On Evolving Into the Paragon

QES

Court Jester
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Alright, as I'm sure many of you have noticed. I didnt make a poll.

I know. I was surprized too.

Anyway, this thread IS about my proposal for religious late game effects outside of the "appocolyptic spells". A great deal of this Idea is about flavor, so its flavor-inspired. However, I've a respect for gameplay, which is where you people come in. Id like to know if you think its completely bonkers, or merely insane.

The Idea:


Specially, I would like to see a metamorphasis in the mid/late game that is accessed through technologies and the like. In this, it would be YET MORE specialization. In fact, my mind has it played out in an "evolution" sort of feel.

Right now, religions provide special units, special buildings, and the like.

What I would LOVE, is to see (in mid/late game) the entirety of a TRULY devoted civilization, start metamorphing into the Paragon of that religion.

Imagine followers of FOL. Right now they get Archers of the Leeves, the appropriate disciple units. etc. But their primary forces/buildings/cities are all of their origional civ. My idea would be that each religion would have the potential to "transcend" their normal civ state, and enter a "paragon" state.

Our FOL friends would slowly and surely BECOME the fey creatures they admire. Normal melee troops would begin being replaced by (Very) Fey creatuers of like disposition - Fairies, Pixies, Leprachauns(sp?), Faun, Satyr, and even Ents. Slowly the buildings would also change, as well as the look of their territory. THe idea would be to "blend them in" to the world. THe citizens themselves would eventually start looking and behaving differently.

The substanitive difference between my idea and normal "religious zealotry" is that where as - as it is now, civs 'worship the other' and are still seperate, they've access to the mythological and such, but are not themselves part OF that divine other. This "paragon" religious implmentation would actually change the civ into what they worshiped.

FOL - To Fey
Runes - To Gems and Gold and Rock creatures
OO - To Illithid/Cathulu types
Order - To Angels and Archangels
Veil - To deamons and Devils
Cult - To...well, I'm uncertain if this should be paragonized. But maybe, and if it was - Dragons


Essentially 6 quasi-civilizations would be carved out for access in the late game, one could "become them". I wouldnt expect this implmented for a long time, but it strikes me as VERY DROOL WORTHY.

I also would anticipate that each religion would have its own unique victory condition - only accessible through "Paragon Religion".

Paragon Religion would be a civic in, <gasp>, the religion thread. Every unit and building would be TIED to that civic option. So once its chosen, it should be devistatingly detrimental (to be redudant) to switch from it. (AI's should NEvER switch from it, if they decide to take it). Also, i Feel that the ownership of the Holy city is required to select it, but not necessarily to keep it (if you lose your holy city for example). The Holy City would become in effect a new capital. It'd be granted bonuses etc, the loss of it would be very bad indeed. Also, I think that ONLY one civ may be a paragon for each religion per game. So even if you capture a holy city from a paragon civ, you cannot become the paragon of that religion, someone already has.

Also, a LARGE quantity of Religion-specific technologies would become available to you and only you. Reseraching these would make you MORE.."Paragony" but it would neglect other techs, and since religious technologies arnt tradeable, your losing trade value as well. But these technologies would provide - in theory - direct benefits as well as access benefits. I imagine that the Fey would have techs that simply added 1 Happiness or 1 Healthiness to each city, merely for its aquiring it. This would be more "late game" tech, but earlier techs might include different improvment options.

Breaking it down:

Risk Vs Reward. Gain vs Loss.

Over all in civ, there should be net gain. But nothing should be free as to continue balance. I think we can all agree that the flavor is pretty juicy, but if a paragon civ became unstoppable, or unplayable, it'd ruin the flavor fast. Therefore the following i recomend.

Benefits:

Superior Improvements: Each Religion would gain a benefit in its SPECIFIC specialization across the board for most every new improvment they gained access to. For example, if "Flesh Farms" became accessable for the Ashen vale, Farms would then produce Beakers in addition to their normal production. A "Dream Catcher Windmill" Would aslo likely produce beakers. Improvements would/should be the most notable feature of a paragon civ.

Special Units: Each Paragon civ would have a couple new "type" of units (think elven dwarven, orc stuff). These would NEVER have anti-counter promotions for them. Also, some unique ability would be drapped over all of them, regardless of type. For example, The Axeman Equivilant of the Fey might be the Faun. But all Fey units have woodsman I and II, and invisability. Each religion would have its own unique "taste".

