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Unshackled Lust negates the penalty for trying to seduce people you aren't attracted to. You still can't seduce people who aren't attracted to your character's sex


* TheVamp: The Seduction lifestyle tree culminates with the Seductor/Seductress trait, providing a huge ''+40'' attraction opinion modifier[[note]]For perspective, Beautiful, an in-born trait, provides +30 - and you of course can have both, all while the scale ends at +100[[/note]]. The opinion is near-useless for males... but reaches game-breaking potential for female rulers. By just existing, a Seductress can easily do whatever she wants, since nobody will mind - the bonus alone can negate ''unlawful revocation of two titles'' as if nothing happened. And that's without the fact that she's irresistible in-game, as all the perks needed to even reach the Seductress perk make seduction schemes near-impossible to fail and allow you to ensnare ''everyone'', even if they happen to be homosexual. Oh, and the trait itself offers +3 Intrigue, so all types of backstabbing and scheming are even easier.

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* TheVamp: The Seduction lifestyle tree culminates with the Seductor/Seductress trait, providing a huge ''+40'' attraction opinion modifier[[note]]For perspective, Beautiful, an in-born trait, provides +30 - and you of course can have both, all while the scale ends at +100[[/note]]. The opinion is near-useless for males... but reaches game-breaking potential for female rulers. By just existing, a Seductress can easily do whatever she wants, since nobody will mind - the bonus alone can negate ''unlawful revocation of two titles'' as if nothing happened. And that's without the fact that she's irresistible in-game, as all the perks needed to even reach the Seductress perk make seduction schemes near-impossible to fail and allow you to ensnare ''everyone'', even if they you happen to be homosexual. Oh, and the trait itself offers +3 Intrigue, so all types of backstabbing and scheming are even easier.
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** The game uses TechnologyLevels, and each of those levels, known as eras, has a hard-coded starting date. Even if a culture manages to blitz through an era (which is likely in 867 starts), it is locked from further research until the game reaches the mandated minimal year to unlock the next era. In the most extreme cases, it is entirely possible to sit for ''almost a century'' without progressing the tech one bit. And if one changes or removes the minimal date or simply cheat,, the in-game tech still ends with the Late Medieval inventions.

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** The game uses TechnologyLevels, and each of those levels, known as eras, has a hard-coded starting date. Even if a culture manages to blitz through an era (which is likely in 867 starts), it is locked from further research until the game reaches the mandated minimal year to unlock the next era. In the most extreme cases, it is entirely possible to sit for ''almost a century'' without progressing the tech one bit. And if one changes or removes the minimal date or simply cheat,, cheat, the in-game tech still ends with the Late Medieval inventions.

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* MedievalStasis: Downplayed (and technically "pre-medieval'' stasis) but periphery regions of the map like East Africa, West Africa, Central Asia, the Himalayas, Northern Europe, and the Eurasian taiga and steppe see little to no development or innovation gain between the 867 and 1066 start dates, while the core regions see significant advances and has mostly moved on to the Early Feudal era.

