CR and SR design thread

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
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Location
Western Australia
I wanted to start getting everyones opinions on how best to balance the Core religions (CR) and Sub-Religions (SR) that Masada, AH and myself have come up with so far. because at the moment, they are very unbalanced.

Of course more ideas are welcome, creative critisism even more so :)

currently, my biggest gripes are that:

The "Old Faiths" are too weak, need boosting.
The "Dark Children" are too strong, need to have some bigger drawbacks
The "Mortal Gods" and Gods of Law share SR, perhaps need some different SR in Mortal Gods?
 
The "Old Faiths" Religion:

Spoiler :

In General:
Old Faiths has a slow spread rate.
with more expensive, powerful priests than other religions.
Its Altars, temples and Cathedrals should be more expensive, but will have stronger effects than the other religions.
---General Buildings:
Altar --- +1 Culture, +1 magic Commerce
Temple --- +1 Culture, +1 magic Commerce, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, +1 magic Commerce, increases spread of its faith’s sub religion
Monument --- +1 gold and +1 magic Commerce for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Old Faith sub religion.
Priest (requires Temple) can convert a city to its Old Faith sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Old Faiths sub religion. Can heal units. Can inquisition cities.


Sub Religions:
-The Old Faith
Can only build Altars.
Each Altar makes Priests and magic casters 25% cheaper, and allows all acolytes, priests, and high priests of the Old Faith to act as a normal mage and thus start with one free spell from any of the 8 Winds of magic.
Acolytes, Priests and High Priests thus have access to all priests spells, and all mage spells.
Altars also produces an extra +1 Magic Commerce.
The Monument gives all new priests of the Old Faith built in this city another free spell from any of the 8 Winds of magic.
---Buildings:
Altar= Coven
Temple= none
Cathedral= none
Monument= Monument of Nature
---Priests:
Acolyte (requires Altar)--- Witch
Priest (requires an Altar in 3 cities)---Druid
High Priest (requires the Monument of Nature)---Arch Druid (World Unit, can only have 3 at a time)

-Asuryanism
All Asuryan acolytes, priests and high priests have free access to the Winds of Fire as any normal fire mage would.
Priests of Asuryan can also act as inquisitors to remove non-state religions.
Altars automatically spawn a random Fire spell unit every 8 turns.
Temples add +1 happiness to its city
Cathedrals give Mage Priests of Asuryan built in its city the 'blessing of Asuryan' promotion (making that unit respawn in the city with the Shrine of Asuryan when it dies, but, once it is respawned, it no longer has the 'blessing of Asuryan' promotion).
The Shrine of Asuryan gives acolytes and priests, as well as High priests of asuryan the 'blessing of Asuryan' promotion as described above.

---Buildings:
Altar= Altar of Flame
Temple= Temple of Asuryan
Cathedral= Hall of the Phoenix
Monument= The Shrine of Asuryan
---Priests:
Acolyte (requires Altar) ---Asuryan Dedicate
Priest (requires Temple) --- Priest of Asuryan
High Priest (requires Cathedral) ---Mage Priest of Asuryan (World Unit, can only have 3 at a time)

-Cult of Khaine
All units built in cities with:
Altar gain +1 EXP,
Temple gain +1 more EXP,
Cathedral gain +1 more EXP.
acolytes, Priests and high priests of the Cult of Khaine are able to enslave defeated enemies. Slaves may be sacrificed in cities with Altars, Temples or Cathedral to: Rush a building, make an instant +10 Science, or to add +1 EXP to one Priest of the Cult of Khaine present In the city.
The Sword of Khaine gives acolytes, priests, and High priests of Khaine built in its city +1 strength for the rest of the game.

