Religions

General Information
The commitment and tolerance of countries to different religions, cults and sects is an important aspect of the ESU gameplay, which largely determines both the internal policy of the country and relations with it's neighbors. There are five major religious groups: Polytheistic, Occult, Elemental, Daedra, and Harmony with their own subgroups. Each religion may diplomatically form a personal union within their own religious group provided certain criteria are met. Additionally, each religion may propagate themselves through centers of trade, as well as claim defender of the faith, provided the requirements are met.

Polytheistic Group
All religions in the polytheistic group use personal deity mechanics. Additionally if conquered, provinces of these religions have a -1.5 local missionary strength modifier when converting to another religion.

Additionally countries within the polytheistic religious group experience the following negative modifiers:


 * +10% Stability Cost Modifier
 * -10% Foreign Spy Detection
 * -10% Reinforce Speed
 * +10% Unjustified Demands
 * +10% Cost to Fabricate Claims

Occult Group
All religions in the occult group modify conquered provinces. Such that there is a -2.5% local missionary strength modifier when converting provinces of the occult religious group.

Additionally, countries of the dragon cult religion may take a unique decision every 25 years as long as they are a theocracy and have at least 0 stability to sacrifice their ruler. The immediate effects of this decision are... the ruler dies.

Countries within the occult religious group receive the following negative modifiers:


 * +1 Unrest
 * -1 Tolerance of Heathens
 * -1 Tolerance of Heretics
 * +10% Aggressive Expansion Impact
 * +10% Culture Conversion Cost

Elemental Group
All religions in the elemental group have different religious schools, which, if the conditions are met, allow for a country to invite scholars from various schools for associated benefits. Additionally, there is a local missionary strength modifier of -1% when converting conquered provinces of the elemental group.

Additionally countries within the elemental religious group receive the following negative modifiers:


 * +10% Fort Maintenance
 * +10% State Maintenance
 * +10% Core-Creation Cost
 * -10% Income From Vassals
 * +10% Harsh Treatment Cost

Daedric Group
The daedric group also functions as its own subgroup and represents the religions of the daedra, or "not our ancestors," the ethereal beings who split off from the ayleids during the creation of Nirn. The daedric princes have many followers, daedra and mortals alike. Converting daedric provinces to another religion is modified by -1.5% local missionary strength. Additionally each religion in the daedric group has aspects of the faith individualized for the religion, purchased with church power.

Additionally countries within the daedric religious group experience the following negative modifiers:


 * -10% Improve Relations
 * +10 Years of Separatism
 * +10% Diplomatic Annexation Cost
 * +10% Liberty Desire in Subjects
 * +10% Institution Embracement Cost

Harmony Group
Religions in the harmony group may use harmonization with other religions. Converting provinces from the harmony group accrues an additional -0.5% local missionary strength modifier.

Additionally countries within the Harmony Group receive the following negative modifiers:


 * -10% Spy Network Construction
 * +10% Recruitment Time
 * +10% Regiment Cost
 * +10% Idea Cost
 * -10% Claim Duration

Holy Cities
The following provinces are the Holy Cities  of each religion. All this means is that if a country of given religion owns their Holy City they will recieve an extra missionary. There is only one for each religion and these cannot stack: changing religions will require owning a new province to recieve the missionary.

Polytheistic Group
Altmeri Pantheon: Cloudrest (263)

Snow Elves Pantheon: Eldegream (1280)

Nordic Pantheon: Windhelm (1275)

Bosmer Pantheon: Eldenroot (834)

Eight Divines: Frane (5627)

Nine Divines: Imperial City (1204)

Twelve Divines: White Haven (1394)

Khajiiti Pantheon: Atria (942)

Yokudan Pantheon: Samara (355)

Redguard Pantheon: Thedell (1478)

Cult of Malacath: Norvulk (1406)

Kothri Pantheon: Rock Grove (1085)

Occult Group
Chimer Pantheon: Ebonheart (1043)

Tribunal Pantheon: Mournhold (1002)

Reclamations Pantheon: Orear (985)

Cult of the Serpent King: Abbarbas (224)

Cult of Reason and Logic: Kartur (7753)

All-Maker Cult: Skaal (7695)

Dragon Cult: Dragon Sanctuary (1572)

Dremora Pantheon: Ieflaina (448)

Cult of the Black Worm: Necrom (1017)

Marukhism: Alessia (1132)

Elemental Group
The Hist: Soulrest (1087)

Sload Faith: Central Systre

Cult of the Old Gods: Glenmoril Coven (1296)

Tsaesci Pantheon: Ionith (700)

Tang Mo Pantheon: Safala (575)

Kamal Pantheon: Nefarious (493)

Cult of the Ancestor Moth: Nerim (5506)

Deadric Group
Cult of Molag Bal: Kvatch (1150)

Cult of Meridia: Messiena

Clt of Mehrunes Dagon: Flecia (1233)

Cult of Hermeus Mora: Vulkuneu (1465)

Cult of Sheogorath: Taneth (1482)

Cult of Hircine: Chorrol (5657)

Cult of the Nocturnal: Meen-Deesei (6737)

Harmony Group
Po Tun Pantheon: Nanchung (631)

Cult of Lorelia: Wind Keep (7050)

Unknown Pantheon: Shiung (646)

Church Aspects
The following religions feature aspects of the faith from Protestantism (Daedric group), Coptic Holy Sites (Cult of Reason and Logic) and Anglican (Sloadian Faith). For daedric religions, these cost 100 church power.

Sloadian Faith Aspects
The "Anglican aspects" of the Sloadian Faith are available to Thras and any religions converted to Sloadian Faith. Each costs 100 church power.

Cult of Black Worm Aspects
The following aspects are available to Cult of The Black Worm, who use "Hussite" mechanics from the Emperor DLC. These all cost 100 church power.

Advisors
The following advisors, all administrative, impact religious mechanics in some form or another. The first value listed is a static modifier, the second is a positive skill scaled modifier. The third is available for Court of Darkness governemnt reform and is a skill scaled negative modifier.