Religion

Religion: Corruption of Chaos
Spoiler :
Requirements:
• Adoptable by: Norsca, Kurgan, Hung, Chaos Dwarf, Beastmen, Ind.
• Tech: Corruption of Chaos. Free missionary unit for any faction (who can adopt Chaos) who researches Corruption of chaos.
Founded by:
• Constructing the Shrine of Corruption, available at Corruption of Chaos tech.
Spread by:
• Religion does not spread by itself. Missionaries spread religion, expensive price. Spreads by event (Chaos cult event, maybe others).
Unique feature:
Has a chance of causing a revolt in any city it is present in if that city does not have corruption of chaos state religion.


Religious Unique Buildings:
Spoiler :
• Building Name: Temple of Chaos (Generic)
• Requirements: Corruption of Chaos Tech, Corruption State religion
• Background: -------
• Effect: +1 influence, +2 beakers. All chaos factions can build any of the chaos temples, but only one per city. The UU granted is limited to total National cap 10 across all 4 UUs (or alternatively just cap each at 3).
• Allows: Zealot of Chaos; Chaos furies, Inquisitor

• Building Name: Temple of Khorne
• Requirements: Corruption of Chaos tech, Corruption of Chaos State religion.
• Effect: (additional to Generic Temple of Chaos effects) +1 xp for all newly created units in this city, allows you to sacrifice any unit to give +1 happy for 10 turns in the city and +20 influence (once), (like Fall Further Cualli sacrifices), adds Mark of Khorne promotion to newly created units in this city with 25% chance.
• Allows: Bloodletters of Khorne; Chaos furies, Inquisitor, Demon prince.

• Building Name: Temple of Slaanesh
• Requirements: Corruption of Chaos tech, Corruption of Chaos State religion.
• Effect: (additional to Generic Temple of Chaos effects) +2 happy, +1 happy per 20% influence slider, adds Mark of Slaanesh to newly created units in this city with 25% chance.
• Allows: Daemonettes of Slaanesh; Chaos furies, Inquisitor, Demon prince.

• Building Name: Temple of Nurgle
• Requirements: Corruption of Chaos tech, Corruption of Chaos State religion.
• Effect: (additional to Generic Temple of Chaos effects) +2 health (yeah, they're diseased, but they don't die from it), some-other-minor-effect, adds Mark of Nurgle to newly created units in this city with 25% chance.
• Allows: Plaguebearers of Nurgle, Chaos furies, Inquisitor, Demon prince.

*Alternative*; rather than +2 health, make it +3 food +2 unhealth. That way the temple is still making people sick.

• Building Name: Temple of Tzeentch
• Requirements: Corruption of Chaos tech, Corruption of Chaos State religion.
• Effect: (additional to Generic Temple of Chaos effects), Newly created units affected by Mutate spell with 50% chance, +1 happy from warpstone, adds Mark of Tzeentch to newly created units in this city with 25% chance.
• Allows: Horrors of Tzeentch; Chaos furies, Inquisitor, Demon prince.



Religious Unique Unit:
Spoiler :
• Unit Name: Demon Prince of Chaos.
• Requirements: Corruption of Chaos state religion. Chaos incursion tech (or End Times tech). World unit; only one may exist.
• Background:
• Unit Class: Beast.
Race: demon
• Statistics:
Strength 12+6 unholy, 2 movement.
• Unique items:
None
• Other Bonuses:
Cause fear
Terror.
Aura of flame (as for Meshabbar of Dis from FFH).
Raider (auto-pillages any enemy tile he moves into)
Sentry (+1 visibility).
• Art: Hyborem.
Hammer cost: 320

• Unit Name: Chaos furies (National limit 5, separate from 10 for the 4 temple demons)
• Requirements: Temple of chaos (any), Corruption of Chaos state religion
• Background:
• Unit Class: beast
Race: demon
• Statistics:
o 1 movement, strength 4, range 5.
• Other Bonuses:
Counts as fighter aircraft unit. Can relocate between cities. Can perform recon run. Can perform strafing run. Cannot perform bombing run. Can be intercepted (all flying units should gain the interception ability). Can perform intercept mission.
• Placeholder Art: ? Fighter aircraft would look silly but make their purpose clear.
Hammer cost: 90

