List of tenets

The list of tenets contain a number of tenets both from the original game Crusader Kings III as well as other mods for the game.
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!Tenet
!Effects
!Max piety cost
!Requirements
!Description
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==Common tenets==
Tenet 	Effects	Virtues and Sins	Max piety cost 	Requirements 	Description
Adaptive 	
*+30% County Conversion resistance
*+15 Different Faith liege opinion
*+15 Opinion of Different Faith liege
*+30% Different Faith vassal opinion	 	
*500 if Jewish, Pagan, or Otherworlder
*1000 if Christian or Islam
*1000 if any other	
*Pluralist religious attitude
*Pluralo-Righteous religious attitude
*Pluralo-Fundamentalist religious attitude	Dogmatic adherence to old restrictions only harms the faithful. As long as we stay true to the core beliefs of our faith, we may adapt our laws to the world around us.
Autocephalous Church/Shrine/Temple	
*Enables the Establish an Autocephalous Church decision
*+30% Country Conversion Speed of the Faith Culture
*+20% County Conversion Speed in counties of the Child Faith Culture
*+10% County Conversion Speed in counties of the same heritage as the Faith Culture
*-30% County Conversion Speed in counties of a different heritage than the Faith Culture
*+20% County Conversion Resistance in Faith Culture and Child Faith Culture counties
*Creates a new Head of Faith upon Creation
*New faiths do not lose the Creed doctrine
*+10 Same faith opinion	None 	Only by decision	Only by decision 	Our [INSERT NAME HERE] church is autocephalous and as such our head bishop does not report to any higher authority. This helps bind us together with a common hierarchy and rite, although it can be somewhat difficult for foreigners to take part in our rituals.
Citizenship Through Service 	
*+10 Popular opinion
*Ignores Different Faith opinion	 	1500 	All Faiths 	Purity is something not found in lineage, bloodline or ancestry but instead it is rather something shown through the personal actions and prayers of those. Who are we to judge the sinners when they can work for us instead?
Clerical Succession 	
*Enables the Seek Indulgences interaction with the Head of Faith
*Spiritual Head of Faith can Excommunicate characters
*Makes Excommunicated a crime
*-25% Faith Creation and Reformation cost
*Enables the Establish an Autocephalous Conclave decision	
*Makes Honest a virtue
*Makes Deceitful a sin	
*500 if Cult of the Loop faiths
*1000 if Other faiths	
*All Faiths 	Our magisters'/bishops' clerical successions follow the idea of apostolic successions the Nicene Chalcedonian, Roman Catholic and Eastern Orthodox Churches had used.
Communion 	
*Enables the Seek Indulgences interaction with the Head of Faith
*Spiritual Head of Faith can Excommunicate characters
*Makes Excommunicated a crime	
*Makes Honest a virtue
*Makes Deceitful a sin	
*500 if Christian or Jewish
*1500 if Zoroastrian
*1000 if any other	NOT No head of faith	Our rituals are not merely symbolic — they invoke the very presence of the divine itself. Those who cannot or do not join us in their practice cannot be true believers.
Ecclesiarchy 	
*+1 Yearly fervor per Holy Site held
*Completing a pilgrimage grants a Clergy Opinion modifier	 	
*1000 if Christian, Hindu, Zoroastrian or Loop Cultist
*1500 if any other	 	Our holy sites are more than just sacred places — they are the very seats of power from which our religious leaders rule.
 	 	 	 	 	
 	 	 	 	 	
==Restricted tenets==
Tenet 	Effects	Virtues and Sins	Max piety cost	Requirements	Description
 	 	 	 	 	
Imperial Succession 	
*Enables the Seek Indulgences decision with the Head of Faith
*Temporal Head of Faith can Excommunicate characters
*Makes Excommunicated a crime
*−25% Faith Creation and Reformation Cost
*Enables the Establish an Autocephalous Church decision
*Enables the Ask to Take Vows interaction with Courtiers
*Enables the Determine Patron God decision
*5% Chance a child is born with the Miracle Worker trait	
*Makes Honest a virtue
*Makes Deceitful a sin
*Makes Wise Man a virtue
*Makes Mystic a virtue
*Makes Miracle Worker a virtue
*Pilgrimages have a chance to grant or upgrade the Wise Man trait
*Makes Temperate a virtue
*Makes Gluttonous a sin	
*3500 if Abrahamic (Christian, Islamic, Judaic), Voidwalker	 	The Roman deification system that had been used to elevate newly-deceased emperors and their family members as gods in an act of apotheosis has been adapted. While many do not see their rulers as gods but as leaders the people chose to follow and appoint, we see ours as the descendants of the very gods themselves or even gods made flesh. We shall revise the Roman deification for our use.
 	 	 	 	 	
