Patriarchs and Popes

Runes: "Collection of Tithes":
- Caster receives n gold per city with Runes, the owner of each city looses the same value of gold.

Overlords:
- Target gains 'Master of the Seas' promotion allowing for water walking. Only one unit can have this promotion at a time.

Leaves:
- All units in the tile get Treetop defense and Forest Stealth ability (may need to be renamed for coding sake) that has a x% chance per turn to wear off.

Veil:
- City gains +x% science while the patriach is in the city. Sacrificed units in the city provide science bonus.

Order: Mark of heaven
- Unit gains 'heaven's mark' promotion. If the unit dies, it has a better chance to return as an angel. In the meantime, it gets 20% resistance to un-holy damage.

What all these do is keep the Partiach out of combat, allowing other high priests the chance to gain XP and overtake him.
 
maybe when the patriarch is in the holy city there can be a small bonous for all cities with its religion
leaves gets health
AV gets science
Order gets less matenence
OO gets hurry costs
and RoK gets money
 
Veil: Demonic infusion
- all living Veil units on the same tile receive the demon promotion. 10% also receive the prophecy mark promotion.

Order: Blessing of Junil
- all Order units on the same tile receive the Blessing of Junil promotion. Grants +10% vs Unholy, +10% vs Death, and +10% vs demons.

Overlords: Call Cthulu
- All units in tiles bordering the priest suffer 25% cold damage (like ring of fire) and gain the crazed and mutated promotions. Mutated units slightly more likely to get negative promotions.

Leaves: Enrich Forest
- Upgrades forests: none -> new -> forest -> ancient forest

Runes: Arms of Kilmorph
- All runes units in the same tile get +1 strength and are immune to rust.
 
maybe a patriarch can upgrade deciple units without having to pay gold? or maybe when its on the tile they can upgrade at level 4 but at twice the cost?
 
Kudos for the patriarch idea. This will be really fun once implemented.

How about doing something similar with mages? Whichever Archmage is most experienced could be given "The Magister" promotion (with apologies to Forgotten realms, lol). "The Magister" blessed by whatever God/Power is the patron of the Arcane Arts, would be able to cast any sorcery spell, with the caveat, that if it wasn't a spell that he normally had access to, it would cost experience in much the same way Patriarch spells will.

BTW, isn't Bambur already the Runes patriarch?:mischief:
 
or maybe there could be a terrain improvement that only the patriarch can build that costs a couple exps to build along with requiring a lot of turns and are automaticly destroyed when the civ stops owning the patriarch.

for leaves there could be some kind of grove that can only be buildt in ancient forests that slowly grows from providing 1 commerce to 2 then to 2 commerce and 1 production

for order you build some kind oftemple thing that randomly spaws crusaders and order preists and stuff (much like barrows) and randomly gives some units int he tile the blessed promotion

for OO there could be some "land dececrater" that starts with huge bonuses to everything and upgrades like a cottage to lesser and lesser bonuses and eventually the tile produces nothing at all

for AV there could be some kind of unholy lab thing that will produce 1 commerce for every 10% you dedicate to research and has a small chance of discovering mana

and for runes thers some kind of enchanted mine that provides extra production and commerce a increased chance of finding metals and an extra 1 food
 
the patriarch should be able to inquisition, travel in territory without open borders and spread its religion (for maybe 1 exp or something) without destroying it
 
spirit form-for one turn, target ally has +50% vs physical damage and cannot be killed by a foe that deals only physical damage.
(this could be changed to mist form and altered slightly)

earth blessing-for 10 gold per unit, each nonsummoned allied unit in the casters tile and adjacent tiles"gain+2 earth strength untill end of turn". Golems in those tiles lose the rusted promotion and are fully healed.

natures blessing- all burning tiles within adjacent range(city plot if the priest is above 50 xp) are put out. this tile is vitalized twice, and begins growing a new forest.

call of cuthulu-all nonsummoned, units in the tile gain +2 unholy damage untill end of turn, and all other units in that tile and adjacent tiles become insane
(foes may resist with a lower base average than normal)
 
Perhaps instead of (or in addition to) active spells, how about passive effects?

Fellowship: Whenever the patriarch ends its turn in a forest section, it has a xx% chance of becoming either Ancient Forest for self owned or Open Borders ally, or becomes a Haunted Forest (0f 0h 0g, destroys any improvements) until cut down.

RoK: Same, but with mines. Pillage to remove and rebuild.
 
Ideas for spells:

Order: Blessed Intercession: Reveals caster's location to all players, and drops his strength to 1. Prevents caster from acting for three turns. At the end of this time, reduces Armageddon Count by 1.