Special Buildings: These would replace the older buildings, and function slightly more superior depending on the religion. Ashenvale libraries for example, might provide more % bonus than normal. All in all, the appropriate buildings that would be influence would be wholey superior to the origionals.

Price:
Ah yes, the "rub" as it were. Here's the thing. My argument is that the "Paragon" civic should either emulate, or replace "theocracy". That means no more non-state religious spread. It would also, instantly eliminate the ability to produce any non-religious based unit, building, or improvement (with the exception of nodes). This would mean, essentially, that youd be "starting over" with your civ. Because even if you could once build maceman - if you switched over to a paragon civic, your going to be producing the "worst" of that particular religions units first. And since you cannot "tech up" in that religion until you switch, its a long road to temporary. THis, i believe is a very high and risky price. But considering the potential gains from superior improvements and buildings and units. It'd be an interesting tactic for gameplay. I'm also thinking it should cause longer than normal anarchy.

The idea here is that the switch to a paragon religious civilization, would hurt - ALOT at first. But, if it survived the switch, when it ratcheded up the personal tech tree, and gained access to superior same tier units and equipment. The hurt, would effectively be on.

As I see it, a Paragon unit would be equal to one tier higher than its replacement in power. A paragon axeman replacement, would be as potentially powerful as a mace man. THis would put paragon t4 units as the most powerful in the game (being a veritable t5).

The Other downside. The cesation of all trade with non-similar religious civs. They either share your religion as a STATE religion, or, no trade. Peace is still an option, but no trade, no trade from city to city, no tech trade, nothing. This will generally degrade relations and lead to a lot of "fun times" to be had by all.


Side-Note: Agnostic Civs would have to have access to some private end-game technologies to keep them on par with the potential of paragon civilizations.

Second Side-Note: Ashen Veil and The Order paragon civs would be instantaniously and permantely at war with any civ identifing their opposite as a state-religion (War wearyness from being at war with the antithical civ would be eliminated - other wars would function normally).

OK people, Hack away, and add. But bare in mind its supposed to be "Evolution" and Intergration into an ALREADY fantastic system.

-Qes
 
If the Above confused you this is a short summery.

Being a Paragon is becoming what the relgions worshiped - how do we implement this?
-Qes

Ideas so far:

Potential Problems
- Cult being restricted to limited civs (Sheiam and Kuriotates)
- Paragon being "too powerful": Fix should be weak beginning.
- Too much work: Solution - Have this idea nicely packaged for Dev Team (gives us all a % chance)

Potential Gains
- Cool new feel
- Dynamic Civ system
- Drool factor

Potential Alterations
- Event not tech based
- Great Person Based
- Need for another "base" religion, to offer more paragonal opportunities.
- Spread of "Pargaon Status" city to city, instead of whole civ at intervals.

Balancing Options
- Paragon Unit Sets are not fully transparant - i.e. not every "normal unit" is given a replacement, limiting the options the Paragon Civ has. However, these units would be superior in their field of expertise.

Evolution Process Via Rituals (Best idea so far)
Have rituals appear as options throughout the tech tree, in religious sections.
Each Ritual would give a benefit and a penalty.
One must have selected "Paragon religion" civic to build the following:

First ritual - Allow access to Paragon T1 Units- prevents building of ALL non-paragon units (even above T1 - this is meant to "hurt")
Second - Allow building of Paragon Improvments - Destroys all normal improvements (Again - meant to hurt)
Third - Allow access to T2 Paragon Units, Halve Cultural Garrison in every city. (Pain/reward)
Fourth - Allow Acess to Paragon Buildings - Destroy all Buildings in all cities
Fifth - Allow Access to T3 Paragon Units, - Enter 10 Turn Anarchy
Sixth - Change all Specialists to Paragon Equivilants, halve population in all cities
Seventh - Allow access to T4 Paragon Units, Instantly at war with every civ.