---Buildings:
Altar= The Blood Altar
Temple= Temple of Khaine
Cathedral= Hall of Murder
Monument= The Sword of Khaine
---Priests:
Acolyte (requires Altar) ---Acolyte of Khaine
Priest (requires Temple) --- Priestess of Khaine
High Priest (requires Cathedral) ---Bride of Khaine (World Unit, can only have 3 at a time)

-Followers of Isha
All workers are unable to cut forests of clear jungle.
Cities with Altar gain +1 food from forests.
Cities with Temples gain +1 Happiness from forests.
Cities with Cathedrals gain +1 health from Forests and jungles.
Acolytes are able to plant forests.
Priests and High Priests are able to cast "enchant forest", a spell which makes those forests produce +1 magic commerce and -1 food.
High priests of the Followers of isha have the spell "Isha’s Blessing" (which is a variant of the WE spell ‘Ariel’s Blessing’) which gives the target unit the ‘regeneration’ promotion
The Tears of Isha causes enemy units to suffer damage when they enter or leave any forest square in that cities cultural boarder.

---Buildings:
Altar= Sacred Tree
Temple= Isha's Grove
Cathedral= Oaken Hall
Monument= The Tears of Isha
---Priests:
Acolyte (requires Altar) --- Handmaiden of Isha
Priest (requires Temple) --- Priestess of Isha
High Priest (requires Cathedral) --- High Priestess of Quyl-Isha (World Unit, can only have 3 at a time)

-Dwarven Pantheon
Altars, temples and cathedrals produce -1 magic commerce, but +1 gold, and the book of Grudges produces -1 magic commerce, and +1 science for all Religious Buildings of its faith.
cities with the:
Altar gain +10% defence,
Temple gain another +5% defence, +1 Science,
Cathedral gain another +5% defence, +1 Science.
Acolytes, Priests and High Priests all have the 'Stubborn' promotion.
Priests are able to cast 1 Rune 'spell', and High priests are able to cast 2 Rune 'Spells'.
All units built in the city with the monument have the ‘stubborn’ Promotion.

---Buildings:
Altar= Oath Tablet
Temple= Temple of the Dwarf Gods
Cathederal= Hall of the Elders
Monument= The Book of Grudges
---Priests:
Acolyte (requires Altar) --- Acolyte of the Dwarf Gods
Priest (requires Temple) --- Priest of the Dwarf Gods
High Priest (requires Cathedral) --- Warrior-Priest of the Dwarf Gods (World Unit, can only have 3 at a time)

-The Old Ones
All acolytes, Priests and high priests of the Old Ones are able to enslave defeated opponents 20% of the time.
Slaves can be sacrificed in cities with the:
Altar to produce an instant +15 magic commerce.
Temple to produce an extra instant +10 magic commerce,
Cathedral to produce an extra instant +10 Science.
Priests of the old Ones can be 'sacrificed' to construct a library in a city with a Sacrificial Altar.
Mage priests of the old Ones act as a normal Mage and can choose magic from any of the Winds of magic like a normal mage. they start with 3 free spells of any wind.
The Marks of the Old Ones produce +1 great people point for all Religious Buildings of its faith.

---Buildings:
Altar= Sacrificial Altar
Temple= Temple of the old Ones
Cathederal= Pyramid Temple
Monument= The Marks of the Old Ones
---Priests:
Acolyte (requires Altar) --- Prophet of the Old Ones
Priest (requires Temple) --- Priest of the Old Ones
High Priest (requires Cathedral) --- Mage-Priest of the Old Ones (World Unit, can only have 3 at a time)

-Ormzad Pantheon
Cities with the:
Altar get +1 Culture,
Temple get +1 Happiness
Cathedral prevents the spread of non state religion, and other SRs in the city
priests of the Ormzad pantheon get the ‘inquisitor’ ability
All acolytes, priests and high priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
High Priests have access to more Elemental spells than the priests and acolytes.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.

