Faith's a minefield and it's a fair thing Taleworlds haven't apparently included it. I'm sure most people don't care for a faction complications and all the unfortunate bagage of -NotChristianity- having trouble with -OtherDenomination- and -notIslam. I mean, that stuff's great for mods, but it's a problem for the main game. The less Deus Vult the better.
That said, if we ignore what people believe in and stay secular, these organizations were overwhelming cultural and social institutions. Clergy in europe advanced learning and preserved knowledge, they wrote much of the history, they made the cheese and the wine and the glass and much art; Their public halls housed markets and meetings for common people, they provided council for common man and lord alike.
(Islam doesn't do the whole monk thing, they've got more secular scholars; perhaps north-west calradia could use some scholars that look like monks )
medieval life was governed by a trinity of Nobility, Clergy and peasantry. Perhaps Clergy are a bad lot to represent, but I believe Calradria's cultures would be stronger having this corner of the trillogy filled by a learned group.
Failing that:
Dudes just give us the buildings.
Churches look great
Mosques look great
other temples look great
Even if we ignore the latter, more impressive structures that came with the later medieval period and renaissance (IE out of bannerlord's timeframe)
These places still look great.
They're also still varied.
And they're a really good device Taleworlds can use to make Vlandian, Battanian, Sturgian, Aserai, Khuzait and imperial cultures look different. Temples are generally the most aesthetic-focused buildings in a settlement, so there's so much that Taleworlds can work with. They'll make towns and villages feel so much more complete.
That said, if we ignore what people believe in and stay secular, these organizations were overwhelming cultural and social institutions. Clergy in europe advanced learning and preserved knowledge, they wrote much of the history, they made the cheese and the wine and the glass and much art; Their public halls housed markets and meetings for common people, they provided council for common man and lord alike.
(Islam doesn't do the whole monk thing, they've got more secular scholars; perhaps north-west calradia could use some scholars that look like monks )
medieval life was governed by a trinity of Nobility, Clergy and peasantry. Perhaps Clergy are a bad lot to represent, but I believe Calradria's cultures would be stronger having this corner of the trillogy filled by a learned group.
Failing that:
Dudes just give us the buildings.
Churches look great
Mosques look great
other temples look great
Even if we ignore the latter, more impressive structures that came with the later medieval period and renaissance (IE out of bannerlord's timeframe)
These places still look great.
They're also still varied.
And they're a really good device Taleworlds can use to make Vlandian, Battanian, Sturgian, Aserai, Khuzait and imperial cultures look different. Temples are generally the most aesthetic-focused buildings in a settlement, so there's so much that Taleworlds can work with. They'll make towns and villages feel so much more complete.