davidlallen
Deity
We have been deadlocked for a while on the question of overlap between Technocracy religion and Ixian thinking machines. Here is an idea which completely changes this question. I propose we remove Technocracy and add a new religion, Butlerism. It is *anti* technocracy. Give Ixians and their allies all these high research and industry buildings with thinking machines. This new religion is the *counter* for all those things. It should specifically appeal to the late game player who is *behind* on tech, and it will give advantages in attacking Thinking Machine units and cities.
This religion will also have certain unique spreading and gameplay characteristics. One of them I don't know how to do yet but the others are easy.
1. It is founded by researching a very critical late game tech, say Desert Industry. You have to found this. The holy city will belong to a tech leader, which as you will see, is mostly bad news for this player, but it is unavoidable.
2. Once founded, the religion is likely to spread in cities which have a low era, whose players are *behind* in technology. Only the holy city will be at a tech leader. Players who are behind will get the best chance to adopt the religion. Geographical distance does not matter.
3. When the religion spreads to a city, if the city has any of the automated buildings or contains any Ixian walkers, the city has a revolt. This revolt only lasts 1-2 turns but has the effect of destroying these units and buildings.
4. A city which has the religion can not build any automated buildings or walkers. One possible implementation of this is to remove the Thinking Machine resource from the city; I am not sure exactly how to implement this yet. If the religion does spread to a tech leader city, they are welcome to remove it with inquisitors, and then they can build the buildings again. But the religion may spread there again and repeat.
5. This is the cool part ... the Butlerism missionary is invisible and can enter enemy borders. It is not a spy, it is a missionary; but it travels like a spy. So there is little that the enemy can do, to prevent the missionary from entering the city. As a Butlerism player, you send missionaries to all the high production enemy cities and set off these revolts. Of course you still have the national limit of 2-3 missionaries, and the standard chance of failing to spread a religion still applies.
6. All units owned by a player following Butlerism as a state religion get a free promotion, Fury. The icon is an arm holding a flaming torch. The effect is to give +25% combat strength against walker units. If possible, this bonus should also apply when attacking any unit in a city that contains automated buildings or walkers.
What do you think?
This religion will also have certain unique spreading and gameplay characteristics. One of them I don't know how to do yet but the others are easy.
1. It is founded by researching a very critical late game tech, say Desert Industry. You have to found this. The holy city will belong to a tech leader, which as you will see, is mostly bad news for this player, but it is unavoidable.
2. Once founded, the religion is likely to spread in cities which have a low era, whose players are *behind* in technology. Only the holy city will be at a tech leader. Players who are behind will get the best chance to adopt the religion. Geographical distance does not matter.
3. When the religion spreads to a city, if the city has any of the automated buildings or contains any Ixian walkers, the city has a revolt. This revolt only lasts 1-2 turns but has the effect of destroying these units and buildings.
4. A city which has the religion can not build any automated buildings or walkers. One possible implementation of this is to remove the Thinking Machine resource from the city; I am not sure exactly how to implement this yet. If the religion does spread to a tech leader city, they are welcome to remove it with inquisitors, and then they can build the buildings again. But the religion may spread there again and repeat.
5. This is the cool part ... the Butlerism missionary is invisible and can enter enemy borders. It is not a spy, it is a missionary; but it travels like a spy. So there is little that the enemy can do, to prevent the missionary from entering the city. As a Butlerism player, you send missionaries to all the high production enemy cities and set off these revolts. Of course you still have the national limit of 2-3 missionaries, and the standard chance of failing to spread a religion still applies.
6. All units owned by a player following Butlerism as a state religion get a free promotion, Fury. The icon is an arm holding a flaming torch. The effect is to give +25% combat strength against walker units. If possible, this bonus should also apply when attacking any unit in a city that contains automated buildings or walkers.
What do you think?