Possible Paragon Templates:
Spoiler :

Fellowship of Leaves
Unit Replacements and Qualities:
Dryad (Archer Replacement) - STR 4 (Fey), Movement 1
2 First Strikes
Has "Escape" spell
+1 Movement In Forests/Jungle
(Fey Qualities - Has Woodsman I, II)

Satyr (Axeman Replacement) - Str 6 (Fey), Movement 1
Has "Charm Person" Spell
+50% Vs Disciple Units
(Fey Qualities - Has Woodsman I, II)

Pixie (Hunter Replacement) - Str 2 (Fey), Movement 2
+200% Against Animals
Can Capture Animals
-50% City Strength
Can "Empower Animals" (Like mages summons, for any animal captured)
(Fey Qualities)

Nymph (Ranger Replacement) - Str 7 (Fey), Movement 2
+200% Against Animals
Can Capture Animals
-50% City Strength
Has Spell "Dominate"
(Fey Qualities)

Fairie Legion (Longbowman Replacement) - Str 7 (Fey), Movement 2
2 First Strikes
Has Treetop Defence
Can Spread FOL
(Fey Qualities)

Ent (Maceman Replacement) - As per ent (Fey)
As per ent
(Fey Qualities)

Ancient Ent (Spartiatoi/Phalanx Replacement) - Str 20 (Fey), Movment 1
Vulnerable to Fire
Magic Resistant
Bombard
Medic
(Fey Qualities)


IMPROVMENTS:
TreeFarm: (Replaces Farm), Able to be built in Forests.
Normal Far bonus' + 4 Food.

Songmill: (Replaces Windmill), Able to be built in forests.
Normal Windmill bonus' + 2 Food.

Treetop Huts: (Replaces Cottages/Villages/Hamlets/Towns), Able to be built in forests.
Normal Cottage Bonus' +1,1,2,2 Food accordingly (not cumulative).

Forest Shrine: (Replaces Lumbermill/Workshop):
+1 Hammer, +1 Gold, +2 Happiness

BUILDINGS:
?

SPECIALISTS:
Pixies (Sage Replacement) - Normal Sage Bonus' + 1 Happiness
Fairies (Priest Replacement) - Normal Priest Bonus' + 1 Happiness
Leprachauns (Merchant Replacement) - Normal Merchant Bonus' + 1 Happiness
Satyr (Artist Replacement) - Normal Artist Bonus' + 1 Happiness
 
QES said:
If the Above confused you this is a short summery.

Being a Paragon is becoming what the relgions worshiped - how do we implement this?
-Qes
Not easily, that's for sure. You want another replacement for every unit? Art aside, it'd be simply hard to differentiate the functionality after awhile.

Not that I don't like the spirit or even specifics as a starting place though.

It'd be cool if this was not tech but event based. If OO, after sacing X slaves, you'd get a free tech that taught a OO specific technology including the "Scions of the Octolords" civic. After summoning X Balors, you'd get the veil tech granting the AV specific religion civic "Bondservant of Hell." Once X forests had become ancient forests in your land, you'd be given access to the FoL civic "Fey-kin". Runes if hmm? Maybe earn X gold? Then you could have "Divine Crafters." Order ? Killing X demons, or something? Then you could get the "Right hand of Junil" Civic.

Making multiple civics rather than one "Paragon" civic would be for more than flavor--this way it could tie the effects into the civic without needed so many new buildings or improvements. Having Scions of the Octolords adopted could in and of itself change the effects of some buildings and improvements.
 
Nikis-Knight said:
Not easily, that's for sure. You want another replacement for every unit? Art aside, it'd be simply hard to differentiate the functionality after awhile.

Not that I don't like the spirit or even specifics as a starting place though.

It'd be cool if this was not tech but event based. If OO, after sacing X slaves, you'd get a free tech that taught a OO specific technology including the "Scions of the Octolords" civic. After summoning X Balors, you'd get the veil tech granting the AV specific religion civic "Bondservant of Hell." Once X forests had become ancient forests in your land, you'd be given access to the FoL civic "Fey-kin". Runes if hmm? Maybe earn X gold? Then you could have "Divine Crafters." Order ? Killing X demons, or something? Then you could get the "Right hand of Junil" Civic.

Making multiple civics rather than one "Paragon" civic would be for more than flavor--this way it could tie the effects into the civic without needed so many new buildings or improvements. Having Scions of the Octolords adopted could in and of itself change the effects of some buildings and improvements.

Hm, I like all these suggestions quite a bit. Generally - Im not tied to anything, Im just brainstorming what I feel would be "Drool worthy".

Simply put, anything that gave the feel of becoming the veritable "paragon" of a particular religion, like, shedding the "skin" of your old civ self, and donning the new skin of the paragon would feel very interesting.