---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)


-The Indic Pantheon
Altars produce +1 great People Points.
Temples give + 1 Culture,
Cathedrals Gain +1 gold.
The Home of the Gods produces +1 Gold for every Acolyte of the Indic Pantheon.
priests are able to be upgraded to Great sages at no cost, but must 'meditate' in the city with the monument for 10 turns. (meditating makes that unit unable to move, defend, attack or cast spells)
All High Priests of the Indic pantheon are able to instantly construct any of the Indic pantheon religious Buildings at the cost of being sacrificed. In doing so the indic pantheon is also spread to the chosen city.
\---Buildings:
Altar= Shrine of the Inner-Self
Temple= Temple of the Thousand
Cathedral= Hall of the Thousand
Monument= The Home of the Gods
---Priests:
Acolyte (requires Altar) --- Pilgrim of the Thousand
Priest (requires Temple) --- Priest of the Thousand
High Priest (requires Cathedral) --- Great Sage of the Thousand(World Unit, can only have 3 at a time)
 
The "Young Gods " Religion:

Spoiler :

In General:
Young Gods has a normal Spread rate
with normal costs and priests
Its Altars, temples and Cathedrals should be an average cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Young Gods sub religion.
Priest (requires Temple) can convert a city to its Young Gods sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Young Gods sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Northern Gods
All altars, Temples and Cathedrals of the Northern Gods make Alters temples and Cathedrals of the Southern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the southern gods in it at the same time.) Altars, Temples and Cathedrals of the Northern Gods each make all units 5% cheaper to produce (military and religious).
The city with the monument becomes immune to Barbarian attacks (meaning that barbarians cannot attack the city with the northern monument)
All religious units have 1 more strength than normal religious units.

---Buildings:
Altar= Altar to the Northern Gods
Temple= Temple of the Northern Pantheon
Cathedral= Sacred Hall of the Northern Pantheon
Monument= Hall of Heavenly Protection
---Priests:
Acolyte (requires Altar)--- Northern Fanatic
Priest (requires an Altar in 3 cities)--- Warrior Priest of the North
High Priest (requires an Altar in every city)--- Warrior High-Priest of the North (World Unit, can only have 3 at a time)


-The Southern Gods
All altars, Temples and Cathedrals of the Southern Gods make Alters temples and Cathedrals of the Northern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the Southern gods in it at the same time.) Alters, Temples and Cathedrals of the Southern Gods each produce +1 Happiness.
All Priests and high Priests of the southern gods are also able to build ‘libraries’ in cities with the Southern Gods CR at the cost of their life.
The Hall of Heavenly Bounty makes all plots of land in it’s cities radius with 2 food instead produce 3.

---Buildings:
Altar= Altar to the Southern Gods
Temple= Temple of the Southern Pantheon
Cathedral= Sacred Hall of the Southern Pantheon
Monument= Hall of Heavenly Bounty
---Priests:
Acolyte (requires Altar)--- Southern Altar Servers
Priest (requires an Altar in 3 cities)--- Scholar Priest of the South
High Priest (requires an Altar in every city)--- Scholar High-Priest of the South (World Unit, can only have 3 at a time)


-The Old World Pantheon
All Old World Pantheon buildings produce +1 happiness if another Young Gods SR is present in the city. (cancelling out the -1 happiness from competing SR’s) all Temple Streets produce +1 gold, and Temple Districts produce +2 gold (symbolising the charitable donations by the population to the temples)
Priests are also able to inquisition.
Al Acolytes, Priests and High priests built in the city with the Seat of the Gods have one extra priest spell.

---Buildings:
Altar= Altar to the Gods
Temple= Temple Street
Cathedral= Temple District
Monument= Seat of the Gods
---Priests:
Acolyte (requires Altar)--- Acolyte of the Gods
Priest (requires an Altar in 3 cities)--- Priest of the Gods
High Priest (requires an Altar in every city)--- High Priest of the Gods (World Unit, can only have 3 at a time)

-The Norse Pantheon
A city with a Norse Pantheon’s ‘Horgr’ is able to sacrifice an ‘animal’, or a slave, to produce +1 Happyness for 5 turns. The Sacred Copse allows cities to build ‘Sacrificial Animals’ to be sacrificed at the Horgr. The Long House allows cities to build 2 kinds of High priest, a Seiokona who also acts also as a normal mage, and the Hersir, who is a strong warrior chieftain with very high moral bonuses to his stack but unable to inquisition. The Shamaness and Volva act also as weak mages. The Shamaness can capture slaves, and wild animals for sacrifice.
The Valhalla makes all religious units built in the city start with one extra priest spell.

