Minor Religions

Endovior

Prince
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I was considering the Cult of the Dragon, and thought that there should be more minor religions along that line. As such, here's one. Any other ideas along this line should go here.

The Society of Light
-The Society of Light is a small, but militant organization dedicated to fighting evil in the world. Their membership is composed largely of former theives and murderers, who have 'seen the light' and decided to fight against the darkness. They focus their efforts mostly on sabotage and assassinations.
-Founded by the first to discover the Secret Societies tech (similar to Awaken the Ancients). Can only be founded by the Malakim or the Mercurians.
-The Society of Light cannot be adopted as a state religion, and has no temples or unique units.
-It's effect in a city is determined by the alignment of the civ controlling the city. If the civ is good, it grants +1 :culture: and +5% Military Production. If the civ is neutral, it grants -1 :gold: and -10% Military Production. If the civ is evil, it grants -2 :gold: and -20% Military Production.
-It's Shrine is the Tower of Light, which grants +4 :culture:, +2 :gp: (Great Commander), provides Spirit mana and allows 2 Priests and 1 Merchant
 
What about a random event in which a minor religion or cult is founded? I think that ideally it would be neither obviously good nor obviously bad. Like perhaps:

Hero Cult:

This city has founded a cult worshiping a particular hero (one of your Civ's heros). As long as that hero stays alive:

+3 Happiness
-20% commerce (siphoned away into religious processions, etc.)
+10% military production (everyone wants to become a hero just like XYZ)

If the hero does, the town riots for 3 turns and then has +1 unhappiness for an additional 10 turns.
 
I like the idea of good and evil cult. But it made me wonder why an evil cult would have a negative impact on a good city but having the Ashen Veil in a good city wouldn't? Which made me wonder if it wouldnt be cool to have a some effect from having the order in an evil city or the veil in a good city.

Im thinking about it, I think its a really interesting idea. Since "Fire" focus's on the late game battle between good and evil we may use an idea like this in some fashion.
 
That's been mentioned earlier, too... and I very much agree.

I seem to remember one game when I was playing as the Sheaim, and rushed the Veil. IIRC, it was the second religion founded (after Ljosalfar's Leaves), and the moment I did, I started spreading it like mad. Through trade, I even managed to spread it to all the Bannor's cities... across the ocean... without any closer a meeting then cultural borders. They didn't adopt it, of course, but I'd imagine that there'd be SOME effect from a widespread demon-cult in the lands of the angel-worshippers, especially if it's the only religion present.
 
Kael said:
I like the idea of good and evil cult. But it made me wonder why an evil cult would have a negative impact on a good city but having the Ashen Veil in a good city wouldn't? Which made me wonder if it wouldnt be cool to have a some effect from having the order in an evil city or the veil in a good city.

Im thinking about it, I think its a really interesting idea. Since "Fire" focus's on the late game battle between good and evil we may use an idea like this in some fashion.
That would make Order and Veil less attractive so they would need to be pumped up in power to compensate IMO.
 
That would make Order and Veil less attractive so they would need to be pumped up in power to compensate IMO.
It would make them MORE attractive; you will switch to the alignment of whichever one you adopt, so no penalty for you. But when you spread it, your rivals will be penalized unless they switch.
It would make it much less attractive to found both, however.
 
Nikis-Knight said:
It would make them MORE attractive; you will switch to the alignment of whichever one you adopt, so no penalty for you. But when you spread it, your rivals will be penalized unless they switch.
It would make it much less attractive to found both, however.

I agree, but this is not to say they dont both deserve a good boosting anyway.
-Qes
 
Here's another one I thought up...

The Seers of Destiny
-A loose association of mystics united by a prophecy. They foresee that the 'chosen one' will soon be born, and will usher in a new age of peace and prosperity. As such, they are earnestly seeking out the one who will fulfill their prophecy.
-Founded by the first to discover the Prophecy tech (similar to Awaken the Ancients). Can only be founded by the Amurites or the Elohim.
-The Seers of Destiny cannot be adopted as a state religion, and has no temples or unique units.
-Any city hosting the Seers of Destiny gains +1 :culture: and +25% :gp:.
-It's Shrine is the Temple of the Chosen One, which grants +4 :culture:, +100% :gp:, provides Life mana and allows 2 Priests and 1 Sage.
(The Great Prophet who builds the Temple is considered to be the Chosen One... the main point of his teachings is that everyone must try their utmost to live up to their highest potential... the prevalence of these ideals lead to more great people in general, especially in the Holy City)
 
Yeah, but Wyrmhold is an offensive weapon. The Cult of the Dragon in enemy civs is a substantial penalty to them. Much the same with the Society of Light. On the other hand, the Seers of Destiny benefits your opponents. Spreading it faster is probably disadvantageous.
 