The coolness is in the transformation and the completely "alien" nature of playing a paragon civ. That's what makes me twitch slightly with anticipation.
If those effects can be produced without the uber-epic suggestion I made (Which i know, would be in itself a veritable 5th phase of design - not something i think anyone is looking for :p) But the idea still intrigues me.
-Qes
 
IIRC this idea have been requested somewhere, several weeks ago. And as Nikis-Knight said, it's not easy to do religion evolution. But if only adding 1 more civic for each religion, IMHO it's affordable. This additional civic should be a choice to currently religion specific civic. I mean, we could make another economy civic for FoL with different effect than Guardian of Nature. Favoring warmonger (+ military production), favoring builder (+ building production), or others. So FoL follower could choose either GoN or this new civic, but not both.
 
Hmm... interesting idea, but quite demanding... you're talking about a huge amount of work.

Also, the trouble is with Dragon... it's not really a state religion type thing... maybe something could be implemented that if the cult has spread to at least 80% of your pop, the chance of a unit being born with the cult promotion doubles, as does the chance of that unit defecting to the cult leader. Furthermore, even when your cultists are on friendly ground, there is a 1% chance per turn that they will spontaneously go barbarian and attack you... and will thereafter instantly convert if they enter the land of the cult founder or even SEE one of their units.

Contraversely, the founder of the Cult (only) should be able to adopt it as a state religion, getting temples and priests, as normal (this allows a few more divine spells to be distributed, as well as allows for a more offensive use of the Cult).

To balance this, I suggest an increased reaction penalty for anyone who adopts the Cult as their state religion. -2ish, possibly increasing if you're actively spreading it (with disciples).
 
If you were to do this, I would hope you can create a 4th "basic" religion. The current basic religions are too biased towards specific races I think (dwarves, elves and lunan), in that that these favored races get disproportionate benefit from the religions. I would hope there is a 4th (perhaps aggregarian based religion) that the more human civilizations could use.

Pel
 
hummm.. this is an interesting indea.. cant wait to see what keal thinks about it...
 
Warning: this post rambles. It's a brainstorming post.

Perhaps instead of or in addition to researching the techs when you have a particular religion as your state religion there is a special GP counter. When that counter gets full you pop out a super prophet (NOT a world unit), call it an avatar. That avatar can then be sacrificed in a city to build a national wonder. Having this wonder is necessary to begin the path to paragonhood, rather than the founding city. This will make it so the person who founds the religion has a leg up on the competition, but other nations are not completely locked out. (Maybe have some other step towards the end being world restricted so that many civs can start the path, but only one can finish.) Switching religions will reset this counter completely. Maybe get one point per city/settlement that you control that has this religion.

Nikis-Knight said:
Order ? Killing X demons, or something? Then you could get the "Right hand of Junil" Civic.
Problem is that this means that you are restricted. The only way you can do this is if the other guys have demons that you can attack. Everyone else is active, this civ is reactive.
 
This is my first post here, I just had to post on this sweet idea.

Maybe in order to not clog down the tech tree, it would be better to have the civ convert automatically over time, when the paragon civic is chosen. You could have all the buildings, units and improvements have a small percentage chance of converting every turn, and when your unit enabling buildings convert, you could build the units directly. You would then "only" need multiple sets of completely new building, unit and improvements stats and art :).

This looses the original concept of being weak at first, but I don't like that idea. Also I think it would be best to keep the bonus relatively modest. Like woodsman I promotions, and stuff like that.
 
puck11b said:
Warning: this post rambles. It's a brainstorming post.

Perhaps instead of or in addition to researching the techs when you have a particular religion as your state religion there is a special GP counter. When that counter gets full you pop out a super prophet (NOT a world unit), call it an avatar. That avatar can then be sacrificed in a city to build a national wonder. Having this wonder is necessary to begin the path to paragonhood, rather than the founding city. This will make it so the person who founds the religion has a leg up on the competition, but other nations are not completely locked out. (Maybe have some other step towards the end being world restricted so that many civs can start the path, but only one can finish.) Switching religions will reset this counter completely. Maybe get one point per city/settlement that you control that has this religion.


Problem is that this means that you are restricted. The only way you can do this is if the other guys have demons that you can attack. Everyone else is active, this civ is reactive.

I like this idea - It's got promise, but not sure yet how to flesh it out.
-Qes
 
formless blob said:
This is my first post here, I just had to post on this sweet idea.

