Psychic_Llamas
Wizard in the Making
This thread is going to be dedicated to the brainstorming of the new religion concepts in the Warhammer Fantasy Battles mod.
Im going to start this thread off by posting what was decided in the original brainstorm thread (thanks Masada and Arexac Hretic
)
so, there are the 7 core religions:
-Old Faiths
-Young Gods
-Dark Children
-Chaos Cults
-Gods of Law
-Mortal Gods.
-Barbaric Gods
these all act EXACTLY the same way that normal religions work.
however, these core religions have no temples or priests allocated to them until the civ researches one of the techs that gives access to the many sub religions. i will use the Old Faiths religion as an example:
Ok, so i found the "Old Faiths" in my second city. simple. the old faiths, because its major religious characteristics are that it has a slower spread rate than the other religions, will spread slower (duh). this is pretty crappy until the civ researches one of the 8 techs which allow them to build temples and priests of a certain sub religion.
so next i research the tech which gives me access to "The Followers of isha" sub religion, which in turn allows me to build the Isha specific buildings
-Altar (Sacred Tree),
-Temple (Isha's Grove)
-Cathedral (Oaken Hall)
-Monument (The Tears of Isha),
and the isha specific Priests:
-Acolyte (Handmaiden of Isha),
-Priest (Priestess of Isha),
-High Priest (High Priestess of Quyl-Isha)
however, for the sub religion to be initiated, (ie before the civ can build any of the sub religion's temples or priests), they must first build the monument in a city with the Core Religion, in this case the Tears of Isha must be built in my second city as none of my others have the Old Faiths religion.
once the monument is built, altars can be built in all cities, which also give access to the acolyte, in this case my Handmaidens of Isha. i must build 3 altars before i can start building temples, which means i must expand my empire 1 more city and build an Altar in it. (temples can only be built in cities with an Altar already in them) then i can start building my Temples which allow me to build the Priests, in this case the Priestess of Isha. once i have 3 Temples i can do the same with Cathedrals, (which can also only be built in cities with a temple already in them.) which give access to the High Priests, or my High Priestess of Quyl-Isha.
the temples specific to the Followers of isha religion will have different effectes to those from the Dwarven Pantheon, or the Cult of Khaine. as you can see in my above post. the priests will also be different, with different abilities and magical capabilities, (but with the same base stats or movement and attack)
i was hoping that these sub religions will greatly diversify the religions capabilities, albiet it will make a heck of a lot more work for us. it seems sound to me, but there is just the issue of converting to a different sub religion. i haven't been able to come up with any decent ideas for that.
Did that make sense
Other ideas:
Inquisitors: All High Priests have the "Forced Conversion" promotion, which enables them to 'sacrifice' themselves to gradually remove the buildings from all SR other than their own (1 turn for Altar, 2 turn for temple, 3 turns for Cathedral) and each turn spent dismantling the heathen's temples produces one more cumulative unhappyness which lasts untill all heathen SR asre gone and order is restored. a new mini icon will be seen in the info bar of the city showing how many turns of purging is left. (similar to the timer after a city is captured, but without the culture loss.)
Need to make each main religion unique, with unique effects/ techs/ buildings etc.
Need to decide where religions will be regarding the tech and magic trees.
Need to alter the spread rate of different religions.
Need to make each sub religion unique with uniqe units and buildings.
Im going to start this thread off by posting what was decided in the original brainstorm thread (thanks Masada and Arexac Hretic

Spoiler :
so, there are the 7 core religions:
-Old Faiths
-Young Gods
-Dark Children
-Chaos Cults
-Gods of Law
-Mortal Gods.
-Barbaric Gods
these all act EXACTLY the same way that normal religions work.
however, these core religions have no temples or priests allocated to them until the civ researches one of the techs that gives access to the many sub religions. i will use the Old Faiths religion as an example:
Ok, so i found the "Old Faiths" in my second city. simple. the old faiths, because its major religious characteristics are that it has a slower spread rate than the other religions, will spread slower (duh). this is pretty crappy until the civ researches one of the 8 techs which allow them to build temples and priests of a certain sub religion.
so next i research the tech which gives me access to "The Followers of isha" sub religion, which in turn allows me to build the Isha specific buildings
-Altar (Sacred Tree),
-Temple (Isha's Grove)
-Cathedral (Oaken Hall)
-Monument (The Tears of Isha),
and the isha specific Priests:
-Acolyte (Handmaiden of Isha),
-Priest (Priestess of Isha),
-High Priest (High Priestess of Quyl-Isha)
however, for the sub religion to be initiated, (ie before the civ can build any of the sub religion's temples or priests), they must first build the monument in a city with the Core Religion, in this case the Tears of Isha must be built in my second city as none of my others have the Old Faiths religion.
once the monument is built, altars can be built in all cities, which also give access to the acolyte, in this case my Handmaidens of Isha. i must build 3 altars before i can start building temples, which means i must expand my empire 1 more city and build an Altar in it. (temples can only be built in cities with an Altar already in them) then i can start building my Temples which allow me to build the Priests, in this case the Priestess of Isha. once i have 3 Temples i can do the same with Cathedrals, (which can also only be built in cities with a temple already in them.) which give access to the High Priests, or my High Priestess of Quyl-Isha.
the temples specific to the Followers of isha religion will have different effectes to those from the Dwarven Pantheon, or the Cult of Khaine. as you can see in my above post. the priests will also be different, with different abilities and magical capabilities, (but with the same base stats or movement and attack)
i was hoping that these sub religions will greatly diversify the religions capabilities, albiet it will make a heck of a lot more work for us. it seems sound to me, but there is just the issue of converting to a different sub religion. i haven't been able to come up with any decent ideas for that.
Did that make sense

Other ideas:
Inquisitors: All High Priests have the "Forced Conversion" promotion, which enables them to 'sacrifice' themselves to gradually remove the buildings from all SR other than their own (1 turn for Altar, 2 turn for temple, 3 turns for Cathedral) and each turn spent dismantling the heathen's temples produces one more cumulative unhappyness which lasts untill all heathen SR asre gone and order is restored. a new mini icon will be seen in the info bar of the city showing how many turns of purging is left. (similar to the timer after a city is captured, but without the culture loss.)
Need to make each main religion unique, with unique effects/ techs/ buildings etc.
Need to decide where religions will be regarding the tech and magic trees.
Need to alter the spread rate of different religions.
Need to make each sub religion unique with uniqe units and buildings.