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* MedievalStasis: Downplayed (and technically "pre-medieval'' stasis) but periphery Enforced by the game rules on two levels:
** Periphery
regions of the map like East Africa, West Africa, Central Asia, the Himalayas, Northern Europe, and the Eurasian taiga and steppe see little to no development or innovation gain between the 867 and 1066 start dates, while the core regions see significant advances and has mostly moved on to the Early Feudal era.era. Said periphery regions are further locked in the lowest of TechnologyLevels, as they are likely to be following an unorganised religion and thus prevented from advancing to the next level.
** The game uses TechnologyLevels, and each of those levels, known as eras, has a hard-coded starting date. Even if a culture manages to blitz through an era (which is likely in 867 starts), it is locked from further research until the game reaches the mandated minimal year to unlock the next era. In the most extreme cases, it is entirely possible to sit for ''almost a century'' without progressing the tech one bit. And if one changes or removes the minimal date or simply cheat,, the in-game tech still ends with the Late Medieval inventions.
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* MedievalStasis: Downplayed (and technically "pre-medieval'' stasis) in that it's neither absolute stasis nor global, but present between the start dates. In most of the periphery regions of the map, such as the north Eurasian taiga, Eurasian steppe, Central Asian desert, West Africa, and East Africa see little to no development growth in any counties and their cultures gain few or no innovations in the 199 years between the 867 start and the 1066 start, putting them far behind where they'd be if actually played from the 867 start to 1066 in actual gameplay. There's also the factor that being in the tribal era soft-enforces such stasis, as tribal realms get less benefit from development than feudal/clan realms, their buildings generate less development and lower taxes and have fewer levels, can't build new holdings to make more development, and their low levels of innovations make it harder to effectively promote significant levels of development with your council, all creating an environment where it's difficult to get the development ball rolling. Even ''further'' compounded by the unreformed pagan religions followed in most of these regions that see no development between start dates prevent advancing to the early feudal era until the religion is reformed or the rules convert to an existing organized religion and on top of ''that'', these areas are also often on development-unfriendly terrain like mountains, taiga, steppe, desert, jungle, or desert mountains. Western Europe, the Mediterranean, southern Scandinavia, India, and the Middle East by comparison see significant advances between the start dates are better situated to further improve their development.

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* MedievalStasis: Downplayed (and technically "pre-medieval'' stasis) in that it's neither absolute stasis nor global, but present between the start dates. In most of the periphery regions of the map, such as the north Eurasian taiga, Eurasian steppe, Central Asian desert, map like East Africa, West Africa, Central Asia, the Himalayas, Northern Europe, and East Africa the Eurasian taiga and steppe see little to no development growth in any counties and their cultures or innovation gain few or no innovations in the 199 years between the 867 and 1066 start and dates, while the 1066 start, putting them far behind where they'd be if actually played from the 867 start to 1066 in actual gameplay. There's also the factor that being in the tribal era soft-enforces such stasis, as tribal realms get less benefit from development than feudal/clan realms, their buildings generate less development and lower taxes and have fewer levels, can't build new holdings to make more development, and their low levels of innovations make it harder to effectively promote significant levels of development with your council, all creating an environment where it's difficult to get the development ball rolling. Even ''further'' compounded by the unreformed pagan religions followed in most of these core regions that see no development between start dates prevent advancing to the early feudal era until the religion is reformed or the rules convert to an existing organized religion and on top of ''that'', these areas are also often on development-unfriendly terrain like mountains, taiga, steppe, desert, jungle, or desert mountains. Western Europe, the Mediterranean, southern Scandinavia, India, and the Middle East by comparison see significant advances between and has mostly moved on to the start dates are better situated to further improve their development.Early Feudal era.
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** MedievalStasis: Downplayed (and technically "pre-medieval'' stasis), but present between the start dates, though ironically for the medieval setting, averted in actual gameplay where technology is allowed to advance just fine. In most of the periphery regions of the map, such as the north Eurasian taiga, Eurasian steppe, Central Asian desert, West Africa, and East Africa see little to no development growth and their cultures gain few or no innovations in the 199 years between the 867 start and the 1066 start, putting them far behind where they'd be if actually played from the 867 start to 1066 in actual gameplay. There's also the factor that being in the tribal era soft-enforces such stasis, as tribal realms get less benefit from development than feudal/clan realms, their buildings generate less development and have fewer levels, can't build new holdings to make more development, and their low levels of innovations make it harder to effectively promote significant levels of development with your council, all creating an environment where it's difficult to get the development ball rolling. Even ''further'' compounded by the unreformed pagan religions of most of these regions that see no development between start dates prevent advancing to the early feudal era until the religion is reformed or the rules convert to an organized religion and on top of ''that'', these areas are also often on development-unfriendly terrain like mountains, taiga, steppe, desert, jungle, or desert mountains.