Maybe in order to not clog down the tech tree, it would be better to have the civ convert automatically over time, when the paragon civic is chosen. You could have all the buildings, units and improvements have a small percentage chance of converting every turn, and when your unit enabling buildings convert, you could build the units directly. You would then "only" need multiple sets of completely new building, unit and improvements stats and art :).

This looses the original concept of being weak at first, but I don't like that idea. Also I think it would be best to keep the bonus relatively modest. Like woodsman I promotions, and stuff like that.

While I understand this is prolly most likely to occur, my protests with it are that A) creating smaller boons and smaller banes, really makes the Paragon into just another civ. After all, each "race" has its boons and banes exactly like you mentioned. This "Paragon" nature would be drastic change. I want the play styles to alter drastically regardless of whatever origional civ an individual chose. Effectively, it'd be like chosing an entirely new civ in the middle of the game.

I do like the ideas that the "expanded" tech tree could instead be modified to go along the normal tech tree, and paragon benefits could stem from normal progression, the only problem is, as you said, then there really isnt a "downside" to being Paragon. I want it to be a LARGE risk for a LARGE reward, if possible. I personally like the "start over" situation, because it would mean that in the beginning, the civ would be realatively vulnerable and therefor choosing to be a paragon might not always be the best option. Especially if you've hostile neighbors. However, After a while of being a paragon, It should be a "force to behold" and envy throughout the world. Truly, I imagine that in the end, Paragons are fighting it out for the fate of the world.

This is not to say "normals" couldnt win. In fact, the normals beneift is that they dont have a huge "speed bump" in their progression, they could exert force and mitigate or eliminate the threats of potential paragons.

Also - if possible, I'd love it if Paragons could be a way of "coming back from behind". Clearly the most powerful civs might attempt to become paragons, but the risk of early transition might shift the balances of power. A lower ranked civ who tried, and others generally left alone, may become a force to fear withint a couple hundred years after.

Also - I think that the "Cult" paragon, should be restricted, of course, to the Kuriotates and the Sheiam. Making it the most rare paragon to potentially occur.

AI Difficulties: I'm not sure how it'd be programed for the AI to NOT ALWAYS select the paragon status. I think that if it was in first, or near the top of the lists, it WOULDNT make the transition - too risky. But maybe a player would. Or, if other "too good to pass up" opportunities came to the AI it'd risk it.

Keep the ideas/problems coming people.

-Qes

PS. I know that this is a Major amount of work, I'm aware of that, which is why its only a brainstorm right now, something we can all peck at. IF we could come up with a viable option, something that was gererally fleshed out "in theory" then the dev team might look at it with more than a passing glance. Remember, the goal is salivation.
 
to make it so that its a risk for powerful civs, and appealing for weak civs, just make it a ritual that destroys all your cities except the building city.

then id say make it give you powerful units (not a total conversion, just a new set of units for each religion) that are cheap to build but have a national limit, give you the trait scorched earth and no settlers that you can build, then you could have a fun time clearing out the world :D

make the ritual available with the founding tech for the religion, but make it take ridiculously long to build, so that you have to be dedicated to it for a long time.
 
What about giving all religions multiple rituals that when used slowly transform the nation. To make a full transition you would need to dedicate 1-2 hammer cities to the process, weakening what you can do otherwise. Likewise, you could structure the rituals so that many of them have weaknesses that are cancelled out by other rituals. For example, from the perspective of Leaves:

1. Awaken the Land: Any magic node in your country must be elemental. Any that are not are "pillaged" to a base node. X number of new nodes are randomly seeded within your boarders. The spread of forests and ancient forest is increase, as is the chance of ent appearences. Your nation looses access to all non-building/non-traded nodes until your your adapts complete their transformation.

2. Awaken the Mind: All adept units and mage guilds are upgraded to their fey counterparts. Fey can only access nodes from buildings, trading, or from awakened nodes. Strife is created between the adepts and disciples, unless both are awakened. To refelect this, religion civics other then way of the forest cannot be used until disciples are also upgraded. Likewise, each city gets one unhappy face per religions building.

3. Awaken the Spirit: All disciple and religion buildings are upgraded to their fey counterparts. Cannot be done if any other religion exists within your land. Strife is created between the adepts and disciples, unless both are awakened. To refelect this, new adept units cannot be trained or promoted, nor do adept units gain experience. Likewise, each city gets one unhappy face per mage guild or adept unit garrisoned in the city.

Etc.

Pel
 
Nikis-Knight said:
Not easily, that's for sure. You want another replacement for every unit? Art aside, it'd be simply hard to differentiate the functionality after awhile.