Random minor religion idea.

Tech: Meditation.
Requires Way of the Wicked, Way of the Wise
First to discover founds The Thousandfold Thought.

All units built in a city with the Thousandfold Thought receive +1 experience, or +2 experience if the owner of the city also has the holy city.

Wonder: The Gateless Gate.
Units created in this city have (1% per city with the Thousandfold Thought) chance to recieve (1 experience point per city with the Thousandfold Thought.)
(Allows three priests, grants 1 Spirit mana, and adds culture/GPP like any other religious wonder.)


(I sort of borrowed the names from somewhere, and the religion wonder is probably something completely different in wherever-it's-from: I just remembered the name and liked the sound of it. Same with the religion itself, though I remember the source of that one.)
 
Nikis-Knight said:
It would make them MORE attractive; you will switch to the alignment of whichever one you adopt, so no penalty for you. But when you spread it, your rivals will be penalized unless they switch.
It would make it much less attractive to found both, however.

Anything that makes it less attractive to found several religions is OK :goodjob: in my book!

Cheers!
 
I very much like the idea of more cults running about causing trouble so here is another random minor religion.

Cult of the Cold Soul
-The Cult represents those who desire a return to the ice age. If the Fimbulwinter ritual suggested in other threads was implemented, it would be good to tie this cult to it on the tech tree. It would also work if the Doviello and/or Illians gain the ability to spread tundra.
-Founded by the first to discover the Memories of the Frost tech (similar to Awaken the Ancients).
-The Cult of the Cold Soul cannot be adopted as a state religion, and has no temples or unique units.
-All units built in a city with the Cult of the Cold Soul have a chance to begin with the Coldsoul promotion, which gives them +10% :strength:, -10% defense on anything but ice or tundra.
-It's Shrine is the Heart of Winter, which grants +4 :culture:, +2 :gp: (Great Prophet), spreads cult, provides Water mana (switch to Air when implemented) and allows 2 Priests and 1 Bard
-If you want to restrict it to certain civilizations, then Doviello and Illians would be the best choice.
 
The Gateless Gate definitely needs to be capped somewhere, else it's obscenely unbalanced.

Why? Consider what happens when it spreads decently on a big map. It's conceivable that you'd have a 50% chance of getting 50 XP... or perhaps even more.
 
Something I miss is a religion for the Amurites (my favorite civ now with the new 0.16 version :D). In the Dragonlance world, the Conclave of Wizards worshiped the three gods of magic, striving to maintain balance in the world (between good and evil). Wizards are joined together (good/evil/neutral) by there love of the art of magic. Well I don't know how to fill in the blanks in FfH, and I know this is not Dragonlance. But well, they do look a like to me :rolleyes: *Name's his first wizard Raislin Majere :D *

Edit:
I just thought about it, as priests of a Magic religion you could use Mystic Theurge's: http://www.wizards.com/default.asp?x=dnd/rs/20030402a
using both Arcane and Divine magic.
 
I advocate any Amurite/Magic specific religion! I'm in the middle of work now (goofing off) but I think I'd like to see a mage-religion that made going for the Tower of Mastery Victory more viable. Given that the Amurites have that Cave of Ancestors thing going, maybe a whacky form of ancestor worship.

I also like the idea of Hero Cults, although I imagine the coding on that would be rather irksome. Perhaps something to think about as quests begin to get implimented?
 
A magic religion might fit well as an aggressively neutral religion. What do I mean, you ask? Well, currently, Leaves is the neutral religion. You can be whatever alignment you want, and you'll remain that alignment under Leaves. I think there should be a second neutral religion, but instead of leaving your alignment the same, it should be like the Order and the Veil in that it makes your alignment neutral, no matter what it was before. It's the only real niche left over, alignment-wise.
 
I think it should be a "religion" that "worships" some sort of 'god of knowlegde/magic?' above everything else, that means they don't shun necromancy (like specified in the Amurite civ description) and strife to arive a balance between good and evil. They believe good can't exist without evil. They can use and learn things of both sides so they should have some science boost. The downside would be that they are not trusted by either good or evil. Perhaps because they are so obsessed with knowledge and magic, they neglect there regular standing army. Making the Amurites a Mage's and perhaps an assassins civilization
 
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