I'll be away (camping) the next two weeks, off-line so I can't answer any questions. Here's the teaser for phase 2. It's partly rehash of an old post, but with changes and added detail based on what I now know I can do with religion. It also introduces spells.
Éa, the Ageless and the Divine (phase 2, working toward alpha...)
The Aos Sídhe (new race)
Aos Sídhe (or just Sídhe) are similar in stature to Man, but ageless and more beautiful. Sídhe start with Hunting, Writing and Thaumaturgy. They have low birth rates, resulting in slower and more restricted settler production. However, small populations of the almost-immortal Sídhe generate substantial levels of research and culture. Great people of the Sídhe may become ancient, wise and utterly powerful, but their number will be few.
Thaumaturgy, Maleficium, and Divine Liturgy (new "gateway" techs)
All three of the gateway magic techs are 2nd tier and have writing as sole prerequisite. Thaumaturgy is broadly necessary for deep pursuit of arcane magic of all different sorts, including both Sorcery and other (non consumptive) forms of arcane magic. Maleficium specifically deals with Sorcery, the form of magic that consumes Mana (other forms manipulate or channel Mana without consuming it). Divine Liturgy is the gateway to higher levels of celestial knowledge for followers of Azzandara, and can only be learned by civilizations of Man.
Religion Overview
There are two broad worldviews in Éa, Theism and Pantheism, each associated with a policy branch and more than one religion. Each religion has its own founding mechanism involving particular prophecies or rituals. Religions are not "blank slate" as in base, but develop in specific ways with beliefs either set at founding or given with particular polices in the Theism or Pantheism branches. A civilizations religion determines its use of Divine Favor or Mana.
Theism and the Theistic Religions
The theistic worldview holds that there is a Creator that exists entirely outside of Éa and that is, Himself, Uncreated. Most civilizations of Man worship Azzandara (Man's name for the Creator) to one degree or another, and only civilizations of Man can open the Theism policy branch. Opening this branch results in the appearance of a Priest, whose first action is likely to be the making of the Prophecy of Ahuradhâta, thus founding the Azzandarayasna religion. The Theism policy branch acts synergistically with Divine Liturgy and downstream techs to enhance Azzandarayasna, increasing power, culture and divine favor of founder and follower civilizations. Though theists insist that there is only one God, their religious texts (or "yasna") describe a second being in eternal opposition to the Creator. This being is called Ahriman, the Destroyer, or sometimes the Anti-Creator. Overt followers of Ahriman are rarely seen, though their religion (Aŋra) is likely to be present at a low level in any civilization that knows Maleficium. This religion can be founded in two ways that involve either the Prophecy of Aŋra or the Prophecy of Vâ (see Prophecies below). Ahriman is said to be the instigator of all Sorcery, though most practitioners deny this link.
Azzandarayasna is the religion of those that follow Azzandara, founded by the Prophecy of Ahuradhâta and associated with Theism policies and Divine Liturgy techs. Beliefs are added with the adoption of additional Theism policies and generally include strong founder and follower bonuses for divine favor, gold, culture and military might, though they also receive penalties for the presence of other religions in their cities. Azzandara followers are generally not tolerant of other civilizations that lack faith or hold Pantheistic views, but always have a strong hatred for any fallen civilization. Divine Liturgy and downstream techs open a variety of divine spells that Priests can learn (a spellcaster can always learn a spell in lieu of gaining a promotion). This is the only religion whose spellcasters use Divine Favor rather than Mana. Divine Favor is accumulated at the civilization level from a variety of sources, especially religious buildings, and is "tapped" by follower priests to cast spells related to healing, protection or the banishment of Aŋra and Sorcery.