Runes: Supreme Wall: Cast on a non-city land tile, turns the tile into a mountain, destroying any terrain improvements that were there. Subsequent castings each have a 50% chance of undoing each previous casting; Mountains thus undone are reduced to hills (with a chance of having minerals within).

Leaves: Verdant Growth: Cast on all surrounding tiles, it upgrades all terrain in a circle around the Patriarch. Hell terrain becomes non-Hell terrain. Non-hell terrain is Vitalized. Non-hell terrain without a forest has a New Forest added. Existing Forests age one category.

Overlords: Wave of Madness: All units within 2 squares (including the Patriarch) have a random chance of Mutating (as the spell) and/or becoming Barbarians.

Veil: Rite of Doom: Cast on a city the Patriarch is in, destroys the city, along with any units within (except the Patriarch). Increases the Armageddon count by twice normal for this act, even if the Veil is present. Spawns Manes regardless of the population of the city, or twice as many as normal, if the Veil was present. Any units destroyed become Manes automatically, regardless of whether they would normally have been.
 
RoK should get a Matriarch. Kilmorph is a lady anyways, youd think shed want a lady priest instead.
For dwarves, it is very hard to see the difference under all that beard and chain mail:lol:
 
i wonder why no one has ever reacted to one of my posts or tried to improve my ideas

Not sure. Maybe you're posting too many times in a row (which might make you look you're trolling even though you might not be)? Maybe everyone is busy with something else? Maybe only you notice that you are being mostly ignored? Lots of reasons possible but don't let them bother you too much. Just because no had really responded doesn't mean that no one had read what you wrote.
 
I think the Order patriarch shouldn't get any special spells, but should be able to operate as an additional inquisitor.

Veil, maybe just get fear and additional unholy damage.

Overlord, something where defeated units become Lunatics, or something to grant a special promotion to lunatics.

Fellowship, turning forests into ancient forests could be useful when expanding/conquering, and stays with the whole druid archetype quite well. (Personally, I wish the Fellowship priests were a bit more than druids, though.)

Runes, a targeted disintegration spell that can destroy an enemy non living unit (like a copper golem, catapult, cannon) or weapons promotions. (could be a big threat to the lucuirp)
 
I think that the pope should have a city auto-designated as an alternate holy city. It wouldn't give gold, but it still would give spy benefits.

I think this is a great idea that no one has elaborated on. The Holy City has a static placement, but there's no reason that a religion's epicenter shouldn't change as it spreads and develops. If the Luchuirp civ containing the Runes Holy City is overrun by Evil forces, should the religion itself stagnate despite the fact that the thriving Khazad have adopted it on the other site of the continent? Should the Balseraphs, who have tumbled into Ashen Veil worship, receive the bulk of the benefits from their creaky old OO shrine while the Overlords still rule the Lanun?

Circumstances like these point towards the creation of religious capitals. They make sense both in games terms and for the role playing element. And of course the patriarch should be inexorably tied with the religious capital.

Here are my ideas on religious capitals. I'm new to FfH2, so forgive me if some of these ideas are duplicates and already implemented.

1. For each religion, the most devout civ (ie, has adopted it as state religion , has most cities with the religion and/or most religious buildings) can promote any Level 2 or higher Divine unit to Patriarch. If the patriarch is present in a city, then that city can build the religious capital of the state religion. (The Patriarch/Captial are a chicken/egg scenario, and could easily be flipped if it made it easier to implement). The Patriarch would also be able to spread religion, but of course he can't do that if he's busy building the religious capital, a choice to make early on.

2. The Religious Capital would vary between religions. Some would give bonuses to building religious buildings or troops, another might give free promotions to religious troops. One might give gold per city with the religion, another might give beakers. The capitol would definitely give a diplomatic bonus to other civs with the state religion.

3. If another Civ becomes most devout, they can immediately promote a unit to become the new Patriarch, who can commence building the religious capital in one of his cities. The new capitol would replace the old one when completed. The previous Patriarch becomes the Anti-Patriarch, and relations between the two civs begin to sour. There could theoretically be multiple Anti-Patriarchs running around. :)

I like this idea because it can potentially build tension in an end-game if, for example, the Order forces have wiped out all the bad guys and things are a little too peaceful. That, and the fact that the idea of an Anti-Patriarch is just way too much fun :D

Thanks for the amazing amount of hard work you're putting into this project. I downloaded version 2.20 blind a couple weeks ago, having no idea what I was getting into. I have rarely been as genuinely excited playing a computer game as when Hyborem manifested right beside my Grigorians and set up shop. :eek: Luckily I had my two hardened Dragon Slayer adventurers close by and cut him down before he had a chance to spread. :goodjob:
 
I fully support the idea. I want to add that it would be great for other mods too.
 
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