:  
Protect Religious Strength
Code:  
PRS
Target:  
Self
Results:  
This operation makes it harder for operations to affect your religious strength. Success imposes a direct penalty to any RTS or LTS actions attempted on you during the turn.

 

Name:  
Religious Education
Code:  
EDU
Target:  
Controlled Royal Male (Or Legendary Beauty) under 15 years of Age.
Results:  
The target child gains an education directly from the local religious authorities (Priests, Imams, Shaman). Success increases the target child's Charisma, Diplomacy, Admin or Loyalty stat by one (Player should indicate which stat is being increased in the operation notes). A Critical Failure can decrease the stat by one instead. This bonus is cumulative with the Education of Royalty action.

 

Name:  
Religious Support Diplomacy
Code:  
RSD
Target:  
Controlled Leader of the Same Religion vs. Specific Location
Results:  
Success grants the leader in question a bonus to any diplomacy action he undertakes against the target location. Both the leader and and the location must be of the same religion as the nation. This is not cumulative with the Intel-based Support Diplomacy operation.

 

Name:  
Religious Support Charisma
Code:  
RSC
Target:  
Controlled Leader of the Same Religion
Results:  
Success grants the leader in question a one-turn bonus to his Charisma for the following actions only: Religious Conversion, Preach, All Papal and Secret Order Site Construction (EC, FAB, CMN, CCA, FCC, CCL, CCT, RCS) and Destroy Location. Failure of the operation can instead add a penalty to the leader CHA rating.

 

Name:  
Religious Battle Assistance
Code:  
RBA
Target:  
Controlled Leader of the Same Religion
Results:  
Success grants the the leader in question a bonus to any combat actions he undertakes against locations or leaders of a hostile religion (as per the Religious Interaction Chart). This is not cumulative with the Intel-based Battle Assistance operation.

 

Name:  
Relic Research
Code:  
RRS
Target:  
Known Relic
Results:  
Success will reveal some or all of the following about the relic in question:
  The nation which currently controls the relic
  Clues to where the relic was lost.
  The traits/bonus of the relic.
When mentioned in the newsfax, relics are generally italicized. Research into relics which may have existed historically, but have not made it into the game will automatically fail.

 

Name:  
Relic Repair
Code:  
RRP
Target:  
Damaged Relic
Results:  
This action attempts to 'fix' a relic that has been damaged in combat. Success blesses and reinstates the holiness of the object, rekindling its abilities. The target location must be the same as the damaged Relic, and must be of a viable Religion of the Relic (Don't expect to repair an African Fertility Talisman in Christian Europe).

 

Name:  
Clerical Network
Code:  
CN
Target:  
Marriage Partner's Religious Operation
Results:  
Thsi action is used for those nations sharing a current 'Clerical Network' royal marriage. You may support one of your partner's religious operations. Any bonus points assigned to the CN operation are applied to your supported partner's operation. Your partner must indicate on their operation that you will be supporting it as well. Example.

 

Secret Order Related Operations

Name:  
Order Status Increase
Code:  
OSI
Target:  
Specific Nation or Specific Order
Results:  
Nations undertaking this action choose a specific Secret Order of the same religion. Success increases the amount of Status that Order has in your Nation.
Secret Orders undertaking this action choose a specific Nation of the same religion. Success increases the amount of Status your Order has in that Nation.
Status above the current Religious Strength of the nation must be maintained by the order with an OSM operation.

 

Name:  
Order Status Decrease
Code:  
OSD
Target:  
Specific Nation or Specific Order
Results:  
Nations undertaking this action choose a specific Secret Order of the same religion. Success decreases the amount of Status that Order has in your Nation.
Secret Orders undertaking this action choose a specific Nation of the same religion. Success decreases the amount of Status your Order has in that Nation.

 

Name:  
Maintain Order Status
Code:  
OSM
Target:  
Specific Nation
Results:  
This operation allows an Order to maintain a Status Level in excess of the National Religious strength (The normal limit).

 

Name:  
Found Cultic Cell
Code:  
FCC
Target:  
Region or City
Results:  
Success founds a new cultic cell in the region or city. An additional cost of 5 GP must be written out as a Build Item in the order sheet. Support for the new Cell must be listed, and must be a controlled Lodge, Temple or Stronghold within [Action Range] APs. Only available to Secret Orders.

 

Name:  
Found Cultic Lodge
Code:  
FCL
Target:  
Controlled Cultic Cell
Results:  
Success upgrades a cultic cell to a cultic lodge. Note that the upgrade cannot exceed the limit posed by the Religious Interaction Chart. An additional cost of 10 GP and 2 NFP must be written out as a Build Item in the order sheet. Support for the new lodge must be listed, and must be a controlled Temple or Stronghold within [Action Range] APs. Only available to Secret Orders.