---Buildings:
Altar= Hörgr
Temple= Sacred Copse
Cathedral= Long House
Monument= Valhalla
---Priests:
Acolyte (requires Altar)--- Shamaness
Priest (requires an Altar in 3 cities)--- Völva
High Priest (requires an Altar in every city)--- Seiðkona and Hersir (World Unit, can only have 3 of each at a time)
 
The "Dark Children" Religion:

Spoiler :

In General:
Dark Children has a Normal Spread rate
with expensive costs of priests
Its Altars, temples and Cathedrals should be an High cost, and will have Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Dark Children sub religion.
Priest (requires Temple) can convert a city to its Dark Children sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Dark Children sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Veneration of Nagash
The Bone Pillar increases the heal rate of Undead units in and adjacent to the city, but decreases the heal rate of living units in and adjacent to the city.
The Temple of Skulls allows all religious units produced in the city to have access to one more spell from The Winds of Death magic.
Units can be sacrificed in cities with a Great Crypt Hall in it to produce an Undead unit (different undead unit depends on sacrificed unit ie sacrificed melee unit = Undead Swordman unit, sacrificed ranged unit = Undead Bowman unit, sacrificed mage unit = Undead Necromancer, mounted sacrifice = Undead Horseman)
These units all have the ‘Bound’ promotion, which means these units must stay within the cultural boarders of cities with Bone Pillars in them. In addition, Acolytes can build tile improvements called a ‘Necromancer’s Tower’ which expand the area that undead built in this way can traverse by 3 squares in each direction.
Priests start with 1 death spell and High Priests start with 2 death spells.
All undead and religious units built in the city with Nagashizzar in it gain the ‘Drain Life’ promotion which allows them to restore their health when they attack.

---Buildings:
Altar= Bone Pillar
Temple= Temple of Skulls
Cathedral= Great Crypt Hall
Monument= Nagashizzar
---Priests:
Acolyte (requires Altar)--- Cultist of Nagash
Priest (requires an Altar in 3 cities)--- Dedicate of Nagash
High Priest (requires an Altar in every city)--- Great Follower of Nagash (World Unit, can only have 3 at a time)


- The Horned Rat
The Great Bells of the Horned Rat creates sounds of pitches which, when heard vary to cause a feeling of happieness in followers of the Horned rat, and in non-skavens, a feeling of woe. Thus, cities with the Great belfry gain +1 Happiness. Cities with a Bell Temple, make enemy units in that cities cultural boarders have 25% less moral, and cities with Chapels of the 13 Bells prevent the building of non Horned Rat sub Religions, and the entering of non Horned Rat religious units into the city, as the sound of the 13 bells ringing constantly causes non believers to cringe in fear and go insane.
The religious units of the Horned rat can travel undetected in enemy lands, and thus can pass cultural boarders at will without causing war. Seers of the Horned Rat also are able to build Screaming Bell tile improvements, which also decrease the moral of non believers within 2 squares of them an additional 15%. Great Seers can spend a few turns to ‘build’ a “Doombell” siege unit. This acts the same as a catapult, but decreases the moral of units attacked a random amount each time. The Doombells act as ‘cargo’ for the Great Seers to ‘carry’ (its actually the other way around) and as such, Doombells MUST stay with Great Seers.