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** * MedievalStasis: Downplayed (and technically "pre-medieval'' stasis), stasis) in that it's neither absolute stasis nor global, but present between the start dates, though ironically for the medieval setting, averted in actual gameplay where technology is allowed to advance just fine. dates. In most of the periphery regions of the map, such as the north Eurasian taiga, Eurasian steppe, Central Asian desert, West Africa, and East Africa see little to no development growth in any counties and their cultures gain few or no innovations in the 199 years between the 867 start and the 1066 start, putting them far behind where they'd be if actually played from the 867 start to 1066 in actual gameplay. There's also the factor that being in the tribal era soft-enforces such stasis, as tribal realms get less benefit from development than feudal/clan realms, their buildings generate less development and lower taxes and have fewer levels, can't build new holdings to make more development, and their low levels of innovations make it harder to effectively promote significant levels of development with your council, all creating an environment where it's difficult to get the development ball rolling. Even ''further'' compounded by the unreformed pagan religions of followed in most of these regions that see no development between start dates prevent advancing to the early feudal era until the religion is reformed or the rules convert to an existing organized religion and on top of ''that'', these areas are also often on development-unfriendly terrain like mountains, taiga, steppe, desert, jungle, or desert mountains.mountains. Western Europe, the Mediterranean, southern Scandinavia, India, and the Middle East by comparison see significant advances between the start dates are better situated to further improve their development.
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** MedievalStasis: Downplayed (and technically "pre-medieval'' stasis), but present between the start dates, though ironically for the medieval setting, averted in actual gameplay where technology is allowed to advance just fine. In most of the periphery regions of the map, such as the north Eurasian taiga, Eurasian steppe, Central Asian desert, West Africa, and East Africa see little to no development growth and their cultures gain few or no innovations in the 199 years between the 867 start and the 1066 start, putting them far behind where they'd be if actually played from the 867 start to 1066 in actual gameplay. There's also the factor that being in the tribal era soft-enforces such stasis, as tribal realms get less benefit from development than feudal/clan realms, their buildings generate less development and have fewer levels, can't build new holdings to make more development, and their low levels of innovations make it harder to effectively promote significant levels of development with your council, all creating an environment where it's difficult to get the development ball rolling. Even ''further'' compounded by the unreformed pagan religions of most of these regions that see no development between start dates prevent advancing to the early feudal era until the religion is reformed or the rules convert to an organized religion and on top of ''that'', these areas are also often on development-unfriendly terrain like mountains, taiga, steppe, desert, jungle, or desert mountains.
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* SpreadingDisasterMapGraphic: Legends of the Dead added a map mode which shows regions beset by or at risk from a disease.
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* TheBlackDeath: With the standard setting, the bubonic plague can appear from the 14th century onward. With the Legends of the Death DLC, all plagues, but the Black Death specifically, are more fleshed out and deadly, possibly killing hundreds of nobles and desolating the realms they spread through.

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* TheBlackDeath: With the standard setting, the bubonic plague can appear from the 14th century onward. With the Legends of the Death Dead DLC, all plagues, but the Black Death specifically, are more fleshed out and deadly, possibly killing hundreds of nobles and desolating the realms they spread through.
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* TheBlackDeath: With the standard setting, the bubonic plague can appear from the 14th century onward. With the Legends of the Death DLC, all plagues, but the Black Death specifically, are more fleshed out and deadly, possibly killing hundreds of nobles and desolating the realms they spread through.
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** It's even more pronounced when a Nemesis dies, where your character is so jubilent they smile throughout their funeral as their grieving family passes by. Your character is in such a good mood, they even give a random beggar a month's worth of money even if they have the Greedy trait.
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The game also received console versions for the UsefulNotes/XboxOne and UsefulNotes/Playstation5, a first in the ''Crusader Kings'' series.

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The game also received console versions for the UsefulNotes/XboxOne Platform/XboxOne and UsefulNotes/Playstation5, Platform/Playstation5, a first in the ''Crusader Kings'' series.
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* TroublingUnchildlikeBehaviour: Due to the game not checking for age in some events, it is possible that child rulers - as young as newborn in extreme cases - can become cannibals or perverts if they are exposed to such behaviour from their courtiers.
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* AFormYouAreComfortableWith: One of the Legend events has your character, after becoming an ImmortalitySeeker, meet someone in a dream, stated in teh legend to be God or a god they believe in, who looks like an older version of themselves.