• Unit Name: Bloodletter of Khorne
• Requirements: Temple of Khorne, Corruption of Chaos state religion, Bloodlust of Khorne tech.
• Background: "Bloodletters are Lesser Daemons, known variously as the Footsoldiers of Khorne, the Warriors of Blood, the Teeth of Death or the Horned Ones. Carrying blades quenched in the blood of a generation of fallen warriors, they march behind twisted banners that flutter in no earthly breeze accompanied by the chanting of the names of those slain in battle. They are bestial creatures, with snarling fanged mouths, whose skin drips constantly with blood, their matted manes shaped into spines with dried gore. Like the raging god from which they are born, Bloodletters have no desire but to shed blood on the field of battle. They are clad in fragments of armour, which si sometimes melded to their skin, and wield massive swords." (From Mark of Chaos).
• Unit Class: beast
Race: demon.
• Statistics:
o 1 movement, no metal weapons, strength 9, explodes on death (like Sheaim pyre zombies)
• Other Bonuses:
Starts with Mark of Khorne.
• Art: http://forums.civfanatics.com/showthread.php?t=288829
Hammer cost: 140

• Unit Name: Plaguebearers of Nurgle
• Requirements: Temple of Nurgle, Corruption of Chaos state religion, Gifts of the Plagued One tech.
• Background: "Plaguebearers have distended, cyclopean faces that leer from atop famine-wasted frames and corpulent bellies, split from within by gushing organs. Sometimes known as the Tallymen of Plagues, they count the diseases of the world, numbering the poxes and contagions in sonorous chants that burble and echo from fanhed mouths. Dripping with unnatural excretions, the Maggotkin feel no pain, for they are every lingering death, every moment of delerium and fevered starvation." (From Mark of Chaos).
• Unit Class: beast
Race: demon
• Statistics:
o 1 movement, no metal weapons, strength 6+2 death.
• Other Bonuses:
Starts with Mark of Nurgle.
Starts with Plagued.
• Art: Drowned or Stygian Guard from FFH.
Hammer cost: 140

• Unit Name: Daemonettes of Slaanesh
• Requirements: Temple of Slaanesh, Slaanesh's Pleasures tech, Corruption of Chaos state religion.
• Background:
• Unit Class: beast
Race: demon
• Statistics:
o 2 movement, no metal weapons, strength 7.
• Other Bonuses:
Starts with Mark of Slaanesh.
Can cast Charm Person.
• Art: Succubus from FFH.
Hammer cost: 140

• Unit Name: Screamers of Tzeentch
• Requirements: Temple of Tzeentch, Lore of Change tech, Corruption of Chaos state religion.
• Background:
• Unit Class: beast
Race: demon
• Statistics: Strength 7, 2 moves, no metal weapons. Flying.
• Other Bonuses:
Starts with Mark of Tzeentch.
Can cast "scream" spell. Does 10% damage (to a maximum of 15%) to all units in one adjacent stack, unless the unit is immune to fear.
Hammer cost: 140


 
I would make the 'corruption of chaos' religion adoptable by each and every civ, to effectively represent the threat that chaos represents in the warhammer world.

This in turn could be used to trigger some kind of religious victory.
 
I would make the 'corruption of chaos' religion adoptable by each and every civ, to effectively represent the threat that chaos represents in the warhammer world.

This in turn could be used to trigger some kind of religious victory.

I think that the current plan works better. Chaos can show up in any civ's cities (by event or invisible missionaries), but it causes only grief and havoc for that civ unless they are one of the chaos-adopting races; unhappiness and revolts.
And we've already created plans for a chaos-specific religious victory (see the Chaos Awakening thread).

It would ruin the flavor of high elves or empire to see them start summoning chaos daemons.
 
Updated Salvation religious UUs.

Salvation units.

Spoiler :

All salvation factions get Priest unit (missionary slot).

All salvation factions get Salvation priest (replaced by UU for every civ, priest slot). Requires priesthood tech, requires Temple of Salvation. National limit 5.

All factions can build an Inquisitor with Fanaticism (replaced for some factions by a UU).

Most factions get a crusader UU. Requires Fanaticism tech, requires Temple of Salvation.

All factions can get a Flagellant. Strength 5 disciple unit, no metal weapons. 1 move. Death does not cause war weariness, no unit upkeep.
The unit is not buildable; instead if spawns for free in your capital, 1 per turn (up to a maximum of 10), if you have fanaticism tech, have salvation state religion and are at war with a civ who does not have salvation as their state religion.