---Buildings:
Altar= Great Belfry
Temple= Bell Temple
Cathedral= Chapel of the 13 Bells
Monument= The Temple of the Horned Rat
---Priests:
Acolyte (requires Altar)--- Prophet of the Horned Rat
Priest (requires an Altar in 3 cities)--- Seer of the Horned Rat
High Priest (requires an Altar in every city)--- Great Seer of the Horned Rat (World Unit, can only have 3 at a time)


-The Blood Cult
The Blood Shrine Heals all Vampiric units to full health when they stay in the city for 1 turn. The Blood House enables Blood Pets to be sacrificed to distribute 1 point of those Blood pet’s EXP randomly amongst the Vampires present in the city. The Hall of Blood Rights grants all units built in the city the ‘Vampirism I’ promotion, making them classified as a ‘Vampire.’ these units gain EXP faster, and are able to spread vampirism to those they defeat by creating ‘sub vampire’ 15% of the time, units called Blood Pets, also with the ‘Vampirism I’ promotion. All religious units have the ‘Vampirism’ promotion, but:
Vampire Initiates have the ‘Vampirism I’ promotion (classified as a Vampire, faster EXP gaining, 10% spawning of Blood Pet from victims)
Vampire Priestess’ have the ‘Vampirism II’ promotion (classified as a Vampire, faster EXP gaining, 25% spawning of Blood Pet from victims)
Vampire Queens have the ‘Vampirism III’ promotion (classified as a Vampire, faster EXP gaining, 50% spawning of Blood Pet from victims)

---Buildings:
Altar= Blood Shrine
Temple= Blood House
Cathedral= Hall of Blood Rights
Monument= The Blood Soaked Throne
---Priests:
Acolyte (requires Altar)--- Vampire Initiate
Priest (requires an Altar in 3 cities)--- Vampire Priestess
High Priest (requires an Altar in every city)--- Vampire Queen (World Unit, can only have 3 at a time)

- Gods of the Dark Forge
The Chaos Anvil adds +2 hammers to it’s city. The Black Vaults add +2 gold to its city, and also give units produced there the ‘Dark Armour’ promotion (increased defence on all terrain, and bonus Vs Dwarves) the Catacombs of the Dark Ones add +2 Science and +2 magic commerce to the city, it also produces one dispel scroll each turn, which then ‘dies’ at the end of the turn.
The Acolyte of the Dark Forge acts as a Sorcerer normally would, and starts with 1 spell from any wind of magic.
The Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 2 spells from any wind of magic.
The High-Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 3 spells from any wind of magic.

---Buildings:
Altar= Chaos Anvil
Temple= Black Vaults
Cathedral= Catacombs of the Dark Ones
Monument= The Dark Forge
---Priests:
Acolyte (requires Altar)--- Acolyte of the Dark Forge
Priest (requires an Altar in 3 cities)--- Priest of the Dark Forge
High Priest (requires an Altar in every city)--- High-Priest of the Dark Forge (World Unit, can only have 3 at a time)
 
The "Chaos Cults" Religion:

Spoiler :

In General:
Chaos Cults has a Fast Spread rate
with Expensive priests
Its Altars, temples and Cathedrals should be an very High cost, and will have very Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Chaos Cults sub religion. Can capture defeated enemies as slaves.
Priest (requires Temple) can convert a city to its Chaos Cults sub religion. Can heal units. Can capture defeated enemies as slaves.
High Priest (requires Cathedral) can convert a city to its Chaos Cults sub religion. Can heal units. Can inquisition. Can capture defeated enemies as slaves.


