So i had this idea for relgions. How it would work is in order for your religion to be started you have to make a grand idol of a your god or gods which could be: a living person, an animal your particularly revere, or a dead person. Grand idol would be the center of your religion and if it is destroyed then the religion is also destroyed. Religion would gain religious fervor over time based on the amount of believers and the charisma of the believers. The more fervor a religion has the more it can grant its followers through prayer and worship. Religions would also be specialized, so like if the majority of the believers were farmers it would have farming buffs it can grant to its followers. If the majority of a religion is warriors that use mostly mc then the religion would grant mc buffs. How your religion type would be calculated is it would take a pool of all the stats of its followers and the highest stat would be its speciality and its second highest stat would be its secondary.
How one benefits from having a religion, is they can pray once a day to get a benefit, like lets say you have a religion that is a foraging religion, you can ask for a buff to your survival and exp and there is a chance you will get a buff to surv and exp for the day. If you pray at a shrine you have more chance of getting the buff and you can ask for a greater buff or a lesser buff, greater buffs are harder to get.
If you believe in a religion then there would be negative debuffs too depending on your religion, for example: if you are a farming religion then you have a debuff to smithing and so on and so forth and all religions have a debuff to INT. in this way it may also be wise for some to be atheist to avoid debuffs.
This idea needs more fleshing out and i would like to hear if anyone thinks its a good idea and has any improvements to be made on it.
If you chose to make a living member the god of your religion then everytime he loses a fight the religion loses fervor, but everytime he wins a fight the religion gains fervor. if you chose multiple gods then they all have to be living and it would allow for more specialization because a gods stats get multiplied by 2 when added to pool, but it also causes the debuffs to be worst.
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The_Lich_King
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Religions
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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blank
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Re: Religions
Religion gives debuff to intelligenceThe_Lich_King wrote:If you believe in a religion then there would be negative debuffs too depending on your religion, for example: if you are a farming religion then you have a debuff to smithing and so on and so forth and all religions have a debuff to INT. in this way it may also be wise for some to be atheist to avoid debuffs.
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MrPunchers
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ven
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Re: Religions
In earlier threads it's mentioned the devs don't want to implement anything that requires worship of gods.
I've suggested before that kingdoms should be able to build altars for the old 12 beliefs, which I think are a good compromise: you worship an idea, for example, life, nature etc. That worship would be done either by quests or by thematic offerings at the altars. There would be a global pool for religious power, which is the sum of all altars of the same type and the offerings made to them, to calculate the buffs given by each religion. And some new mechanic could be created to determine who is the leader of each of the 12 religions.
It would also be really interesting if religious power somehow was an alternative to political power (kingdoms), and if there was another layer of group identity parallel to "village" or "realm" (which could, of course, also compete in parallel for dominance). That means, for example, that a large kingdom could have citizens following two different religions. Or that a king could start a holy war to force some village into its religion and therefore increase its benefits.
I've suggested before that kingdoms should be able to build altars for the old 12 beliefs, which I think are a good compromise: you worship an idea, for example, life, nature etc. That worship would be done either by quests or by thematic offerings at the altars. There would be a global pool for religious power, which is the sum of all altars of the same type and the offerings made to them, to calculate the buffs given by each religion. And some new mechanic could be created to determine who is the leader of each of the 12 religions.
It would also be really interesting if religious power somehow was an alternative to political power (kingdoms), and if there was another layer of group identity parallel to "village" or "realm" (which could, of course, also compete in parallel for dominance). That means, for example, that a large kingdom could have citizens following two different religions. Or that a king could start a holy war to force some village into its religion and therefore increase its benefits.
Venator
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The_Lich_King
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Re: Religions
I like the way you think and i think this suggestion is really good but i would still like there to be a religious head or heads to build fervor and lead their campaigns across the hearthlands.ven wrote:In earlier threads it's mentioned the devs don't want to implement anything that requires worship of gods.
I've suggested before that kingdoms should be able to build altars for the old 12 beliefs, which I think are a good compromise: you worship an idea, for example, life, nature etc. That worship would be done either by quests or by thematic offerings at the altars. There would be a global pool for religious power, which is the sum of all altars of the same type and the offerings made to them, to calculate the buffs given by each religion. And some new mechanic could be created to determine who is the leader of each of the 12 religions.
It would also be really interesting if religious power somehow was an alternative to political power (kingdoms), and if there was another layer of group identity parallel to "village" or "realm" (which could, of course, also compete in parallel for dominance). That means, for example, that a large kingdom could have citizens following two different religions. Or that a king could start a holy war to force some village into its religion and therefore increase its benefits.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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ven
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Re: Religions
Yeah there should definitely be a leader somehow. Would be awesome if kings had to make deals with pope-like figures for whatever reason.
Venator
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The_Lich_King
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Re: Religions
yeah and lets make it so killing someone of a false religion brings fervor to yours, so that a religious leader would have incentive to fight holy wars for his religionven wrote:Yeah there should definitely be a leader somehow. Would be awesome if kings had to make deals with pope-like figures for whatever reason.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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Granger
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Re: Religions
Imho religions should mirror real life (so the int debuff is a step in the right direction) in the way that they consume resources and have no tangible benefit except your belief that you're right -or- your fake of it to stay in that circle cause it offers good business opportunities:
https://youtu.be/C_uHWf5JRUw?t=293)
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⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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beardhat
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Re: Religions
If they require 'tithes' to gain their benefits by sacrificing things, similar to how old hearth magic worked, it would be pretty swanky.
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The_Lich_King
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Re: Religions
Also i thought that for religions that worship animals they don't get as many praying buffs but they get an increased spawn rate and increased q buff for that animal and for the grand idol they get a tamed version of whatever animal they worship(it won't be able to breed with any tamed of another religion to prevent a religious animal farm) and if the animal dies then there fervor instantly goes to 0 and thay have to make an offering to get another tamed god animal or the religion falls apart.beardhat wrote:If they require 'tithes' to gain their benefits by sacrificing things, similar to how old hearth magic worked, it would be pretty swanky.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.