MikeOfDragon wrote:SeventhSandwich wrote:In the same vein as all the other kind of rustic, agricultural mythology in this game, I think it would be neat if there was some kind of introduced mechanic of 'sacrifice'. Like, you could kill a newborn lamb or burn a couple hundred units of food in a pyre for a better harvest or a combat buff to warriors in the village. The requirements for these sacrifices could scale as the size of the village increases or by the effective number of farm tiles in the village that would be affected by the sacrifice.
That way, a small hermit could kill one of his herd to get a better harvest, while a large village would need to sacrifice 500 pumpkins and a lock of a virgin's hair to get the same benefit.
Sounds cool, I like the feel of hearthlings having their own mythologies and beliefs.
Maybe you could have the 'God' being sacrificed to be some kind of 'intervillage' type of organization.
For instance, villages in alliances can all pray to the same God (selected from the altar menu) and get extra benefits based on the total number of following villages (and following villagers) in the religion.
However, on the flip side of the coin, the God will get extremely mad if followers from separate villagers kill eachother, and then there's like debuffs and misfortune spread upon all followers of the religion.
This sounds like a much cooler and larger idea than what I was originally going for. I'll edit the OP title to be more descriptive.