This has been an issue since the original Mount and Blade. I do not know why Taleworlds isn't introducing Religion by any shape or form into the game, considering it is essential in making an authentic medieval simulator which it tries to be.
For the Nobility, religion was the reason why:
- You declared wars. In fact, 92% of all Medieval conflicts had a religious cassus belli behind it (Stamford et al., 2009)
- Some noble marriages worked while others did not. All noble marriages had to be religiously compatible. A Protestant lord marrying a Catholic lady? That can potentially have HUGE political consequences.
- There was inter-kingdom political divide. Without it, it severely limits political intrigue and espionage
- Pretty much all edicts, policies, construction of castles, and development of towns had to be validated religiously by the local religious figurehead. Archbishop does not allow expansion of the castle? Well you're ****ed. Or you can bribe him with a hefty "donation" to the Catholic church.
For the Common Peasant, religion was the reason why:
- You had good harvests, bad harvests
- You would spend leisure time (non-working time), often visiting the local chapel several times a day
- You work hard, be loyal to your lord, and serve your liege in Battle because doing so would reap great rewards in the afterlife (heaven). Recently conquered a region with a different religion? Be ready to have civic unrest
This is mostly based on Catholicism in Western Europe, but I imagine the significance of Eastern Orthodoxy and Islam was just the same, if not more.
Taleworlds can start by introducing 4 basic types of religions based on the current faction's real-life counterparts. For detailed gameplay mechanics, look no further to CK3
PAGAN or some creative polytheist Counterpart- Khuzait, Sturgia, Battania
- No negative penalties, or positive
Some made-up CATHOLICISM Counterpart- Vlandia
- Basic negative attitude toward Pagan, Islam religions
- Basic positive affinity toward Orthodox counterpart
Some made-up ORTHODOXY Counterpart- Empire
- Lets say Vlandia's Catholicism counterpart was a religious splinter from the Empire's original religion
- Positive affinity toward Catholicism counterpart religions
- Negative affinity toward Pagan, Islam religions
Some made-up ISLAM Counterpart- Aserai
- Aserai is the largest faction in-game (both territory and settlement-wise).
- We can introduce 2 sub-branches of the Islam counterpart religion for some interesting political divide
Example:
Sons of Gandir (Quyaz, Sanala, Qasira) >> prefer a more traditional approach of the Islam counterpart religion
Sons of Uraid (Razih, Husn Fulq) >> prefer a more extremist, war-like interpretation of the Islam counterpart religion