Sub Religions:
- Nurgle
Cities with a Nurgle Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Nurgle” Promotion (which allows that unit a 20% chance to create a Nurgling from it’s defeated enemies.
The Temple of Nugle allows its city to build Nurglings.
The Hall of Infection allows its city to build Plague Bearers with the ‘Gift of Nurgle’ promotion.
Nurgle Cultists can cast 1 spell from the Nurgle Spells list, Disciples of Nurgle can cast 1 spell from the Nurgle Spells list, Lord-Priests of Nurgle can cast 2 spells from the Nurgle Spells list.
The infernal Pit of Contagion automatically produces a great Unclean One every 80 turns (The Great Unclean One is a world unit)

---Buildings:
Altar= Altar of Plague
Temple= Temple of Nurgle
Cathedral= Hall of Infection
Monument= Infernal Pit of Contagion
---Priests:
Acolyte (requires Altar)--- Nurgle Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Nurgle
High Priest (requires an Altar in every city)--- Lord-Priest of Nurgle (World Unit, can only have 3 at a time)


- Tzeentch
Cities with a Tzeentch Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Tzeentch” Promotion (which allows that unitto cast one spell from the Tzeentch magic list).
The Temple of Tzeentch allows its city to build Screamers of Tzeentch. (cause fear)
The Hall of Alteration allows its city to build Horrors of Tzeentch
Tzeentch Cultists can cast 2 spells from the Tzeentch Spells list, Disciples of Tzeentch can cast 3 spell from the Tzeentch Spells list, Lord-Priests of Tzeentch can cast 4 spells from the Tzeentch Spells list.
The Spire of Shifting Chaos automatically produces a Lord of Change every 80 turns (The Lord of Change is a world unit)

Altar= Altar of Change
Temple= Temple of Tzeentch
Cathedral= Hall of Alteration
Monument= Spire of Shifting Chaos
---Priests:
Acolyte (requires Altar)--- Tzeentch Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Tzeentch
High Priest (requires an Altar in every city)--- Lord-Priest of Tzeentch (World Unit, can only have 3 at a time)


- Khorne
Cities with a Khorne Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Khorne” Promotion (which makes that unit Lust for Blood, and as such gains a movement bonus and strength bonus of 1 for the rest of the game).
The Temple of Khorne allows its city to build Flesh Hounds of Khorne.
The Hall of Blood allows its city to build Bloodletters.
Khorne rAcolytes, Priests and high priests cannot cast any Priest spells or any other spell, and cannot be affected by the Gift of Tzeentch promotion. They do however gain +1, +2, and +3 strength respectively.
The Blood Palace of Skulls automatically produces a Bloodthirster every 80 turns (The Bloodthirster is a world unit)

Altar= Altar of War
Temple= Temple of Khorne
Cathedral= Hall of Blood
Monument= Blood Palace of Skulls
---Priests:
Acolyte (requires Altar)--- Khorne Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Khorne
High Priest (requires an Altar in every city)--- Lord-Priest of Khorne (World Unit, can only have 3 at a time)


- Slaanesh
slaves can be sacrificed at the Slaanesh Altar to create a miasma of intoxicating Musk over the city for 5 turns. While this ‘musk’ is in play, all enemy units adjacent to the city are affected by the “stupidity” rule.
The Temple of Slaanesh allows its city to build Daemonettes of Slaanesh.
The Hall of Pleasure allows its city to build Daemonettes on Steeds of Slaanesh.
(both Slaaneshi Deamons have the ‘gift of Slaanesh’ promotion, which gives them an extra first strike, and +1 movement, as well as a 20% chance of seducing a defeated enemy and produce a slave.)
Slaanesh Acolytes, Priests and high priests can cast 1, 2, and 3 spells from the Magic of Slaanesh respectively.
The Harem of Eternal lust automatically produces a Keeper of Secrets every 80 turns (The Keeper of Secrets is a world unit)

Altar= Altar of Desires
Temple= Temple of Slaanesh
Cathedral= Hall of Pleasure
Monument= Harem of Eternal lust
---Priests:
Acolyte (requires Altar)--- Slaanesh Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Slaanesh
High Priest (requires an Altar in every city)--- Lord-Priest of Slaanesh (World Unit, can only have 3 at a time)



