AbsintheRed
Deity
Updated this guide too
The form is still unappealing, but at least it's up to date
The form is still unappealing, but at least it's up to date

If we want to go in that direction, we can just simply add them the tech for the State Religion civic too.
But do we really want that? I thought it's fun to keep their start kinda unique, with the need to research some techs before you can finally officially promote Catholicism as your state religion.
Which will surely spread to most of your cities by then, as you have contact with the Pope, and pretty big religion spread modifiers![]()
Well, it just feels really ahistorical to not have the Franks be Catholic in 500 AD, or very soon after. Clovis converted in 496, which is traditionally considered when the Frankish state converted (although the influence of the church had probably been strong since they conquered Catholic Gaul in 486), and since then the Frankish realm was basically defined by their zealous Catholic faith, from their wars against the Visigoths (it's no coincidence that they had support from the Catholic Gallo-Romans and Armoricans against the Arian Visigoths) to their many, many wars against the Saxons to the administration of the realm (which heavily depended on the church and used it as a unifying force, especially between the Germanic Franks and the Latin Gallo-Romans), to, of course, Charlemagne's coronation as emperor. It would be almost (well, not quite, but still) like not Byzantium not starting Orthodox or the Arabs not spawning Muslim.
Gameplay-wise, you basically have to become Catholic at some point anyway and it just helps with happiness/stability (which always has been a problem with the conquest-heavy first UHV) and eliminates that turn of anarchy. Ultimately, it doesn't make much of a difference there.
Great modmod, congratulations to all involved in its developement!
I have two, quite basic questions, but I can't find answers to them anywhere. Since they are stability related, I guess it's good place to ask.
1. Does disbanding city taken over with culture counts as razing (stability penalty)?
2. Is stability bonus from imperialism event or state?
What is (gamewise) the difference, stabilitywise, between all the different kind of areas?
Let me elaborate my previous question.
As my game as france I can spot these sorts of areas/provinces.
Core area
Natural/historically stable area
Potentially stable area
Border/outer contested area
Foreign/unstable area
What happens to my stability if
I build a city in the area
I capture a city in the area
I own a city in the area
A vassal/neutral civ/hostile civ/the independents/barbarians builds a city in the area
A vassal/neutral civ/hostile civ/the independents/barbarians capture a city in the area
A vassal/neutral civ/hostile civ/the independents/barbarians own a city in the are
A vassal/neutral civ/hostile civ/the independents/barbarians own units in the area
?
I used to have a pretty good grasp of this back in the days, but after playing the new stabilitysystem in DoC for a while I am a tad bit unsure.
Do I understand correctly that it makes no difference for your stability if you found a city in your core or in a stable province ? (provided you will never lose the city)
No difference in which civ holds your territory.Does another civ includes allies, (obviously neutral civs and hostile civs are included) independents and barbarians?
So if you want to stay stable after conquering Dijon, don't make Burgundy your vassal yet but capture Lyon first because else you will get a penalty from sharing a historically stable area with an ally?
Burgundy is a kill on sight!! in any case. It doesn't matter you play France or Germany, they must go.
Cities
-For each city that
--has a foreign religion: -2 (0 for Poland, -1 for Ottomans)
--has a foreign religion with Paganism: -1 (0 for Poland)
--each foreign religion after the 1st one: -1 (0 for Poland)
--any number of foreign religions with Religious Tolerance: 0
--has a Jewish Quarter with religious penalties present in the city: +1