Promotions:
Inquisition I: Gives the unit the Lesser inquisition spell, which sacrifices the unit to perform an inquisition (even if the inquisition fails).
All disciple units can learn the promotion (requires combat 2 – so you can’t easily have newly built missionary units immediately learn how to inquisition).
This spell is needed to let players carry out inquisitions earlier than the fanaticism tech (which is quite late game) once hostile religions give extra unhappiness.

Inquisition II: Gives the unit the Greater Inquisition spell. The spell takes 4 turns to cast (ie freezes the unit for 4 turns), and performs an inquisition without sacrificing the unit. Can only be cast in a city on your team.
All inquisitors start with this promotion.

Demonslayer. Unit gains +20% strength vs demons. Requires combat 1. Available to all disciple units.

Undeadslayer. Unit gains +20% strength vs undead. Requires combat 1. Available to all disciple units.

Profane. Unit gains +20% strength vs disciple units. Requires combat 1. Available to demon units and undead units.

Remember that demon units and undead units already get -25% holy resistance and -50% holy resistance already, so there isn’t really any need for the “Righteous Fury” promotion. Just give them holy damage for the same effect.
So a 3+3holy unit will be strength 6 against most units but will be strength 7.5 against undead units.

Empire
• Unit Name: Warrior Priest of Sigmar (Salvation priest UU), national limit 5.
• Requirements: Empire civilisation, Salvation state Religion, Temple of Sigmar building, Priesthood tech.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 3 strength, 3 holy strength. Cannot use metal weapons.
• Other Bonuses:
Starts with magic resistance promotion. Starts with medic 1.
Can cast Cure Disease.
Immune to fear.
Starts with "priest of sigmar" promotion (allows them to cast Sigmar spells).
Hammer cost: 80

• Unit Name: Witch Hunter (replaces Inquisitor) National limit 3.
• Requirements: Empire civilisation, Salvation state Religion, Fanaticism tech. Requires Empire Inquisition.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 3 strength, 3 holy strength. Cannot use metal weapons.
• Other Bonuses:
o Starts with Inquisition 2 promotion. Cities captured are automatically inquisitioned and converted to salvation.
o Starts with demon-slaying promotion.
Immune to fear. Immune to terror.
+25% vs disciple units. +25% vs arcane units. Starts with Marksmen promotion.
Hammer cost: 150.


Bretonnia
Questing knight.
Brettonnian UU, requires salvation state religion, tournaments tech, chapel of the grail building.
Stats as current.

• Unit Name: Grail Knight
• Requirements: Bretonnian civilisation, Salvation state Religion, Upgrade from a level 4 Questing Knight only. Requires Tournaments tech, requires Fanaticism tech. Requires Chapel of the Grail buiding.
• Background:
• Unit Class: Mounted
• Statistics:
o As current.
o ‘Awe’ promotion. Allied units in stack get +10% strength.
Immune to fear.
Hammer cost: as current.

• Unit Name: Battle Pilgrims (Salvation priest UU) (Limit 5)
• Requirements: Bretonnian civilisation, Salvation state Religion, Priesthood tech. Requires Chapel of the Grail.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 5 strength+1holy, 1-2 first strikes, 10% withdrawl chance. No metal weapons.
• Other Bonuses:
o Starts with inquisition 1 tech.
o If it captures a city, automatically adds salvation religion to the city (doesn’t inquisition any existing religion, however).
o Starts with spirit guide promotion.
Immune to fear.
Hammer cost: 90.



Kislev
• Unit Name: Priest of Ursun (Salvation priest UU, limit 5)
• Requirements: Kislev civilisation, Salvation state Religion, Priesthood tech, Temple of Ursun.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 5 strength.
• Other Bonuses:
o, Can cast ‘Cure Disease’, Can cast the Lore of Beasts spell that does bear stuff (+1 move, +2 strength, wears off?).
Immune to fear.
Hammer cost 80.

• Unit Name: Berserker of Ursun (crusader UU, limit 3)
• Requirements: Kislev civilisation, Salvation state Religion. Requires fanaticism, requires Temple of Ursun.
• Background:
• Unit Class: Disciple
• Statistics:
o 2 movement, 7+2holy strength. Cannot use metal weapons.
• Other Bonuses:
o Starts with Blitz promotion
o +20% city attack strength.
Immune to fear. Immune to terror.
Hammer cost: 140.