- Chaos Undivided
All Chaos Undivided buildings produce +1 happiness if another Chaos Cults SR is present in the city. (cancelling out the -1 happiness from competing SR’s) however, all chaos undivided buildings add a cumulative +15% building time to all non Chaos undivided temples and religious units and deamons.
Cities with a Chaos Undivided Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Chaos” Promotion (turning it into one random level 1 deamon of any of the 4 Chaos Gods).
The Chaos Temple allows its city to sacrifice deamons to gain 1 population
The 8 Halls of Chaos allows its city to sacrifice slaves to gain +15 instant Magic commerce.
All chaos undivided religious units act exactly as spys, except that instead of espionage, they can convert enemy cities without declaring war.
The Chaos Void automatically produces a Daemon Prince every 80 turns (The Daemon Prince is a world unit)

---Buildings:
Altar= Altar of Chaos
Temple= Chaos Temple
Cathedral= 8 Halls of Chaos
Monument= The Chaos Void
---Priests:
Acolyte (requires Altar)--- Chaos Cultist
Priest (requires an Altar in 3 cities)--- Chaos Priest
High Priest (requires an Altar in every city)--- Chaos Mutant-Priest (World Unit, can only have 3 at a time)
 
The " Gods of Law" Religion:

Spoiler :

In General:
Gods of Law has a normal Spread rate
with Cheap priests
Its Altars, temples and Cathedrals should be an normal cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Gods of Law sub religion.
Priest (requires Temple) can convert a city to its Gods of Law sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Gods of Law sub religion. Can heal units. Can inquisition.


Sub Religions:
- Cult of Celestial Dragon
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Monastery prevents the spread of other SR in the city. The Jade Halls adds +1 happiness.
The Censor can use the forced conversion ability without sacrificing itself. The Warrior Monks and the legalists are both also able to use the Forced Conversion ability as normal.
Emperor Quan’s Monument removes war weariness in the city and adds +50% culture to the city.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Monastery of the Celestial Dragon
Cathedral= Jade Halls of Law
Monument= Emperor Quan’s Monument
---Priests:
Acolyte (requires Altar)--- Legalist
Priest (requires an Altar in 3 cities)--- Warrior monks of the Celestial Dragon
High Priest (requires an Altar in every city)--- Censor (World Unit, can only have 3 at a time)


- Jintoism
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Jinto Shrine Adds +1 Happiness from forests. The Jinto Monestary adds +1 health to the city and increases Unit heal rate in the city’s radius.
The Jinto Monks have a more advanced form of healing and heal greater damage than other monks. The Jinto Warrior Monk also has increased healing, and +1 strength.
The Great Pagoda Temple automatically spawns Jade Guardian Dogs every 10 turns, with 0 movement and strong defence. It also grants religious units produced in the city the ‘regeneration’ promotion.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Jinto Shrine
Cathedral= Jinto Monestary
Monument= The Great Pagoda Temple
---Priests:
Acolyte (requires Altar)--- Jinto Acolyte
Priest (requires an Altar in 3 cities)--- Jinto Monk
High Priest (requires an Altar in every city)--- Jinto Warrior-Monk (World Unit, can only have 3 at a time)



- Ormazd Pantheon
Cities with the:
Altar get +1 Culture,
Temple get +1 Happiness
Cathedral prevents the spread of non state religion, and other SRs in the city
priests of the Ormzad pantheon get the ‘inquisitor’ ability
All acolytes, priests and high priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
High Priests have access to more Elemental spells than the priests and acolytes.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.

---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)




- Sigmarism
The Hammer Altar adds +1 hammers to the city. The Temple of Sigmar prevents the spread of other SR in the city. The Cathedral grants new units produced in the city the ‘Zealot’ promotion (meaning they are immune to other religious effects on units, such as the ‘gift of Nurgle’ promotion)
All Sigmarite religious units start with the Zealot promotion, and the Warrior Priest, and Theogonists gain +1 strength. The theogonist has one extra priest spell.
The Hammer of Sigmar grants its city the ability to conscript units and to cause no unhappiness. All conscripted units in this city are Knights of the Twin Twiled Commet, or Warrior-Priests of Sigmar.