Not that I don't like the spirit or even specifics as a starting place though.

It'd be cool if this was not tech but event based. If OO, after sacing X slaves, you'd get a free tech that taught a OO specific technology including the "Scions of the Octolords" civic. After summoning X Balors, you'd get the veil tech granting the AV specific religion civic "Bondservant of Hell." Once X forests had become ancient forests in your land, you'd be given access to the FoL civic "Fey-kin". Runes if hmm? Maybe earn X gold? Then you could have "Divine Crafters." Order ? Killing X demons, or something? Then you could get the "Right hand of Junil" Civic.

Making multiple civics rather than one "Paragon" civic would be for more than flavor--this way it could tie the effects into the civic without needed so many new buildings or improvements. Having Scions of the Octolords adopted could in and of itself change the effects of some buildings and improvements.

Actually I see Paragons as haveing FEWER options than a normal civ. Not every unit would be replaced. The OO might have replacements for Melee, and Archery, but perhaps no cavalry replacements, and perhaps spotty replacements for recon.

Becoming a paragon, would limit the options across the board, a "normal civ" would have adaptability and the potential to "access" almost every unit.
Paragon civs would be limited Entirely to their "set" of units, and those sets would not be transparant with "normal" units. Or this is the hope anyway,
-Qes
 
I really Like the ides of multiple Rituals that would slowly transform the Civ. The only issue is, that whats the downside? Your loosing potentially, one cities production at any given time, yes, but your still able to produce normally everything else.

Maybe to mesh this we could do the following:

Have rituals appear as options throughout the tech tree, in religious sections.
Each Ritual would give a benefit and a penalty. Maybe ...say 6 or 7 in total?

One must have selected "Paragon religion" civic to build the following:

First ritual - Allow access to Paragon T1 Units- prevents building of ALL non-paragon units (even above T1 - this is meant to "hurt")
Second - Allow building of Paragon Improvments - Destroys all normal improvements (Again - meant to hurt)
Third - Allow access to T2 Paragon Units, Half Cultural Garrison in every city. (Pain/reward)
Fourth - Allow Acess to Paragon Buildings - Destroy all Buildings in all cities
Fifth - Allow Access to T3 Paragon Units, - Enter 10 Turn Anarchy
Sixth - Change all Specialists to Paragon Equivilants, half population in all cities
Seventh - Allow access to T4 Paragon Units, Instantly at war with every civ.

Note: Paragon T1 would be the equivilant in power to a Normal T2, or so is the hope. Considering the "period for adjustment" and tech-line progress, the hope is that the ritual would be finished in the same period as most people are using T2 units. Keep this concept in mind for ritual progression/tech progression/military progression.

-Qes

EDIT: Ok, so people let us come up with what the paragon civs might look like, I'd like lists of Units, their abilities, and why their superior to their equivilants, and the same for improvements, buildings, Specialists (yes specialists), and possibly exclusive technologies. Pick a religion and try to hash out what you like or think the religion would try to achieve. I'll try to bring it all together for a nice package we could present.

EDIT2: Dont try to replace EVERY unit, every building etc. Only do what "feels right" for the religion in question, teh benefit of NOT being a paragon is access to EVERY TYPE of unit, and building. Paragon civs should be restrictive, but powerful.
 
Sureshot said:
to make it so that its a risk for powerful civs, and appealing for weak civs, just make it a ritual that destroys all your cities except the building city.

then id say make it give you powerful units (not a total conversion, just a new set of units for each religion) that are cheap to build but have a national limit, give you the trait scorched earth and no settlers that you can build, then you could have a fun time clearing out the world :D

make the ritual available with the founding tech for the religion, but make it take ridiculously long to build, so that you have to be dedicated to it for a long time.

While I like the spirit of this suggestion, its essentially the "one-city challange" packaged into normal civing. ITs a good idea, but I like the idea of a large swath of map suddenly evolving into something so much more. Not merely a festering cancer against the rest of the world - though perhaps this is what the "cult" should be? Or maybe Agnostics? Maybe the agnostic civs (who clearly dont benefit from Paragonness) could have rituals that would make them one-city wonders, festering sores on the face of the globe, out to spite everyone?

Explore this idea, but i think its seperate from the paragon.
-Qes

EDIT: Since this is the top of the page (For me) please read the previous post for those who didnt see it.
 
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