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* AFormYouAreComfortableWith: One of the Legend events has your character, after becoming an ImmortalitySeeker, meet someone in a dream, stated in teh the legend to be God or a god they believe in, who looks like an older version of themselves.
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* AFormYouAreComfortableWith: One of the Legend events has your character, after becoming an ImmortalitySeeker, meet someone in a dream, stated in teh legend to be God or a god they believe in, who looks like an older version of themselves.
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* ScrewTheRulesIMakeThem: Having the Arbitrary trait encourages you to throw the weight of your crown's power around, as well as rewarding you with Stress relief for taking actions which involve laying down the law and generally being the ultimate source of authority in your realm.
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* IControlMyMinionsThrough: A large aspect of the game is deciding how to command the respect and subservience of your vassals to stop them from becoming unruly and rising up against you. You can do this through myriad methods; you can use fear to keep them perpetually terrified of your wrath, you can manipulate them through blackmail and play them against each other, and you can even [[TheGoodKing genuinely listen and follow up on their requests and win their adoration through your benevolence]].

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* TheConfidant: Finding a trusted confidant is a rare but highly effective coping mechanism - it comes with no stat penalties but reduces vassals' opinion of the player character. Presumably because they’re jealous.

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* TheConfidant: TheConfidant:
**
Finding a trusted confidant is a rare but highly effective coping mechanism - it comes with no stat penalties but reduces vassals' opinion of the player character. Presumably because they’re jealous.jealous.
** One of the roles on the council is that of the Confidant, whose main role is to improve the ruler's skills. It's normally filled by the ruler's [[{{Polyamory}} (primary)]] spouse, but clan governments can instead appoint the vizier into this role.


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* EvilChancellor: A potential issue in any kind of power sharing, especially if the diarch is self-interested, as the scales of power can tip too far towards the diarch, and they may refuse to let go of their powers. Clan governments have it even worse, as you're encouraged to tip the scales of power towards the vizier, so as to improve their ability to collect taxes.


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* TheGoodChancellor: If you're lucky enough so as to have a selfless diarch, they will never abuse their power, and will be happy to end the power sharing if you ask them to step down.


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* RegentForLife: If a regency becomes entrenched, and the scales of power tip too far towards the regent, it's possible for the ruler to end up in a situation where they can't end the power sharing, and every action of theirs costs a lot of prestige, effectively paralysing their rule.
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* HiddenMechanic: The weight of characters. As in - their poundage. It's not stated anywhere in the UI or as a value readily accessible to players, but it ''does'' affect your character and the game does act on the save-stored values to determine health, Prowess modifiers and a few other, minor elements. Excessive feasting, especially with lavish food from the court settings, is a great way to reduce the life expectancy of characters.
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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]]If your Dread is above a certain level of an AI character's Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases AI Boldness however, making it harder for Dread to affect them[[/note]]. However, when they die and their heir takes over, most of the negative opinion of their prior ruler [[SinsOfOurFathers will be applied to the heir]], and since Dread is not inherited, those people might use that as an excuse to topple the heir.

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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]]If rule by fear rather than love[[note]]If your Dread is above a certain level of an AI character's Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases AI Boldness however, making it harder for Dread to affect them[[/note]]. However, when they die and their heir takes over, most of the negative opinion of their prior ruler [[SinsOfOurFathers will be applied to the heir]], and since Dread is not inherited, those people might use that as an excuse to topple the heir.

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This entry is written like a YMMV one and has speculative troping.


* PowerCreep: The ''Struggle for Iberia'' DLC, while generally well-received, has been accused of causing this. Within the featured region, various gameplay options and abilities normally locked behind perks in the skill tree are inexplicably available for free, turning Iberian characters into powerhouses compared to the rest of the world. Identical thing happened with the ''Legacy of Persia'' DLC, which made Iranian cultures even stronger than the Iberian ones, even without going for the memetic stuff regarding [[BackFromTheBrink restoring Zoroastrianism]]. And judging from the announcements regarding '' Legends of the Dead'', it's going to follow the pattern, this time with the Byzantine Empire.