 

Name:  
Found Cultic Temple
Code:  
FCT
Target:  
Controlled Cultic Lodge
Results:  
Success upgrades a cultic lodge to a cultic temple. Note that the upgrade cannot exceed the limit posed by the Religious Interaction Chart. An additional cost of 30 GP and 5 NFP must be written out as a Build Item in the order sheet. Support for the new Temple must be listed, and must be a controlled Temple or Stronghold within [Action Range] APs. Only available to Secret Orders.

 

Name:  
Maintain Communication
Code:  
MC
Target:  
Cultic Location outside of CCR
Results:  
This action allows an Order to maintain communication with a site that has broken off from the main control web. The site will not suffer the normal revolt check to see if it degrades. While maintained, the site will not gain the normal defensive bonuses vs. destroy location attempts, nor can the site act as a support base for any other sites.

 

Name:  
Summon Order Aid
Code:  
SOA
Target:  
Region or City of the Same Religion
Results:  
Success generates a number of religious troops from the region or city in question. The Order must choose the type of troops to be gained: cavalry, infantry or engineers. For each unit gained, the controller of the location being targeted will lose that many NFP from the following turn's income. A single location will never generate more than its GPV in Order Aid. Additionally, an Order may not summon more units in aid then their current level of status within the target nation (per turn).

 

Name:  
Bestow Order Favor
Code:  
BOF
Target:  
Specific Secret Order
Results:  
Success grants a bonus to any of that Orders attempts (within your nation) at the following actions: Site Construction, Exacting Tithes, Increasing Order Status and Summoning Order Aid. The higher your Religious Strength, the easier this operation.

 

Name:  
Revoke Order Favor
Code:  
ROF
Target:  
Specific Secret Order
Results:  
Success applies a penalty to any of that Orders attempts (within your nation) at the following actions: Site Construction, Exacting Tithes, Increasing Order Status and Summoning Order Aid. The lower your Religious Strength, the easier this operation.

 

Vatican Related Operations

Name:  
Vatican Influence Increase
Code:  
VII
Target:  
National Capital
Results:  
Success gains some number of Influence with the Vatican, though you may not go beyond your current Influence Maximum. These points may then be utilized during Papal Bids and Bulls. Only available to Roman Catholic Nations.

 

Name:  
Vatican Influence Decrease
Code:  
VID
Target:  
Roman Catholic Nation
Results:  
Success lowers the target's Influence with the Vatican, costing them points. Only available to Roman Catholic Nations.

 

Name:  
Vatican Influence Theft
Code:  
VIT
Target:  
Another Roman Catholic Nation
Results:  
More difficult than Increasing or Decreasing, Theft transfers Influence from the target nation to yourself. This stolen influence may go beyond your normal Influence Maximum, but will degrade on the following turn. (Meaning you have one turn to spend the excess or lose it). Critical Failure will cause you to generate Casus Points against the Target. Only available to Roman Catholic Nations.

 

Name:  
Vatican Influence Protection
Code:  
VIP
Target:  
Self
Results:  
A General Counter-Operation that acts as a direct subtraction to any VID or VIT actions undertaken against you during the turn. Only available to Roman Catholic Nations.

 

Name:  
Found Church
Code:  
FCH
Target:  
Controlled Roman Catholic Region or City
Results:  
Success founds a new church in the region or city. This will give a bonus to the nation's next VII attempt, and increase the nation's maximum Vatican Influence cap. An additional cost of 2 GP must be written out as a Build Item in the order sheet. Only available to Roman Catholic Nations.

 

Name:  
Found Abbey
Code:  
FAB
Target:  
Controlled Church in a region or city of (GP+PWB) of 5+
Results:  
Success upgrades a church to an abbey. This will give a bonus to the nation's next VII attempt, and increase the nation's maximum Vatican Influence cap. An additional cost of 5 GP and 1 NFP must be written out as a Build Item in the order sheet. Only available to Roman Catholic Nations.

 

Name:  
Found Monastery
Code:  
FMN
Target:  
Controlled Abbey in a region or city of (GP+PWB) of 25+
Results:  
Success upgrades an abbey to a monastery. This will give a bonus to the nation's next VII attempt, and increase the nation's maximum Vatican Influence cap. An additional cost of 10 GP and 2 NFP must be written out as a Build Item in the order sheet. Only available to Roman Catholic Nations.

 

Name:  
Found Cathedral
Code:  
FCA
Target:  
Controlled Monastery in a region or city of (GP+PWB) of 50+
Results:  
Success upgrades a monastery to a cathedral. This will give a bonus to the nation's next VII attempt, and increase the nation's maximum Vatican Influence cap. The Archdiocese will also be available for investment on the following turn. An additional cost of 30 GP and 5 NFP must be written out as a Build Item in the order sheet. Only available to Roman Catholic Nations.

 

Name:  
Disband Vatican Holding
Code:  
DVH
Target:  
Vatican Site in a Controlled Location
Results:  
This is the peaceful means to reduce a Vatican presence in your lands. Success will downgrade an existing Vatican site one level. A Cathedral becomes a Monastery, a Church becomes nothing. The lower your Religious Strength, the easier this operation. Bigger sites are harder to reduce than smaller. Failure may result in the loss of Vatican Influence.