Might of the Sun and Abyss 	
*Enables the Meditate in Seclusion decision
*Enables the Divine the Stars decision
*Members of the clergy can serve as Commanders or Knights
*+10 Prowess
*+5 Faith Hostility Advantage
*+5 Controlled Territory Defender Advantage
*+0.01 Monthly Piety per Dread
*-10% Chance of death or injury in battle
*Grants the Conquest Casus Belli
*Grants the Invasion Casus Belli per 20 years
*Spiritual Head of Faith can Excommunicate characters
*Makes Excommunicated a crime	
*Makes Brave a virtue
*Makes Patient a virtue
*Makes Calm a virtue
*Makes Zealous a virtue
*Makes Temeprate a virtue
*Makes Blademaster a virtue
*Makes Aspiring Blademaster a virtue
*Makes Warrior of the Faith a virtue
*Makes Living Legend a virtue
*Makes Quick/Intelligence/Genius virtue
*Makes Hale/Robust/Amazonian/Herculean a virtue
*Makes Craven a sin
*Makes Wrathful a sin
*Makes Deceitful a sin
*Makes Impatient a sin
*Makes Delicate/Frail/Feeble a sin
*Makes Slow/Stupid/Imbecile a sin	
*500 if Solar-Abyssian
*1000 if Solar-Imperialist, Eosphorist, Abyssian, and/or Abyssal-Imperialist	 	Ever since the encounter between Borealis Norsoutais and Skirk in the Abyss, an unexpected paradigm shift led to the creation of a combined solar-abyssal power the likes of which has never been seen before. This power, combining the powers of both solar and abyssal energies, had created a unique form of side that now stood to pose a threat against the Heavenly Principles. As a result, a number of persons flocked into into that would slowly lead to the establishment of a Solar-Abyssal faith.
This apparent faith would be one of many factors that led to the deterioration of the Heavenly Principles' hold on Teyvat, as this power allows one to utilize both solar and abyssal powers. Its teachings has also been used to help Solar-Abyssian warriors to train themselves, while people who refuse to change their mindset were thrown out. This might would be shown for when the Heavenly Principles finally awaken.
 	 	 	 	 	
Wartime Benevolence (Just Wars)	
*Members of the clergy can serve as Commanders or Knights
*Grants the Liberation War casus belli
*No Offensive War opinion
*Can declare Great Holy Wars if Faith has a Head of Faith and is Organized
*Knights can gain the Liberator trait if Faith is Valaderis Aagiokratian	Virtues
*Brave
*Temperate
*Forgiving
*Generous
*Just
*Compassionate
*Loyal
Sins
*Wrathful
*Vengeful
*Callous
*Sadistic
*Disloyal
*Deceitful
*Murderer	
*1000 if Voidwalker, Christian, Taoist, Buddhist, Jainist, or Otherworlder
*2000 if any other	
*NO Gruesome Festivals tenet
*NO Human Sacrifice tenet
*NO Sacrificial Ceremonies tenet
*NO Way of the Skull-Taker tenet
*NO Accepted Kinslaying doctrine
*NO Shunned Kinslaying doctrine
*NO Ritual Cannibalism tenet
*NO Ritual Suicide tenet
*NO Fundamentalist religious attitude
*NO Fundamentalo-Righteous religious attitude	While war is something that has to be avoided or condemned, sometimes war is used to help liberate those who suffered under the oppression of cruel leaders. Why must we do ignore the suffering of foreigners when they needed us the most?
==Syncretism==
Tenet 	Effects 	Virtues and Sins	Max piety cost	Notes 	Description
Abrahamic Syncretism 	
*Considers Abrahamic faiths to be Astray instead of Evil
*+20% Monthly Learning Lifestyle experience	Virtues
*Compassion
*Generous
*Patient
Sins
*Callous
*Sadistic
*Arbitrary
*Cynical
*Greedy	1000 	Allows religious characters to take up one of the many rites of the Abrahamic religions 	Though we may not agree with the followers of Yahweh, His Son Jesus and Their students, we find their religions something we can try to emulate.
Shintoist Syncretism 	Considers Shinto faiths to be Astray instead of Evil 	Virtues
*Humble
*Temperate
*Patient
Sins
*Arrogant
*Gluttonous
*Impatient	1000 	Allows religious characters to take up and practice one of the four Shinto branches 	While having not seen large numbers of practitioners prior to the Shinto Reformation, Shintoism is one of several religions standing in the sidelines. After the MSCGM helped restore Japan into a purely democratic state and assisted in the Shinto Reformation, however, we have taken a clear interest in how Shintoism actually functions. We might as well try to understand and practice it.
Taoist Syncretism 	Considers Taoist faiths to be Astray instead of Evil 	Virtues
*Humble
*Temperate
*Patient
*Calm
Sins
*Arrogant
*Gluttonous
*Impatient
*Wrathful	1000 	Enables the Seek Guidance interaction with the local daoshi 	While Taoism is spread in China, Japan, parts of Southeast Asia and the United States, it does teach us the lessons of learning to coexist with nature instead of using it for our own vanity.
Germanic Syncretism 	Considers Germanic Norse faiths to be Astray instead of Evil	 	1000 	Enables the Seek Guidance interaction with the Head of Faith 	
Voidwalker Syncretism 	Considers Voidwalker faiths to be Astray instead of Evil 	 	1000 	Allows religious characters to take up one of the many rites of the Voidwalker religions 	Even though we do not go well with the voidwalkers, the fact they have their own religions and cultures meant that they are not so different from us.
Otherworlder Syncretism	Considers Otherworlder faiths to be Astray instead of Evil 	 	1000 	Allows religious characters to take up one of the many rites of the Otherworlder religions	The arrival of the Otherworlders as refugees during the One Sith War and before the start of the Godom War had shaken the very foundational core of society, and with magic now present we might as well adapt to them.
Pagan Syncretism 	Considers Pagan faiths to be Astray instead of Evil 	Virtues
*Humble
Sins
*Arrogant	1000 	 	Who are we to tell others their traditions are untrue? It is not our place to lecture them about customs they have practiced for centuries: Instead, we should learn quietly about their ways.