Aŋra is founded by the Prophecy of Aŋra or the Prophecy of Vâ and is the religion of those that worship Ahriman the Destroyer. Aŋra is associated with Maleficium, the "gateway" to Sorcery and related forbidden knowledge. However, most practitioners of Sorcery are not explicit followers of Aŋra and would deny any link to Ahriman or Aŋra. Cities that have Aŋra as dominant religion have slowed growth, increased unhappiness and a mild boost to research. The founder of Aŋra receives large boosts to mana and research based on the number of worldwide followers. Civilizations that follow Aŋra are considered "Fallen", as is any civilization that knows Maleficium after the Prophecy of Vâ has been made, and these civilizations suffer diplomatic penalties with other civilizations. Once a civilization falls, it can no longer make progress in Theism policies or Divine Liturgy-branch techs. Already adopted Theism policies become shifted in effect (generally toward mana and knowledge rather than divine favor and culture). All Devout spellcasters become "mana eaters" and are effectively Sorcerers (see The Fallen under subclasses below). Maleficium and downstream techs open a variety of spells available for Fallen Priests or Sorcerers generally focused on destruction or corruption. Practitioners of Sorcery (whether they be explicit followers of Aŋra or not) consume Éas Mana in the process of spellcasting in a way that can never be replenished. Although the Sum of all Mana is large, it is not infinite.
Pantheism and the Pantheistic Religions
The pantheistic worldview holds that all things are part of divine existence. There is no separation between physical and spiritual and no Creator apart from Éa. All thingsthe trees, rivers, and mountains; the Sun, Moon and stars; the elements; even a plaguehave divine spirit and are gods in their own right. The Pantheism policy branch allows civilizations to interact with these spirits (and the land itself) in ways not otherwise possible and is exclusive with both the Theism and Agrarianism branches. Opening the Pantheism policy branch results in the appearance of a Druid who can cast both divine and arcane spells. The Druid may join a particular cult (by performing its founding/spreading ritual) to gain specific additional abilities. All pantheistic societies follow The Weave of Éa, honoring all incarnations of Éa, though some focus worship on a specific set of incarnations becoming a cult within The Weave. These cults are narrowly focused and not always harmonious with each other. (Note: I use "cult" here in its older original meaning rather than its modern one.)
The Weave of Éa. This is the overarching religion of all pantheistic societies that honors all of the spirits and incarnations of Éa. It arises spontaneously in civilizations that have adopted Pantheism and has no founder nor holy city. Beliefs are gained by adopting additional policies in the Pantheism branch, and these generally enhance a followers ability to subsist and thrive on Éas wildlands (unimproved plots of any type) without need to "improve" the land. Although they appear as separate religions, all of the "cults" below are really sects within The Weave of Éa and retain all follower effects of the mother religion in addition to cult-specific effects.
Cult of Leaves. Followers of Fagus, Abellio, Buxenus, Robor, Abnoab and other incarnations of the trees, forests and jungles of Éa, this cult is founded or spread by the Ritual of Leaves (city must own at least 15 plots, at least 80% of which must be unimproved forest). Founder effect: receive 1 mana for each 1% coverage of all world land plots by forest or jungle. Follower effects: increased food based on percent forest/jungle coverage owned by city (1% growth for each 10% coverage); increased forest and jungle spread within borders; city borders expand into adjacent forest and jungle plots. Allowed spell: Bloom (8 turns; 40 mana), grows a forest or jungle (which one depending on nearby plots) on any unimproved land plot that is not desert, mountain or ice.
Cult of Epona. Followers of Epona (the Great Mare), Atepomarus, Sabazios and other incarnations of horses. Founded by the Ritual of Horses (city must own 3 horse plots, or 2 horse plots and at least 15 plots that are 60% flatland without forest, jungle or marsh). Founder effect: gain 1 mana for every horse plot worked by follower cities. Follower effect: +4 culture from horse plots; horse-mounted units gain +1 movement. Allowed spell: Ride Like the Wind (instant; 10 mana per affected unit), adjacent horse-mounted units gain 2 movement for this turn.
Cult of Pure Waters. Followers of Aveta, Condatis, Abandinus, Adsullata, Icaunus, Belisama, Clota, Sabrina, Sequana, Verbeia, Borvo and other incarnations of rivers, lakes and springs, this cult is founded by the Ritual of Cleansing (city must own at least 15 plots, 50% of which must be river, lake or oasis plots). Founder effect: flat unfeatured and unimproved plots may occasionally become oasis or floodplains. Follower effect: +2 food from lakes; +1 gold for all river tiles. Allowed spell: Purify (instant; 10 mana), removes all bad spell effects.
