ashen viel

Chandrasekhar said:
Heh, well said, Knight. However, the Luichirp aren't necessarily a "Runes" type of Civ (they seem more concerned with mechanics than religion), and the Svartalfar might not turn out to be inclined toward tree-huggery by the time they get fleshed out.

Not to mention they're barly dwarven. OOo i got that sweet anti-dwarf promotion, and Im up against a dwarf civ.....wait a minute, Golems arnt dwarves, damn i lose again.

Anti-elf is fun, anti-orc is fun. Anti-dwarf? Only if the Khazad are around.
-Qes
 
in exchange you get the drown, which start 1 base str higher than either of the other religions
 
Chandrasekhar said:
And don't forget that they can walk on water...

What, not even a little "lol" for my Ashen Veal pun? I thought it was pretty funny, myself.
that reminds me of the cabal from magic the gathering(card game)
the stories about what goes into the cheap cabal meat are legendary...
 
This is way too complicated for this game. Especially as if you have open borders with someone they can mess you up in this way easier than your enemies can.

This is not very realistic anyway. Worshippers of unpopular religions do not cause much unrest until they have military support anyway. Before the Nazi regime the Jews weren't freeing pigs from pens and ruining the swine industry, the whole hatred was an unjustified discomfort. If I were sacrificing babies and summoning demons I definitely wouldn't be drawing attention to it. If this kind of thing was out in the open and disruptive the local law enforcement would shut it down.

The only thing to fear is fear itself. And in Civ things are so tense between nations that their is real terror not imagined terror to worry about.

On the other hand the Cult of the Dragon is one of those ambiguous things like Scientology I guess.

QES said:
Aside from alignment issues. I want to see the Ashen Vale be feared as the OO is feared. The ashen vale should be DANGEROUS to allow to grow to your city if your not ashen vale in nature. Perhaps their sinister workings HURT a civ that has ashen vale religion in their cities, but does NOT have it as the prime religion. I think agnostic (but not free religion) should be immune to this effect.
 
Chandrasekhar said:
Veil and Veal sound plenty similar! "Vey-il" versus "Vee-il." Or something like that. Or am I missing the point entirely?
it's funnier if it does more than just sound the same, like if they had something to do with cows, beef, meat, or bad quality products...
 
And if law enforcement is trampling its people to stop them from summoning demons and eating babies and such, I think that translates into, at the very least, an unhappiness penalty.
 
I was going to make a new thread with some thoughts on Ashen Veil, and I find one already there !

Alright, I just played two Ashen Veils games, one with the Calabim, one with the Sheaim. My conclusions :

As far as the late game is concerned, Ashen Veil has no problem. They have powerful military units, a powerful hero, and their ritualists (and high priests and inquisitors) have access to some very powerful spells (summon Balor, Ring of Fire, Pillar of Fire, Banish...)

But Ashen Veil lacks much in the early and middle game. Let me explain

Early game : well, obviously this is not an early religion. Still, it is possible to research them early, since the research branch is also the one that give all the research bonus. I did just that in my second game, and founded the Veil around turn 250 with the Sheaim (Emperor/Huge). What do you get ?

- A hero that is quite nice this early. Bambur had just been built, so no complaint there.
- Diseased Corpse. Yes, they are 6 strength, but their disease mean they get a -10% right out of the box, making it 5.4. And they spread disease, but you have no way to remove it, and they don't make citizens happy, so they must be used carefully. And by now other civs are close to their first t3 unit...
- Infernal Grimoire. Since you founded the Veil, you can start building it first, and it is cheap enough to give you a good chance at getting it. You get one free tech, but you also get one free barbarian Balor (Str 12)where you built it. In my Sheaim game I had only warriors to defend (I did have Bronze Working, but no copper). I took the Ashen-only tech, got one free ritualist, and he defeated the Balor in a 50% chance fight when the Balor attacked my capital. That's right, if the Balor had won, I'd probably have lost my capital (only warriors in defense, the Balor start getting xp -> promotions -> healing from promotions and he gets even stronger). Even if you do build some Disease Corpse beforehand, this is still a ugly situation, and you'll disease all you living units in the fights...
- Possible access to Sacrifice the Weak (from the Grimoire, if you choose that tech). In the early game, this is not a useful civic. Your cities are just too small to make sacrificing population useful, particularly since you are in the middle of the "raising happycap" process.
- Possible access to the Demon Altar. Free scourge promotion was it, for -1 happiness ? Can I laugh ?
- Oh, and that "sacrifice unit to get research" is a joke, as is the "get research instead of culture" from savants. Please, I can build research if I need some way to turn production to more research, by now I have Writing ! This is a far better way to do it. And it's not like I could capture and then sacrifice defeated units...

