This religion idea is supposed to be a bit "off" kilter. Much like the cult of the Dragon, it's intended to play against the other 5 religions as "a whole" instead of being particularly independant. STill, unlike the Cultists, this religion has a purpose, an end, and themes much like the other relgions.
Kinship of the Lost is a group of asetic monks (no particular God) who cultivate a sense of nothingness and try to acend. (Yes..its buddhism, but with a twist).
The Kinship of the Lost, spreads when war occurs. If a city is captured, there is an X% chance that it will gain followers of the lost. In this, the Lost spread through acknowledgement of woe and hard ache. Cities with unhappy people also have a Y% chance. These chances are only available if connected to the trade network of the founding civ.
The Kinship of the Lost, can make disciples, but have no other passive form of spreading. The Kinship have unique buildings and units that spread its word.
The Kinship's Goal is to acsend. They accomplish this by teching out. A tech victory. Because, once they accend, who cares? They accend not to the realm of gods, but to their own personalized, (and created) realm. They make their own heaven.
Some Building Ideas:
KINSHIP OF LOST FOUNDING CITY: +4 Happy, +2 Culture, +2 Food (Reproduction) {Concept: Tragedy}
Temple of the Lost - Templish features (Concept: Astestism)
Garden of Kinship - +2 Healthy (Concept: Be in Balance for the World to come)
The Obligitory Wonder that Ends the Game in a Victory (Kinda like the Master Tower, but only ONE religion can build it.) Not sure how to prevent people from being something else, then switching to it to win. It should be something sought after for a long time. Maybe the wonder can be built with the same technology as the one that discovers it.....but its VERY expensive....as in the most expensive in the game, but doesnt require ANYTHING else. And you must be Kinship to build it, if you switch, its production is lost.
Some Unit Ideas:
Kinship Monk - Attack Unit that also can bring the religion to other cities. If Monk defeats an opponent, it has a % chance to create another Monk. {Concept: Disciple type unit but martial}
Martyr - Invisable Unit, Can go into cities of other Civs, and Purge religions. Also may found a religion. {Concept: Missle-type ground unit designed for damaging or disrupting enemy cities, tragic}
Dalbudma - National Unit (Limit 3): Cannot be attacked except by Invisable units. {Concept: Serenely wise and untouchable}
Some Civic Ideas:
Cultureal Values: Ascetisism - +50% War Weariness
- -50% Military Production
- +3 Specialists in All cities with Ascetisism
- +2 Happy In All cities with Ascetisism
- +1 Food from Farms, +2 From Monestaries
Some Improvement Ideas:
Monestary (Replaces Winery) +2 Hammers, +2 Food
This Religion would be best suited for Tech Turtles, and people who want to avoid conflict. It also works great as a thorne in the side of the other religions, "snubing" them, without actually being agnostic. Plus it offers a different route to the completion of the game. And Civs will have to keep an Eye on Kinship of the Lost Civs, lest they build their accention wonder.
Maybe the space ship ending could be changed to fit this. Just a "List" of national wonders needed to be built. Ascention of the Body, Ascention of the Mind, Ascention of the Soul, Ascention of the Lost. Each having a tech requirement, but the lost not requiring anything but the other 3.