---Buildings:
Altar= Hammer Altar
Temple= Temple of Sigmar
Cathedral= Cathedral of the Twin Tailed Comet
Monument= The Hammer of Sigmar
---Priests:
Acolyte (requires Altar)--- Sigmarite Zealot
Priest (requires an Altar in 3 cities)--- Warrior-Priest of Sigmar
High Priest (requires an Altar in every city)--- Grand Theogonist of Sigmar (World Unit, can only have 3 at a time)
 
Don't forget Spider for the gobbos.

Maybe give the old faiths a bonus for magiccurrency, that is cancelled at the completion of a wonder or maybe once one of the later CR's is initiated.
The Old faiths are on average followed by peoples who were early with magic or are magically infused.
(The Dwarves being the exception to that rule. They are the counterweight to the Elves.)
 
Whos Spider, and why havent i heard of him before? :confused:
ill look in my Orcs and gobbos book now...

Magic currency is a good idea. :)
i made some changes to the Old Faiths, (quite a few actually) but i think it is too overpowered now :(, well, i guess not, because it is a very expensive SR... and slow to spread...
 
Spayder is the arachnid deity of the Nightgoblins.
or maybe the forestgobbos too.

I believe I read somewhere the hobgobblins worshiped an Nippon incarnation of Khorne.
Or at least served his local champion on occasion.
 
It sounds very promising:)

but:

High Priest (requires an Altar in every city)

Did a high priest really need an altar in every city? I would prefer a Cathedral or a monument as requirement.
 
How do you spell Spayder? Spider? Spidar?

@Chamaedrys: well, that High Priest which requires an Altar in every city is only for the Old Faith (SR) and that SR can only build altars, not temples or cathedrals, so making the Cathedral a Prerequisite will prevent that religion from having a High Priest.
I could, like you say, make the monument the prerequisite instead... ill do that :)

(Changed Prerequisite for the Arch Druid to the Monument of Nature instead of an Altar in every city)
EDIT: (changed some of the benefits for the Slaanesh SR in Chaos Cults CR)
 
General Chaos.

I think more maltreatment of slaves.
for instance:
Chaos United: sacrifice slave at altar for 5magicpoints or 'promote' to a chaos spawn unit.

edit: nevermind, you already sacrifice them to call forth demons. That is better even.

ok.
How about Highpriest of Undivided.
If all Icons of Power are collected, (need to think about how we going to do this part) a highpries of Undivided can make a claim to being the ...getting the crown of....eh...being the ultimate general.
3 things can happen:
1-He gets turned into a powerfull chaos spawn.
2-He is tricked and the gaurdian takes his place. Unique unit is created.
3-He becomes the Omega-general.

Maybe leave this for hero-units...
conditions: 1-get all Icons. 2-Hero needs all five marks-of-chaos promotions, 3-Be at least level6. (no problem I should think)
(p.s. I forget the detail of names and such)
 
I like your idea of the hero unit. could be VERY interesting.

which brings on another idea: should we have religious heroes like FfH? eg, The Sigmar Faith can build Sigmar as their hero? perhaps the religious heroes could be like physical embodyments of their gods?just an idea
 
I always assumed that heros would be specific builds to those civs that follow a certain path. (ie religion or civic)

Orion etc would be a woodelf specific (as only woodelf civs can research the necessary techs)
But Sigmar will be a Sigmarite religion specific and thus available to all 'human-trait' civs, that build the correct buildings.
Maybe some heros should appear as great generals though. Or like the greater demons for the Chaos cults, Sigmar would arise after X turns of building the SR-InitiationMonument. (maximum of 1 in the world at any one time, or maybe one in the entire game period.)

Perhaps that is the best mechanism in general for these figures: have them appear when a specific building is completed or tech researched.
Which in general will signify the initiation of a SR or a significant development in a nation's history.
 
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