Nerfing My Religion. A Cognitive Mapping of Faiths in Crusader Kings III and Europa Universalis IV

Authors

DOI:

https://doi.org/10.48783/gameviron.v22i22.270

Keywords:

Paradox, Grand Strategy, Speculation, Cognitive Mapping, Min-Maxing, Crusader Kings, Europa Universalis, Ásatrú, Hussite, gamevironments

Abstract

This work will primarily engage with the Ásatrú and Hussite faiths in Crusader Kings III and Europa Universalis IV respectively. The aim of the analysis is to determine the narrative and mechanical reasons and potential affects of the inclusion of religions as mechanics within videogames. In exploring these issues, it can be considered how peripheral or lesser-known faiths can be understood and interpreted from their presence within the gaming medium. Cognitive mapping will be used to highlight areas of ideological significance within the play-space enabled by the game. This methodology is informed by the work of McMahon (2022), which uses directives for the player from a schema of how the videogame can be engaged with according to certain ideological positions that arise from an interpretation of design intentionality. These directives are framed as questions that the player asks of the game. Providing answers to them allows for an analysis of structures and affects within the play-space. The methodology for this work will involve a mapping of the buffs and debuffs each faith receives as play unfolds according to likely design intentionality (following missions, established paths, or completing logical objectives). The reasoning for this follows the logic that the player will seek to min-max their capabilities (minimise loss, maximise gain), optimising the operation of the religion with regards to game’s mechanics. It will be significant to note what certain nerfs and buffs suggest about each religion, and when and how these handicaps or advantages occur are how the player will form an understanding of the faith they are engaging with. This exploration will provide critical insight into the purpose of including such religions within grand strategy and role-playing games, noting the substantial appeal of being able to engage with potential alternate histories.

Author Biography

  • Christopher McMahon, University of Liverpool

    Christopher McMahon is a Lecturer in Communication and Media at the University of Liverpool, UK. He is the author of The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames and co-author, with Dr Peter Templeton, of Contradictions in Fan Culture and Club Ownership in Contemporary English Football: The Game’s Gone. His research engages with play in videogames, microtransactions, and football media and fandom.

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Published

2025-07-31

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Section

Peer-reviewed Articles

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