Grey Fox said:Rather then *building* rituals and selecting civics and researching techs I would like something like this to be a more natural and on-going evolution in the background.
You do not choose to evolve, you just do.
QES said:Id like paragons to be the ONLY paragon of their particular religion. If it was a "natural" occurance, what would stop other civs of like behavior from becoming paragons?
-Qes
puck11b said:I just want to make certain I am on the same page
Underlying theory and design premise, as it seems to me.
Creates a religion centered win condition to replace/surpass the nearly impossible religious win condition that exists.
Only one civ can complete the path per religion.
Completion of path does not grant an automatic victory, but makes it so that you have access to a power level that should allow you to steamroll the other civs if they don't kill you midstep
Undertaking this path is a big risk, but has a big reward.
The path itself has multiple steps, currently envisioned as a series of rituals (aka projects)
At the beginning portion of the path the civ is substantionally weakened, at the end very powerful and consists (mostly? completely?) of unique units.
The unique units should be focused around the theme and feel of the religion.
Themes of the religions
Fellowship of Leaves: forest, elves, fey, natural world (health)
Runes : mountainous and hilly terrain, underground, dwarves, minerals, (money)
Octopus Overlords: water, insanity, undead, Cthulluesque (culture)
Veil: demonic forces, dark magic (knowledge/science)
Order: angelic forces, holiness, war, inquisition (military order)
QES said: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.
puck11b said:It is possible that you could do both, make it so that there is a choice to _start_ the path, but once you start it it is a natural progression.
for example:
- have a state relegion
- build one or more rituals to begin the path
- over a period of time the civ transforms
- a) from a central city creaping outward
- b)gradually throughout the civ
- at some point the civ looses access to the goodies they had
- a)Mana Nodes
- b)Other improvements
- c)Units
- d)Buildings
- civ builds goodies to replace what they lost
- Final war
Xuenay said:"To build, Awaken the Land requires the completion of Awaken the City's Soil (-2 happy, -20% commerce, +10% GPP due to unrest) in at least half of your cities"?
Hmm, how about this:QES said:Yeah this would be cool, but what would trigger each event?
For every city in your civ without the state relegion, you lose 1 path point.QES said:Also, the amount of religious spread should have some sort of impact. Cities without the appropriate state religion (while rare later on, are more common early/mid game) would be in the hurt bag for a paragon civ. Also, when paragon civs take over a city without their religion, that city should be VERY useless (until its "taken into the fold", or destroyed).
BCalchet said:Hmm...
Thinking about it, this is a very good idea.
Wrote up something random quickly - is something along these lines what you're envisioning?
(It's in the spoiler to save space.)
Spoiler :
On adopting the civic: Can never again chop a forest or jungle. Can never again switch state religion.
Stage 1: (After 5 turns on 'quick' speed, or after researching a specific tech, or building a ritual)
All regular forests and jungles in ones' lands turn into ancient forests. Any new forests will from now on grow directly into ancient forests.
Stage 2: (After 10 more turns on 'quick' speed, or after researching a specific tech, or building a ritual)
Gains access to a small selection of woodland creature-type units, losing access to many regular units.
Forest spread rate increases.
Stage 3: (After 10 more turns on 'quick' speed, or after researching a specific tech, or building a ritual)
Gains access to a few more woodland creatures and spirits, losing even more regular units. Forest spread rate increases even further, with a minimum of one new forest popping up each turn.
Stage 4: (Once all squares within cultural borders that can have forests spread to them have forests, or building a ritual)
Gains access to even more foresty units, losing access to all regular units.
Can build all improvements in forests. All current improvements are replaced by forest-friendly ones, and forests start spreading on top of improvements. Can no longer build mines, and existing mines are destroyed.
Stage 5: (Once all squares within cultural borders have forests, at least 15 (quick) turns after stage 4, or after researching another specific tech, or building a ritual)
All cities lacking Grove improvements get them. Can construct "Treant" units. (12 strength, 1 movement, 5% bombard ability, vulnerable to fire, woodsman II)
All non-state religions are purged from cities, causing some unhappiness.
Stage 6: (20 turns after Stage 5, or after researching a final specific tech, or building a final ritual)
Gains access to Ancient Treants. (18 strength, 1 movement, 25% bombard ability, vulnerable to fire, magic resistant, woodsman II, national unit)
Can construct the heroes Titania and Oberon (or, well, FFH-lore equivalents) -
king and queen of fairies and woodland spirits.
All non-fellowship-of-leaves units have a 50% chance to gain Woodsman I and II - but if they don't, they abandon you. Already present Woodsman I and Woodsman II promotions each give a 20% bonus to this check, and 'Elven' gives a 10% bonus.
Stage 7: (Both heroes and three Ancient Treants exist)
Gains a free one-time Genesis effect. Jungles start randomly spreading in the lands of anyone you are at war with, destroying improvements.
puck11b said:Hmm, how about this:
Each city in your civ with the state relegion gives you 2 "path" points for the early relegions, 3 "path" points for the late.
or.
For every pop point in a city with the state relegion you get 2 "path" points for the early civs, 3 for the later.
After a certain # of path points the next phase happens.
For every city in your civ without the state relegion, you lose 1 path point.
or
For every pop point in every city in your civ without the state relegion, you lose 1 path point.
Perhaps at the later phases each city that doesn't have the relegion loses pop and culture (these freaks are scary) as well as causing you a path point.
How about this; after you have finished the path other cities that have your religion in them have a chance per turn of defecting over if they have your religion in them and they are on your borders. This chance should be effected by # of other religions in that city. It should be negated by a leader with the agnostic trait, or another civ that has progressed along the path to stage (whatever) .QES said:Also in the "End" id like there to be a non-war supplement for "victory" for some of the religions. Perhaps ashen vale and Order would be war based, but perhaps for the Leaves, OO and Runes, there'd be other alternatives.
-Qes
puck11b said:How about this; after you have finished the path other cities that have your religion in them have a chance per turn of defecting over if they have your religion in them and they are on your borders. This chance should be effected by # of other religions in that city. It should be negated by a leader with the agnostic trait, or another civ that has progressed along the path to stage (whatever) .
T3-4 paragon disciple unit can spread religion, and has the hidden nationality promotion.
These two allow a civ that has finished the path a 'peaceful' way of expanding. Spread your religion to your neighbors and watch the cities on your borders flip to your control. The agnostic or other paragon states are immune to it, and the remaining states can try to kill your missionaries before they get to the city.
Hmm, missionaries are going to have to have the ability to spread the religion from, say, 1 square away, so they don't have to actually conquer a city in order to spread the religion.
If it would be event based (like Orthu's Appearence) I think it should work. As I see, to become a paragon, first and foremost your civilization has to dedicate generations to worshiping their gods. And that relationship would go even more intense after times to the point that the bound makes you fuse together.QES said:While i agree this would be 'the awesome', unfortunately I dont think A) the AI would understand it and B) nothing in the game is particularly "natural".