Cult of Ægir. Followers of Ægir (the Great Ocean), Barinthus, Fand, Lí Ban, Fimafeng, Eldir, Ritona and other incarnations of the seas, coastlands and fjords. Founded by the Ritual of Ægir (city must have 70% sea plots in its 3-tile radius). Founder effect: gain 2 mana for every coastal follower city; Follower effect: +1 culture and gold from all sea plots; +1 production from all sea resources. Allowed spell: Tsunami (8 turns; 100 mana), damages units and reduces city defences on nearby coastal plots (caster is protected).
Cult of Bakkheia. Followers of Bakkhos, Pan, Silenus and other incarnations of wine, ale and drunkenness. Founded by the Ritual of Bakkheia. Founder effect: gain 1 mana for every Grapes resource and every spirits building (brewery; winery; distillery) in follower cities. Follower effects: +2 culture from each Grapes resource and each spirits buildings; +1 happiness per 5 followers; -10% production and -10% unit strength. Allowed spell: Bakkheia (8 turns; 40 mana), +10 happiness for the 8 turn casting time; +3 unhappiness for 8 turns thereafter.
Many more pantheistic cults to come...
Devouts (new Great People class) and Devout subclasses
Devouts are divine spellcasters and occur in a variety of subclasses. Like other GPs, any Devout can take residence in a city or become leader. These actions will contribute Divine Favor or Mana to the GP's civilization, depending on civilization religion. They can also make prophecies or perform rituals when specific conditions are met.
Priests are the primary spellcasters for civilizations that follow Azzandara. They use Divine Favor and cast divine spells that are primarily concerned with healing, protection or banishment of Aŋra and Sorcery.
Paladins are also found in civilizations that follow Azzandara. Paladin is a subclass of both the Devout and the Warrior GP classes. They have aspects of both, acting as generals while being able to cast divine spells or make prophecies.
Druids are the Pantheistic counterpart to Priests. Druid is a subclass of both the Devout and the Arcane Practitioner GP classes, allowing them to cast both divine and arcane spells (other Arcane Practitioner subclasses will be introduced later). Their spellcasting involves the manipulation of Mana "borrowed" from the various Spirits of Éa. All Druids are initially members of the mother religion (The Weave of Éa) but become committed to a particular cult after performing its specific founding or spreading ritual. Thereafter, they gain access to that cults special abilities but can no longer join (or found or spread) other cults.
Shamans are the Heldeofol version of Druids. They work exactly as Druids except that they can found only a limited subset of the pantheistic cults (for now, Cult of Leaves and Cult of Bakkheia).
Prophets are derived from the other three subclasses. Any Devout who makes a prophecy becomes a "Prophet", gaining extra Divine Favor or Mana and additional abilities while keeping all prior abilities.
The Fallen are altered forms of the subclasses above that occur when a civilization falls. Priests, Druids and Prophets retain their original subclass title even though they are now corrupted. Priests become "dual class" devout and arcane practitioner, now having access to both divine and arcane spells. Paladins become Eidolons, who are still effective Warriors that can cast divine spells. Note that many divine spells have an altered effect for the fallen.
Prophecies and Rituals
These are actions of the Devout great person class. Prophecies are instant, one-time events that change the course of history in some significant way. Rituals require time but most can be performed repeatedly. Neither prophecies nor rituals need to be learned as do spells. Instead, they can be made or performed by any devout when conditions allow.
Prophecy of Ahuradhâta is the founding prophecy for Azzandarayasna, the religion of those that worship the Creator Azzandara. It can be made by a Devout of any civilization that has adopted Theism and does not know Maleficium (the Theism policy branch can only be opened by civilizations of the race of Man).
Prophecy of Mithra can be made by a Devout of a civilization if Azzandarayasna is its dominant religion and it has acquired the Azzandarayasna holy city (but was not its original founder). The Devout's civilization will become the new Azzandarayasna founder and all of its Aŋra followers will become Azzandarayasna followers.
Prophecy of Mâ can be made by any non-fallen Devout after any civilization has learned a 4rd tier tech downstream of Maleficium. It prevents any civilization that does not know Maleficium from learning it. It must be made (by anyone) for the Protector of Éa victory condition to be enabled.
