We should have the ability to create religious institutions, with support from the game engine. The idea is that we have an extensive type of claim, similar to a kingdom's, but different in how it's expanded and maintained. I'm sure this concept could be applied to kingdoms themselves, but it might be more interesting if kingdoms and religions are made different things.
Religious institutions (RI) shouldn't give passive bonuses or receive an XP tax from members since that's already covered by kingdom mechanics. Instead, they should rely on active behavior like player worship in the form of XP or random item sacrifices (like the old numen). These sacrifices would be made in shrines built by the RI representatives, and would give the worshiper a temporary bonus in return.
The nature of these shrines would vary and could follow the old 12 belief bars, allowing shrines for life, death, industry etc. The RI itself, I think, could choose any combination of the 12 beliefs upon its foundation, to give us more diversity and reduce possible exploits, and the resulting quality of the sacrifice /worship bonuses would then be related to that combination (for example, a RI focused on "nature" would return better bonuses than one focused on "life, nature and civilization ". Alternatively, a RI with multiple focuses could also have bonuses that other RI's don't).
The sacrifices could also give the player other kinds of things, of course, like a temporary unique combat move, additional AC value, improved fate formula, and so on.
I feel the game is too linear, everything goes from 1 to 2 to 3, from personal claim to village to kingdom. It would be nice if more dimensions were added to the social structure of the world.
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ven
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Ysh
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Re: Self-making content: religious kingdom-like claim
I do not think claim is proper model for religion.ven wrote:We should have the ability to create religious institutions, with support from the game engine. The idea is that we have an extensive type of claim, similar to a kingdom's, but different in how it's expanded and maintained. I'm sure this concept could be applied to kingdoms themselves, but it might be more interesting if kingdoms and religions are made different things.
Religious institutions (RI) shouldn't give passive bonuses or receive an XP tax from members since that's already covered by kingdom mechanics. Instead, they should rely on active behavior like player worship in the form of XP or random item sacrifices (like the old numen). These sacrifices would be made in shrines built by the RI representatives, and would give the worshiper a temporary bonus in return.
The nature of these shrines would vary and could follow the old 12 belief bars, allowing shrines for life, death, industry etc. The RI itself, I think, could choose any of combinations of the 12 beliefs upon its foundation, to give us more diversity and reduce possible exploits, and the resulting quality of the sacrifice /worship bonuses would then be related to that combination (for example, a RI focused on "nature" would return better bonuses than one focused on "life, nature and civilization ". Alternatively, a RI with multiple focuses could also have bonuses that other RI's don't).
The sacrifices could also give the player other kinds of things, of course, like a temporary unique combat move, additional AC value, improved fate formula, and so on.
I feel the game is too linear, everything goes from 1 to 2 to 3, from personal claim to village to kingdom. It would be nice if more dimensions were added to the social structure of the world.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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ven
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Re: Self-making content: religious kingdom-like claim
Conflict is easier when the system is based on claims.
And some late-game sacrifices could have broader effects, benefiting everyone under that religion's claim. It sounds more reasonable not to remove a core mechanic that might be useful in future versions of this system.
And some late-game sacrifices could have broader effects, benefiting everyone under that religion's claim. It sounds more reasonable not to remove a core mechanic that might be useful in future versions of this system.
Venator
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Ysh
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Re: Self-making content: religious kingdom-like claim
I think system based on ''religion claim'' is not feeling like religion at all and instead is feeling like ''kingdoms except again.''ven wrote:Conflict is easier when the system is based on claims.
And some late-game sacrifices could have broader effects, benefiting everyone under that religion's claim. It sounds more reasonable not to remove a core mechanic that might be useful in future versions of this system.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Granger
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Re: Self-making content: religious kingdom-like claim
A good religion has to drain you of your wealth (and at times drive you to crimes against mankind) while only giving your a warm feeling in return.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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azrid
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Re: Self-making content: religious kingdom-like claim
Should just call this an expansion on kingdoms.
Give kingdoms ability to choose a religion.
Give kingdoms ability to choose a religion.


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ven
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Re: Self-making content: religious kingdom-like claim
Why though? The main point of this idea is to give us two different social macrostructures. A king could, but shouldn't necessarily and by default be the same thing as an archpriest. If the devs have the option of making the game less one-dimensional I think they should take it, and bloating kingdoms with lots of different mechanics and concepts doesn't sound fun at all either.azrid wrote:Should just call this an expansion on kingdoms.
Give kingdoms ability to choose a religion.
Venator
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iamahh
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Re: Self-making content: religious kingdom-like claim
characters could craft books that give random beliefs to readers, the char age could influence the book's "power", no need for book content, just an object to craft, read, and store in future libraries
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abt79
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Re: Self-making content: religious kingdom-like claim
Granger wrote:A good religion has to drain you of your wealth (and at times drive you to crimes against mankind) while only giving your a warm feeling in return.
Edgy
Join the Haven and Hearth Discord!
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jorb
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Re: Self-making content: religious kingdom-like claim
Yes, but it's a huge topic. We have ideas.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose