Ahriman
Tyrant
Lets start trying to differentiate religions:
Suggestions much appreciated for heroes and religious UUs.
You can only build a Temple of your state religion.
Temples cost considerably more than at present.
Temples of non-state religion are auto-razed when you conquer a city.
All non-state religions in your city add +2 unhappy faces. This makes inquisitors worth building and using. Spread of religion should be much slower, more difficult and more meaningful than at present. I hate how in FFH its too easy to get 3-4 religions anywhere, and have all the temples for all the different religions.
Discovering the techs Words of Salvation, Philosophy and Corruption of Chaos gives you a free missionary of the appropriate religion. This way, you can still get a religion even if you were beaten to the shrine.
Salvation:
Adoptable by: Empire, Brettonnia, Tilea, Estalia
Spread by: Shrine spreads religion, slowly. Missionaries spread religion, moderate price missionary (more expensive than present).
Temple benefit: +1 happiness, +2 influence, adds “Blessed” promotion to units built in the city; Blessed adds 20% strength, and wears off after combat.
UUs: Battlepriest, UU national limit 5. Strength 4, can use metal weapons, +50% vs demons, +50% death resistance, can case Cure Disease.
Hero:
Corruption (Chaos):
Adoptable by: Kurgan, Hung, Chaos Dwarf, Beasts of chaos, Ind.
Spread by: No spread from shrine or holy city. Spread by missionaries only. Chaos missionaries are invisible, and can enter enemy borders. Expensive missionaries. Very small chance per turn that a Chaos Temple auto spawns a missionary unit. Also; spreads by Chaos Cult event.
Temple benefit: +1 influence, 50% chance for any newly created unit to be affected as if by Mutate spell, +3 beakers. No Happiness bonus. Required to build all UU units.
UUs: Various chaos demons. Chaos furies: strength 4, functions as Fighter aircraft (bombing run, city bombard, intercept, bonus vs flying units).
Hero:
Spirituality:
Adoptable by: Araby, Ind, Cathay, Nippon.
Spread by: Shrine spreads religion, slowly. Missionaries spread religion, moderate price missionary (more expensive than present).
Temple benefit: +2 happy, +1 influence, +10% influence.
Strengths:
UUs:
Hero:
Old Ones:
Adoptable by:
Spread by:
Temple benefit:
UUs:
Hero:
Destruction:
Adoptable by: Orks, Gobs, HobGobs, Ogres.
Spread by: Current mechanic; auto-appears in new Greenskin cities, capturing a city applies Destruction religion and wipes out existing population.
Temple benefit: +1 happy, +1xp to units built in the city, +10% milprod. No influence bonus. (Greenskins should have to fight for territory, not gain it peacefully).
UUs: Ork magic should focus around temples of destruction; the WAAAGH! Spellcasters could require a temple of destruction (which you could rename as a WAAAGHH!! Banner or something).
Hero:
Elven gods:
Adoptable by: Dark Elves, High Elves, Wood Elves.
Spread by: Expensive missionary only (its not easy to have non-elves worship the elven gods), autofounded in new elf cities.
Temple benefit: +1 happy, +1 food, +20% influence.
UUs:
Hero: (Not sure how to find a hero available to both high elves and dark elves - is there some elven character who fell from the light? So, depending on who builds him first, its before or after his fall.)
Ancestor gods:
Adoptable by: Dwarves.
Spread by: Autofounded in new dwarf cities. Expensive missionary to spread to other cities. No spread from shrine. (Hard to spread to compensate for no competition for getting the shrine).
Temple benefit: +2 gold, +10% city defense, +1 influence, +1 happy per faction currently at war with who have previously declared war on you.
[So you create a "grudge" variable with each enemy faction that starts =0 . When an enemy declares war on you, the grudge variable becomes =1. When you make a peace treaty, and grudge variables that =1 become =2. Grudges that =0 are unaffected.
When you are at war with a faction whose grudge with you =2, you get +1happy from all your Temple of Ancestors for each grudge=2 faction you are at war with.
Also, -2 diplomatic penalties for dwarves with all races they have a grudge with, to make grudge wars more likely]
UUs: Grudgethrower (replaces catapult). Strength 6/2. Requires Ancestor gods in city.
Hero:
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:
Hero:
No religion: Sylvanians, Skaven.
Suggestions much appreciated for heroes and religious UUs.
You can only build a Temple of your state religion.
Temples cost considerably more than at present.
Temples of non-state religion are auto-razed when you conquer a city.
All non-state religions in your city add +2 unhappy faces. This makes inquisitors worth building and using. Spread of religion should be much slower, more difficult and more meaningful than at present. I hate how in FFH its too easy to get 3-4 religions anywhere, and have all the temples for all the different religions.
Discovering the techs Words of Salvation, Philosophy and Corruption of Chaos gives you a free missionary of the appropriate religion. This way, you can still get a religion even if you were beaten to the shrine.
Salvation:
Adoptable by: Empire, Brettonnia, Tilea, Estalia
Spread by: Shrine spreads religion, slowly. Missionaries spread religion, moderate price missionary (more expensive than present).
Temple benefit: +1 happiness, +2 influence, adds “Blessed” promotion to units built in the city; Blessed adds 20% strength, and wears off after combat.
UUs: Battlepriest, UU national limit 5. Strength 4, can use metal weapons, +50% vs demons, +50% death resistance, can case Cure Disease.
Hero:
Corruption (Chaos):
Adoptable by: Kurgan, Hung, Chaos Dwarf, Beasts of chaos, Ind.
Spread by: No spread from shrine or holy city. Spread by missionaries only. Chaos missionaries are invisible, and can enter enemy borders. Expensive missionaries. Very small chance per turn that a Chaos Temple auto spawns a missionary unit. Also; spreads by Chaos Cult event.
Temple benefit: +1 influence, 50% chance for any newly created unit to be affected as if by Mutate spell, +3 beakers. No Happiness bonus. Required to build all UU units.
UUs: Various chaos demons. Chaos furies: strength 4, functions as Fighter aircraft (bombing run, city bombard, intercept, bonus vs flying units).
Hero:
Spirituality:
Adoptable by: Araby, Ind, Cathay, Nippon.
Spread by: Shrine spreads religion, slowly. Missionaries spread religion, moderate price missionary (more expensive than present).
Temple benefit: +2 happy, +1 influence, +10% influence.
Strengths:
UUs:
Hero:
Old Ones:
Adoptable by:
Spread by:
Temple benefit:
UUs:
Hero:
Destruction:
Adoptable by: Orks, Gobs, HobGobs, Ogres.
Spread by: Current mechanic; auto-appears in new Greenskin cities, capturing a city applies Destruction religion and wipes out existing population.
Temple benefit: +1 happy, +1xp to units built in the city, +10% milprod. No influence bonus. (Greenskins should have to fight for territory, not gain it peacefully).
UUs: Ork magic should focus around temples of destruction; the WAAAGH! Spellcasters could require a temple of destruction (which you could rename as a WAAAGHH!! Banner or something).
Hero:
Elven gods:
Adoptable by: Dark Elves, High Elves, Wood Elves.
Spread by: Expensive missionary only (its not easy to have non-elves worship the elven gods), autofounded in new elf cities.
Temple benefit: +1 happy, +1 food, +20% influence.
UUs:
Hero: (Not sure how to find a hero available to both high elves and dark elves - is there some elven character who fell from the light? So, depending on who builds him first, its before or after his fall.)
Ancestor gods:
Adoptable by: Dwarves.
Spread by: Autofounded in new dwarf cities. Expensive missionary to spread to other cities. No spread from shrine. (Hard to spread to compensate for no competition for getting the shrine).
Temple benefit: +2 gold, +10% city defense, +1 influence, +1 happy per faction currently at war with who have previously declared war on you.
[So you create a "grudge" variable with each enemy faction that starts =0 . When an enemy declares war on you, the grudge variable becomes =1. When you make a peace treaty, and grudge variables that =1 become =2. Grudges that =0 are unaffected.
When you are at war with a faction whose grudge with you =2, you get +1happy from all your Temple of Ancestors for each grudge=2 faction you are at war with.
Also, -2 diplomatic penalties for dwarves with all races they have a grudge with, to make grudge wars more likely]
UUs: Grudgethrower (replaces catapult). Strength 6/2. Requires Ancestor gods in city.
Hero:
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:
Hero:
No religion: Sylvanians, Skaven.