Prophecy of Vâ can be made by any Devout after any civ has learned Maleficium. The making of this prophecy is neither good nor evil, but is prerequisite in determining Éa's fate: either destruction in fiery Armageddon or an everlasting protection from that end (two victory conditions). The making of the Prophecy of Vâ causes all civilizations that know or subsequently learn Maleficium to "fall". When a civilization falls, all Azzandarayasna cities become Aŋra cities and all spellcasters gain the Sorcery promotion, becoming "mana eaters". This prophecy may or may not result in the founding of the Aŋra religion. If Aŋra has not already been founded, then one of the cities that converts from Azzandarayasna to Aŋra will become the Aŋra holy city (with priority given to the Azzandarayasna founder if they fall, but the original Azzandarayasna will never become the Aŋra holy city). However, if no Azzandarayasna majority cities exist in fallen civilizations, then this prophecy will not result in the founding Aŋra. The Prophecy of Vâ must be made before any civ can research 4th or higher tier techs downstream of Maleficium.
Prophecy of Aŋra is the founding prophecy for Aŋra, the religion of those that worship Ahriman the Destroyer. It can be made by a Devout of any civilization that knows Maleficium. This prophecy is no longer available if Aŋra becomes founded as a result of the Prophecy of Vâ.
Prophecy of Aeshema can be made by any Devout or Arcane Practitioner of a civilization if it is currently the only Fallen civilization. This prophecy results in the annihilation of all player cities and units, plus the world-wide annihilation of all Aŋra-dominant cities, all citizens that follow Aŋra, all sorcerers, and all sorcerous artifacts (phylacteries and the like). The sum of all that is destroyed is conferred as power in a single summoned demon (under player control), Aeshema.
Cult Founding Rituals are performed by Druids to establish specific cults within The Weave of Éa. All require 200 mana and 25 turns to perform. These are described under each of the pantheistic cults above. Note that the first Druid to perform a particular ritual founds the cult. The ritual can later be performed in any qualified city, but this only converts population into followers without changing the founder.
Spell Overview (just a few spells here to get us started...)
Spellcasters can always learn a new spell in lieu of taking a promotion on level gain. Some spells are restricted by religion, including the cult-specific spells for Druids listed above. However, all spells listed below can be learned by any spellcaster as long as they can cast the overarching type: divine or arcane. Many divine spells have an altered form for casters that are fallen. The cost of a spell is always either mana or divine favor depending on civilization religion or status.
Divine Spells
Heal (instant; cost: 1 point per point healed; req: Divine Liturgy): heals up to 50 hp for same-tile unit, depending on current damage and the caster's ability. Altered form is Hurt, which damages the weakest adjacent enemy unit by the same amount.
Arcane Spells
Magic Missile (instant; cost: 1 point per point damage inflicted; req: Thaumaturgy): damages another unit as a ranged attack with a range of 2-plots.
Hex (instant with 8 turn duration; cost: 1 point per point of healing prevented; req: Maleficium): adds the Hex promotion to adjacent enemy units which prevents all natural healing.
On Divine Favor and Mana
Only followers of Azzandara use Divine Favor. All others use Mana (you will never see both in the same empire at the same time). Both act as "currency" for spellcasting, though they are accumulated and used in very different ways. Divine Favor is accumulated at the civilization level and used by Priests of Azzandara in holy spell casting. There is no limit to the amount of Divine Favor that can be accumulated, although individual spellcasters are limited in how much they can use. Mana is generated as a yield, but immediately channeled to some sort of receptacle where it must be stored (or else it is lost). The receptacle could be some physical artifact, like a phylactery or some other magical object, or a person such as a Wizard, Sorcerer, Druid or Fallen Priest. Each receptacle has its own capacity for Mana storage and limits for "discharge" and "recharge". For most forms of magic, the Mana used by a spellcaster is returned to wherever it came from, perhaps the "little gods" for a pantheistic society. However, a Fallen spellcaster burns mana in a way that is irreversible (they are sometimes called Mana Eaters by other practitioners). Mana thus depleted from the Sum of all Mana can never be replenished. Although this quantity is quite large, it is ultimately finite. When depleted too far, Éa starts to "come apart at the seams" and eventually unravels entirely (with some interesting fireworks).
Victory Conditions (these are three of the five total)
Conqueror Conquer or raze all cities.
Destroyer Destroy Éa by the practice of Sorcery, consuming the Sum of all Mana.
Protector Protect Éa from the menace of Sorcery: destroy all sorcerers, phylacteries, and other artifacts associated with the practice. Civilizations that know Maleficium must be destroyed or compelled to renounce it.