Tilea
• Unit Name: Priest of Verena (Salvation priest UU)
• Requirements: Tilea civilisation, Salvation state Religion, Requires Priesthood tech, Requires Temple of Mercopio
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 5 strength.
• Other Bonuses:
o May cast ‘Cure Disease’, o Can cast Verena’s Favor. Creates a Mercantile Chapterhouse building in the city. Adds +1 happy, +1trade route, +25% trade route yield, +10% commerce. Building removed if caster leaves the city (like inspiration, wall of stone, etc. in FFH).
Medic 1, Medic 2

• Unit Name: Magistrate of Verena (crusader UU, national limit 3)
• Requirements: Tilea civilisation, Salvation state Religion.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 6+1holy strength, no metal weapons.
• Other Bonuses:
o Can cast "unyielding order"; like FFH spell, removes civil unrest and prevents unhappiness.
Hammer cost 150.


Estalia
• Unit Name: Priest of Myrmidia (Salvation priest UU, limit 5)
• Requirements: Estalia civilisation, Salvation state Religion, Requires Priesthood tech, Requires Temple of Myrmidia
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 4+1holy strength. Cannot use metal weapons.
• Other Bonuses:
Starts with Medic 1, medic 2 promotions.
o May cast ‘Cure Disease’, ‘Judgement’, (adds a Tribunal building to the city which provides +1happy, -50% War weariness and +2 influence.)
Hammer cost: 60 hammers.

• Unit Name: Estalian Inquisitor (Inquisitor UU)
• Requirements: Estalia civilisation, Salvation state Religion.
• Background:
• Unit Class: Disciple
• Statistics:
o 1 movement, 5 strength +2 Holy.
• Other Bonuses:
o Starts with Inquisition II.
Starts with Bright Magic 1. (No channeling).
Immune to fear. Immune to terror.
Hammer cost: 150.
 
Spirituality religion, draft design.

More ideas needed, this is just to get the ball rolling.

Each faction gets a priest unit at priesthood tech (national limit 5), and a crusader/inquisitor unit at fanaticism tech (national limit 4). All units are disciple class, and cannot use metal weapons or wartats.

All units require spirituality religion in that city, and spirituality state religion.

Each faction gets a unique temple of spirituality.

Araby
Priest:

Crusader: Hashshashin
Strength: 5/3+2 holy. Starts with Marksmen promotion. 2 moves.
Immune to fear.

Ghazi fanatics. (National UU, limit 5, requires fanaticism). Strength 6/3, no metal weapons, moves 1, death doesn’t cause war weariness, immune to fear, cost 40 hammers. Very cheap throwaways.


Ind
Priest: Fakir
Strength 4 + 1 holy.
75% resistance to: fire, poison, death, holy, unholy, lightning, cold.
Immune to fear, immune to disease.
Starts with Medic 1, Medic 2.
Can cast cure disease.

Crusader:


Cathay
Priest unit: Shaolin Monk
Strength 4+1 holy, 1 move, +50% vs melee units. Starts with medic 1. Starts with march promotion.
Can cast cure disease.

Crusader:
Shaolin Master
Strength 5+2 holy, +50% strength vs melee units. Starts with medic 1, march.

Nippon
Priest unit: Sohei
Strength: 4+2 holy, 1 move, 1 first strike.
Can cast cure disease.

Crusader: Omioji
3+2 holy+1death, 1 move, 1 first strike.
Can case cure disease.
Can use metal weapons.
 
Old Ones:
Adoptable by:
Spread by:
Temple benefit:
UUs:
Hero:

Adoptable by: Lizardmen and Amazonia. (Them only!)
Spread by: spread on city founding.
Temple Benefit: +2 xp for Disciple Units. (This will be particularly good for the Slann Mage & the Skink Mages, who I think should be mage-disciple units.)
UUs: I’m thinking some sorta mage priest for the Lizardmen. (Maybe? Idk. Very rough idea.) Some kinda Valkyrie style flying melee unit for Amazonia.
Hero: Uber mage priest? (Again rough idea.)


Witch Hag (for Druchii with Elven Gods)
4 +1 poison
eligible to earn Frenzied promotion
can use Wartatoos
can Spread Elven Gods

I like this idea.
Maybe for the Asur:
Acolytes of Heoth
4:strength:+1holy
+1 first strike
can use Wartatoos
can Spread Elven Gods

Asrai still got no ideas for. Really don’t know them well enough. Lemme check around a bit.