And you know what else you get ?
- Diplomatic penalties every possible way
-> Heathen religion penalties, since by now almost everyone else pretty much has adopted one of the three early religions. And almost no-one will ever want to switch to yours (except the Infernal, who do it as soon as they can)
-> Entropy use penalty, from the holy city. And what's the point of founding a religion if you then have to restrain from building it ?
-> You treat your people badly penalties
-> You're evil penalties

Granted, the last two can also be positive if you meet another evil civ. In my experience, one or two of them will have turned neutral from Runes, and the other will be weak as the neutral and the good tend to fare better.

In other words, you kust made the whole world hate you with a passion... It seems far better to adopt one of the three early religions even if you didn't manage to found them.

As for the middle game, you still get the diplomatic penalties (I spend 200 turns as the Calabim fighting war after war, the next one starting before the previous ended, just because people did not like me). Hello war weariness... Diseased Corpse are more a liability than anything once you have t3 units (they are not even cheap), ritualists are nice for combat, but priests from other religions have they own cool abilities (bloom) or are also good in combat...

So what could be done :

- If savants can be sacrificed for science rather than culture, let it at least be something more than half their building cost (because building research directly can do that, and is further modified by city improvments), not 25% ! Right now they cost 60 hammers and bring 15 science, bring that up to 45 science. Now the Ashen Veil gets a real mean to increase science.

- Infernal Grimoire should be made better. Keep it cheap, which will ensure that the Ashen Veil founder gets first crack at it, keep the free tech and the Balor (do put some form of enigmatic warning in the description), and perhaps give the builder a few (non-summoned) imps ? Either at once or over time, with random magic promotions ? Since access to mana spheres is now severely restricted, that would be a nice benefit, and since imps won't upgrade, they will be restricted to level one spells, which is not unbalancing for the end game.

- Entropy in the holy city fits the theme, but brings strong diplomatic penalties, potentially crippling in the early game. Here is what I suggest : when it is built, give the player a choice between fire mana, entropy and fire, or entropy and death. To balance this, the order should also get two mana types in their holy city (with or without choice). This would mean
1) that a player can choose fire, and not have the diplomatic problems
2) that he can also choose entropy and fire, or entropy and death (full diplomatic problems) if he is ready to spit in the eye of the world.
3) Founding the Order and/or the Veil, if they bring two mana resource each, is now more attractive.

- Demon Altar : there are already plenty of means to change production to science, and why make it a building when you only need one anyway (units can move to the right city ?). What if, instead, demon altars allowed you to sacrifice population for science ? Better yet, whenever you sacrifice population with the sacrifice the weak, the demon altar also processes this into more science ? A decent amount, of course, maybe 100 per population... This would also fix the Sacrifice the Weak civic at one stroke (right now, it pales in comparison to other religion-specific civics). After all, when you kill off your own people, you might as well sell their souls while you are at it :)

- Add a Ashen Veil wonder, the Demon Shrine. Adds 1 beaker to every Ashen Veil building (similar to Twisted Spire, but with beakers).

- Drop the Diseased Corpse to Str 3 and give him collateral damage (making it an ugly special weapon team). Add Reanimated Corpse, Str 6 , undead, but not diseased. The reanimated corpse makes a good unit when you get the Veil early, the diseased corpse stays useful to weaken a city or large stack.

These changes, I think, would go a long way to making the Ashen Veil the science powerhouse it should be (and is unfortunately not) and making it more attractive in the early game.
 
Waow... that was brilliant... I back you up on that. I'm not sure the Veil needs another wonder (the Infernal Grimoire is their official wonder, even if it's not religion-restricted), but I fully agree with everything else in this post :)
 
loki1232 said:
Wait--Aren't diseased corpses immune to disease? They should be...

Nope, they have a permanent disease (which is why they can spread disease). They are not plaguebearers like Typhon Mary.
 
loki1232 said:
But i thought they also started with immune to disease...

Well, maybe, but the disease they already have cant be cured, and it gives them -30% Strenght (I dont think immune to disease changes what this promotion gives does it?)
 
I agree to QES in that Cult-of-the-Dragon-like penalties for non-Veil civs would fit to the Ashen Veil much better than more unique buildings for the Veil civ itself. The Veil entity is all about corrupting human spirits (even the Veil tech is called "Corruption of Spirit"), so it should go about corrupting the people in the cities to which it spreads. The Order would naturally protect an empire from this influence because it prevents the Veil from spreading into its cities.

The penalties should not be so large that an affected civ would be seriously crippled, though. Other civs would keep the problem under control by law enforcement, spiritual cleansing and the like. In many fantasy worlds the evil religions do corrupt society a bit, but their followers get wiped out as soon as they're found and therefore the demon summoners are a small minority.

Building the Veil temple should improve the negative effects (unless it's your state religion). If you don't persecute such a cult and let it meet in public, in can get out of control more easily. This is similar to how legalizing all drugs would increase addiction to the more dangerous ones drastically.
 
much2much said:
This is way too complicated for this game. Especially as if you have open borders with someone they can mess you up in this way easier than your enemies can.