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* PowerCreep: PowerCreep:
**
The ''Struggle for Iberia'' DLC, while generally well-received, has been accused of causing DLC causes this. Within the featured region, various gameplay options and abilities normally locked behind perks in the skill tree are inexplicably suddenly available for free, turning Iberian characters into powerhouses compared to the rest of the world. Identical world.
** An identical
thing happened with the ''Legacy of Persia'' DLC, which made Iranian cultures even stronger than the Iberian ones, even without going for the memetic stuff regarding [[BackFromTheBrink [[AlternateHistoryWank restoring Zoroastrianism]]. And judging from the announcements regarding '' Legends of the Dead'', it's going to follow the pattern, this time with the Byzantine Empire.Zoroastrianism]].
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* TheGoodKing: The opportunity to become this is always available, especially if your character has traits like Just, Honest, Compassionate, Temperate, etc. In general, having a high Stewardship score so that you can run your domain effeciently and being on good terms with your vassals to keep them from forming factions against you means that your character's reign will hopefully be a long one of peace and prosperity. You may even be lucky enough to get [[TheMagnificent a nickname]] signifying just how much the realm appreciates you, such as "The Gracious" or "The Kind".


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* TheMagnificent: Fulfilling certain criteria by making decisions can lead to your character gaining a nickname/epithet, ranging from impressive and boastful-sounding ones like "The Strong" or "The Brave" to more sinister or insulting ones like "The Impaler" or "[[YouAreFat The Spherical]]".
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* PowerCreep: The ''Struggle for Iberia'' DLC, while generally well-received, has been accused of causing this. Within the featured region, various gameplay options and abilities normally locked behind perks in the skill tree are inexplicably available for free, turning Iberian characters into powerhouses compared to the rest of the world.

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* PowerCreep: The ''Struggle for Iberia'' DLC, while generally well-received, has been accused of causing this. Within the featured region, various gameplay options and abilities normally locked behind perks in the skill tree are inexplicably available for free, turning Iberian characters into powerhouses compared to the rest of the world. Identical thing happened with the ''Legacy of Persia'' DLC, which made Iranian cultures even stronger than the Iberian ones, even without going for the memetic stuff regarding [[BackFromTheBrink restoring Zoroastrianism]]. And judging from the announcements regarding '' Legends of the Dead'', it's going to follow the pattern, this time with the Byzantine Empire.
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* TheLoinsSleepTonight: It is possible for a character to be born with the "Impotent" trait which reduces their fertility by 50 percent.
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* EnlightenedSelfInterest: Could be argued to be the whole point of the game, as whatever you do will be done ultimately for your own benefit, or at least that of your heirs. In the process of your primary objective of maintaining your dynasty's power, you can also improve the quality of life for the common people by developing the land, reward the deserving with titles and power of their own, punish wrongdoers, and reform your religion and culture into being remarkably peaceful and tolerant [[FairForItsDay by medieval]] or even modern standards.

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* EnlightenedSelfInterest: Could be argued to be the whole point of the game, as whatever you do will be done ultimately for your own benefit, or at least that of your heirs. In the process of your primary objective of maintaining your dynasty's power, you can also improve the quality of life for the common people by developing the land, reward the deserving with titles and power of their own, punish wrongdoers, and reform your religion and culture into being remarkably peaceful and tolerant [[FairForItsDay by medieval]] medieval or even modern standards.
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* EnlightenedSelfInterest: Could be argued to be the whole point of the game, as whatever you do will be done ultimately for your own benefit, or at least that of your heirs. In the process of your primary objective of maintaining your dynasty's power, you can also improve the quality of life for the common people by developing the land, reward the deserving with titles and power of their own, punish wrongdoers, and reform your religion and culture into being remarkably peaceful and tolerant by medieval or even modern standards.

