More religions?

Adrogans

Quiet Laughter...
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Oct 21, 2006
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I was bored at work today ... imagine that :mischief: ... so I was reading thru the wiki and noticed that the Malakim mention Lugus as the god of a religion. So I was wondering if the team was planning on making one based on this or not.

If you are not I was thinking that this might be the way to get civs (especially the Malakim) to work deserts. Put in spoiler due to length.

Spoiler :

Light of Lugus
Religion is Neutral Leaning toward good

Provide a civic like Nomadic (medium/high under economy) and it allows you to build farms/cottages on desert tile, treat desert tiles like 1 :food: 1 :hammers:. Also -10% military production and -10% gold due to well the people being nomadic.

city effect +1 :culture:
holy city +4 :culture:
Holy City Improvement - Bonfire of Lugus 1 fire mana and 1 gold per city with religion

Temple of Light - +15% defense against all but gunpowder units +20% culture

Have Priest of Light get the fire, spirit, life spheres

Unit - Firetouched
str 3 or 6 (depending on level of religion) resistant to fire, +vs undead, Light of Lugus.

Heroes Idea

Faithful Preacher (no name yet) - Divine, Fire III, Life III, Str 7, Mov 1, ability to found temple w/o consuming the unit usable like once every 25 turns or so.

Wonder Idea

Palace of the Sun - all units produced in this city gain resistant to fire promotion


I also made a kinda flipside to this assuming it was a higher tier religion it was a neutral evil, but I will post it later if the response or interest is there.

Thanks for the awsome mod.

P.S. I have never modded anything before so if someone likes this idea and they do mods let me know as I think crap up but can't impliment it yet. :badcomp:
 
I think Kael mentioned 2 more religions, one worshipping Lugus, one worshipping Esus. Lugus, as the God of Light, will probably be treated in the Fire Phase. Esus, as the God of Shadow, is probably going to be traded in the Shadow Phase.
 
It's too bad we're working with a one-axis alignment setup here, or I'd suggest that Lugus be good, Junil be lawful, Agares be evil and... maybe Esus as chaotic or something. The OO and Runes might be chaotic evil and lawful good respectively, the fellowship could be chaotic good, and maybe someone else could be lawful evil.
 
My favourite religion idea was mentioned by someone ages ago and went along the lines of having a few mildly different religions that can be founded with a certain tech. The religion that gets founded (and the others can never be founded afterwards) depends on the particular civ and/or their alignment.
 
There are, in theory, 21 gods, which means 21 religions, and 21 civs, each worshipping their particular god. However, at the moment we only have the religions for 5 of them - thus effectively banjaxing the FfH rule of sevens and threes. The issue has been raised before, both in and out of the design team. The major problem with religions is the complexity issue - added complexity for very little (often next to no) actually game play enjoyment payoff.
 
I'd really like it if there were some religions that required the Calendar tech. Right now the Agriculture tech line splits off into Calendar and Animal Husbandry, but the AH leads to the Mounted Units line, while Calendar is pretty much a dead-end. And considering that Lugus is the god of the Sun, wouldn't it make sense to have his religion require Calendar (and Philosophy so that is comes out after the first 3 religions, but before the Order and the Veil)?
 
I have to say that I do like the idea of a ton of religions for the simple effect of more religious wars and much harder for people to found all or most of the religions. But mainly this idea was to use some back story and try to address the interest in making desert viable for the Malakim (or any other civ to a lesser effect if they were this religion). So it was kind of my attempt at two birds with one stone.:crazyeye:
 
It's too bad we're working with a one-axis alignment setup here, or I'd suggest that Lugus be good, Junil be lawful, Agares be evil and... maybe Esus as chaotic or something. The OO and Runes might be chaotic evil and lawful good respectively, the fellowship could be chaotic good, and maybe someone else could be lawful evil.

Runes Lawful Good while Order is Lawful Neutral? The other way around, certainly. Fellowship is True Neutral (what they used to call Druidic Neutral).
 
Runes Lawful Good while Order is Lawful Neutral? The other way around, certainly. Fellowship is True Neutral (what they used to call Druidic Neutral).

I think the issue here is that lawful is assumed to be always linked to good, and chaos to evil. Considering that Junil is the manifestation of order, I think law is a fine alignment for the Order. About the fellowship, I know that true neutral might be more fitting, but while 8 religions might be a bit too much, we'd need a ninth to fill in the chaotic neutral spot, and nine is definitely too many.
 
Well, the religions should really be organised in threes, going 3, 6, 9, 12, in order to maintain balance and the rule of three. At the moment there is an overweight of neutral (3 neutral, one each of the others), plus one religion that is not, in the true FfH sense of the word, a "religion" at all. To balance it, there should in other words be two more evil and two more good religions.
 
Hey, it's the design team's call. Maybe in a game where religion is almost as much of a Civ definer as the Civ itself, there's some truth in that. I suppose the way I'm seeing it, there's equal representation of the four cardinal alignments: 3 good, 3 lawful, 3 chaotic, 3 evil. There's just quite a bit of overlap there.
 
In the FfH canon, there is one god of law, and one god of chaos. There are three alignments, good, evil, neutral, each with seven gods sorting under them. So "chaos" and "law" are not separate alignments in this game, although they are in others.
 
9 religions isnt much and if seperated as.

1 good fighter god.
1 good magic god.
1 good other god.

same thing with neutral and evil then depending on your play type and what you are planning their is a god for you
 
Basically My feeling is along the same lines, I just feel that religions can be used to 'gap' certain cultures leanings without making it a civilization specific and I really do dig the idea of doing the rule of threes with religion. But as stated it is a design team or modders call as I am neither just enjoying the mod.
 
I personally don't like the dungeons & dragons system of alignment (chaotic neutral, lawful evil etc) as I think its unnecessarily constraining to try and put every character and ideology into these boxes. For example, should druids really be 'true neutral'? For me, they want to preserve the wild of nature, and that is going to pit them against both good and evil peoples, since both tend to destroy forests and build everywhere, but I don't see why balancing good and evil should be a motive in itself.

It doesn't seem to fit the FFH backstory. Going by a straightforward interpretation of the official FFH world history, good and neutral seem to be on the same side. The good and 'neutral' angels are both doing what the Creator God told them to, its just that the 'neutral' angels' jobs are focussed on natural phenomena whereas the good angels' jobs cover human behavior.

To make FFH religion's background accord with their behaviour in the game I imagine that even the good/neutral gods differ somewhat in their opinions about what the Creator God wants them to do - hence there is more than one good/neutral religion and they are in competition. I've no idea if this fits with FFH canon though.
 
Neuatral is

A. dont care about the wars of others. or
b. looking to profit or exploit good and evil wars so stay neautral to either side. or
C. is very protectionist not wanting to get involved with others.


thats how i see neautral races
 
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