This is not very realistic anyway. Worshippers of unpopular religions do not cause much unrest until they have military support anyway. Before the Nazi regime the Jews weren't freeing pigs from pens and ruining the swine industry, the whole hatred was an unjustified discomfort. If I were sacrificing babies and summoning demons I definitely wouldn't be drawing attention to it. If this kind of thing was out in the open and disruptive the local law enforcement would shut it down.

The only thing to fear is fear itself. And in Civ things are so tense between nations that their is real terror not imagined terror to worry about.

On the other hand the Cult of the Dragon is one of those ambiguous things like Scientology I guess.


If the religions in this game were not backed up by actual gods providing actual powers, id agree with you, but religions in this game arnt matters of faith, they're matters of alligence and power dispensation. Disrupting a civilization through corruptive means (on purpose) becomes very realistic especially when the god or deamon that provides these poweres benefits from the skirting of the law. For faith traditions in RL, yes, your 100% right. For magic religions in which people are given magical powers? Eh, you can fudge this quite a bit.
-Qes
 
DMN said:
I agree to QES in that Cult-of-the-Dragon-like penalties for non-Veil civs would fit to the Ashen Veil much better than more unique buildings for the Veil civ itself. The Veil entity is all about corrupting human spirits (even the Veil tech is called "Corruption of Spirit"), so it should go about corrupting the people in the cities to which it spreads. The Order would naturally protect an empire from this influence because it prevents the Veil from spreading into its cities.

The penalties should not be so large that an affected civ would be seriously crippled, though. Other civs would keep the problem under control by law enforcement, spiritual cleansing and the like. In many fantasy worlds the evil religions do corrupt society a bit, but their followers get wiped out as soon as they're found and therefore the demon summoners are a small minority.

Building the Veil temple should improve the negative effects (unless it's your state religion). If you don't persecute such a cult and let it meet in public, in can get out of control more easily. This is similar to how legalizing all drugs would increase addiction to the more dangerous ones drastically.


I really like the idea that everyone in the world eventually has to take sides with the order or veil. This makes the first 3 religions more specialized, and the last 3 on the order of alligences. Making the Ashen vale a problem when it spreads to a city not of ashen vale statehood, creates the necessity for civs to remain vigilant with their inquisitors (to prosecute those corrupters) and/or join/encourage the order to spread to their cities to prevent ashen vale corruption. Creating the Ashen Vale as a corrupting religion improves the order in a defacto way.

The Dragon cult is all about the degredation of culture, i think that should remain the same. But the ashen vale should be about the degredation of happyness and production in civs that dont follow it. (Also the dragon cult CANNOT be followed, where as one MAY follow the ashen vale as an option, to prevent problems).

Basic Concept:
Ashen Vale Religion In a city with Ashen Vale State Religion = Normal
Ashen Vale Temple In Ashen Vale State city = Normal
Ashen Vale Religion In non-state city = Penalties to Happyness + Production
Ashen Vale Temple In non-state city = Remove penalties, adds negative quality to units produced.

There a a bunch of different means to implement this idea. My earleir notions were just rough drafts. But the fundamental consequences of this remain the same. If ashen vale spreads to your city you have three options at your disposal. A) Swtich to ashen vale, join the cause. B) Encourage the order to spread to your cities, and liberally use inquisitors. C)Build a temple, and avoid war with Ashen Vale civs.

Building the Temple should be the normal way of preventing the penalties. In this its like "sanctioning the corruption." But at least your controling it. Units produced in a city with an ashen vale temple (of a non-state religion nature) would then have a special promotion that would make it weak against fighting ashen vale civs and ashen vale disciple units.

I say weak against, becuase the Dragon Cult has the monopoly on "conversion" and i want to keep it that way. If people can think of what else to do to units then please suggest something.

Results:
The ashen vale upon founding, would create a schism immediately in the game, and set up polarization for alliances etc in the future. Your with em or against em. This could create tensions, but it also makes the ashen vale powerful in a way that is disimilar to the other major religions of the game. Simpley spreading your religion becomes a tactic powerful in warfare and economy (as opposed to singluarly a religious victory). Foriegn relations would be strained, but they may also be improved. Yes, it would be perfectly legeitimate to spread the vale to open boarders nations. But then it would make sense that fewer nations would want open boarders with the vale. Also, i think that the holy city should get 1 beaker for every city that has ashen vale, like the religious wonder that adds 1 gold, but for the vale it should be IN ADDITION to it. In this, spreading the relgion becomes even more beneficial.

-Qes

EDIT: I really like the idea of 2 tiers of ashen vale units, a str 4-5 and a str 6-7, the lower should be the diseased unit, the higher should be a diseased unit with collateral damage. Or something similar, good ideas.
 
And the fact that Ashen Veil cant spread to a city with the Order, makes it even more a "pick your side" factor.

If Veil would work as proposed, shouldnt the order work in a similar fashion (but with an appropriate negative, could be more negative on evil civs and vice versa)? So that it forces the civ to either pick Order or Veil (to not get the negative effects), or remove those from your cities and keep your early religion. This to balance the fact that they come much later.
 
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