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* EnlightenedSelfInterest: Could be argued to be the whole point of the game, as whatever you do will be done ultimately for your own benefit, or at least that of your heirs. In the process of your primary objective of maintaining your dynasty's power, you can also improve the quality of life for the common people by developing the land, reward the deserving with titles and power of their own, punish wrongdoers, and reform your religion and culture into being remarkably peaceful and tolerant [[FairForItsDay by medieval medieval]] or even modern standards.
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* PreserveYourGays: While most faiths (as well as the most common faiths) either shun or criminalize homosexuality, a handful like Catharism, Messalianism, Adamitism, Muwalladism, Qarmatianism, Cainitism, Khurramism, Mozarabism, Hausa, Yoruba, Kordofan, Greco-Roman and all sects of Hinduism, Buddhism, Jainism, Taoism, and Tibetan pagan faiths accept homosexuality and put no stigma on it. When creating a new faith or reforming a pagan faith, this degree of acceptance can be chosen even when starting with a faith that does not normally accept homosexuality, though same-sex marriage is still out of the question unless activated in the settings.

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* PreserveYourGays: While most faiths (as well as the most common faiths) either shun or criminalize homosexuality, a handful like Catharism, Messalianism, Adamitism, Muwalladism, Qarmatianism, Cainitism, Khurramism, Mozarabism, Hausa, Yoruba, Kordofan, Greco-Roman and all sects of Hinduism, Buddhism, Jainism, Taoism, and Tibetan pagan faiths accept homosexuality and put no stigma on it. When creating a new faith or reforming a pagan faith, this degree of acceptance can be chosen even when starting with a faith that does not normally accept homosexuality, though same-sex marriage [[DeliberateValuesDissonance is still out of the question question]] unless activated in the settings.
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* TheLadysFavour: A participant in a tournament can gain it as a minor trinket with just as minor stats in one of the events related to preparing for the competition. Curiously enough, they can be later gifted to others, and if maintained long enough, they can even become more potent artefacts (even if they are still kind of crap).
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* PreserveYourGays: While most faiths (as well as the most common faiths) either shun or criminalize homosexuality, a handful like Catharism and all sects of Hinduism, Buddhism, and Jainism accept homosexuality and put no stigma on it. When creating a new faith or reforming a pagan faith, this degree of acceptance can be chosen even when starting with a faith that does not normally accept homosexuality, though same-sex marriage is still out of the question unless activated in the settings.

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* PreserveYourGays: While most faiths (as well as the most common faiths) either shun or criminalize homosexuality, a handful like Catharism Catharism, Messalianism, Adamitism, Muwalladism, Qarmatianism, Cainitism, Khurramism, Mozarabism, Hausa, Yoruba, Kordofan, Greco-Roman and all sects of Hinduism, Buddhism, Jainism, Taoism, and Jainism Tibetan pagan faiths accept homosexuality and put no stigma on it. When creating a new faith or reforming a pagan faith, this degree of acceptance can be chosen even when starting with a faith that does not normally accept homosexuality, though same-sex marriage is still out of the question unless activated in the settings.
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* PoliticallyCorrectVillain: It is theoretically possible to play as a warmongering tyrant while doing things like adopting gender-equal inheritance laws and reforming a religion to give women equal rights with men, end the stigma against same-sex relationships and encourage tolerance towards people of different faiths. And most of those are [[EnlightenedSelfInterest pretty profitable for variety of power-plays]].

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* PoliticallyCorrectVillain: It is theoretically possible to play as a warmongering tyrant while doing things like adopting gender-equal inheritance laws and reforming a religion to give women equal rights with men, [[NonHeteronormativeSociety end the stigma against same-sex relationships relationships]] and encourage tolerance towards people of different faiths. And most of those are [[EnlightenedSelfInterest pretty profitable for variety of power-plays]].
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* PoliticallyCorrectVillain: It is theoretically possible to play as a warmongering tyrant while doing things like adopting gender-equal inheritance laws and reforming a religion to give women equal rights with men, end the stigma against same-sex relationships and encourage tolerance towards people of different faiths.

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* PoliticallyCorrectVillain: It is theoretically possible to play as a warmongering tyrant while doing things like adopting gender-equal inheritance laws and reforming a religion to give women equal rights with men, end the stigma against same-sex relationships and encourage tolerance towards people of different faiths. And most of those are [[EnlightenedSelfInterest pretty profitable for variety of power-plays]].

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