Eternal life:
Adoptable by: Khemri, Lamia.
Spread by:
Temple benefit: +2 happy (who doesn’t want to live forever?), +1 influence, increases rate of new population spawning (if Khemri uses Scions of Patria population mechanics).
Strengths:
UUs:
Heroes:

Spread by: spread upon city founding
Heroes: I would say Nagash, but…:lol: Jk. Might I suggest “The Wight King”. (Equipped with “Dreaded Sword of Kings”, +15% against living units since the idea is that this equipment “sucks the life from those it touches”.)

though i agree with you 150% onthe REAL preists, with civ specific divine magic! WHEEEEEEEEE (in case you havent noticed, i love magic and the possibilities )

I also agree. So add a +50% bonus from me to make it 200% total. :p

i was considering making all priests able to spread religion like the night watch in FfH Esus religion (ie they dont die), and all inquisitors auto spread their religion to any city they capture. (your witch hunter idea ) though that last could be awsome as a special effect for only some inquisitor units.

That I like. Especially since we’re talking expensive missionaries.

Chaos:
Lots of demons.
Chaotic mutations.
Corrupting/weakening others (cult of the dragon style effects/spread).
Poor happiness bonuses.
good ideas. sheaim style summoning of units from temples would be awsome.

Oooh…Sheaim style summoning. I like that. Yes, very much so. :)
 
You're ressurecting some oooold ideas there. :)
We already have a crusader for high/dark elves, and their unit rosters are pretty complete, so all we need is a priest unit for those two. With wood elves... again, they already have a big unit roster. We could tie wild riders into fanaticism maybe, and find something at priesthood.
We can just leave the normal missionaries as they are; after all its not like the AI will use missionaries as combat units anyway.

I could see the Witch hag as a priest unit. 4+1 poison+1unholy, can use wartats, starts with wartats, can cast cure disease.

And I could see a high elven priest unit really just be another wizard.

But none of these factions are particularly religiously oriented, so they don't need much (or very powerful) religious stuff.

We're probably not going to have religious heroes, or if we do, not for a long time. The existing hero design is enough for now.

Sheaim style summoning would come not from the Temples, but from the great Gateway wonders.
 
Yso all we need is a priest unit for those two.

I could see the Witch hag as a priest unit. 4+1 poison+1unholy, can use wartats, starts with wartats, can cast cure disease.

And I could see a high elven priest unit really just be another wizard.

I don't know what P_L was suggesting these as, but I'm recommending we have them as Priest UUs. I know we already have Crusaders.
In fact, you guys can't decide on whether the HE Crusader should have 4:strength:+1holy+1fire or if it should have 4:strength:+2holy. Remember? So, I'm waiting to code on that unit.


Sheaim style summoning would come not from the Temples, but from the great Gateway wonders.
Yup, gathered that. Sounds good.
 
In fact, you guys can't decide on whether the HE Crusader should have 4+1holy+1fire or if it should have 4+2holy. Remember? So, I'm waiting to code on that unit.

Whatever PL prefers, I'm indifferent.
 
Whatever PL prefers, I'm indifferent.

Well, then, now'd be a good time for P_L to show up and state an opinion. I'm getting impatient. :p
 
Rlaf, it's your decision as a reward for quick coding! Just don't go making it +10Death or anything..

LOL! Ok. Well, then, it's gonna be 4:strength:+2holy. Why? Cuz that requires less lines of code. YEs, I'm lazy. Gimme break. :lol::lol:

Edit: And, btw, the Phoenix Guard is gonna be the royal guard UU. The White Lions is gonna be the Crusader UU. If anyone really cares about this, lemme know now. It's going into the code.
 
Sounds good to me. The White Lions are a bunch of axe wielding, non-makeup wearing smelves who wear furs. Very strange.
 
Sounds good to me. The White Lions are a bunch of axe wielding, non-makeup wearing smelves who wear furs. Very strange.

And, as a rule, religious UUs are somewhat strange anyway. They're all full of religious fervor. Can be overly passionate. Nothing wrong with it. Just not "normal" behavior. So, it sorta fits.
 
yah according to the wiki we got our smElves mixed up. Phoenix Guard are warrior-priests and White Lions are a bodyguard unit. No biggy.
 
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