It would be cool to add the White Hand as a new religion. Iirc, the priests of Mulcarn were everywhere (and not only in the Illians cities), so we can assume the White Hand can be spread everywhere, and some civs can be converted to the Illians' cause. I got some ideas :
- It will be the only religion available to the Illians.
- The White Hand religion spanws Ice terrain everywhere in the empire of the civ, and the Ice provides +1 .
Waiting on Jean Elcard's terrain conversion system for this, it's the whole reason I haven't started yet. It's already doing exactly that for the Illians, shouldn't be too difficult to apply to the religion. Not sure how I'll handle the food, might have to make a new Ice terrain.
- When an ennemy unit enters the land, there is a % chance to spawn a Blizzard which will damage him, just like the Treants mechanic.
Too similar to an existing mechanic.
- Temples of the Hand and Priests of Winter can be built by every WH civ, and the temples protect the civ from hellish terrain.
- When the Illians complete the Draw, the WH civs won't declare war to the Illians (perhaps a diplo penalty)
- The religion itself can be founded by the ritual (so Illians can't rush and start converting everyone to avoid troubles with the Draw), only Illians can found it. It would be illogical to have this religion without Illians.
Not sure on this one yet. I know I'm going to have it be founded by the White Hand ritual, but I'm not sure if I'll allow it without the Illians or not.
- You can build the hero Mokka. If he already exists, it will convert him to your cause. If he died, it will ressurect him. Fiacra the North Wind can be another hero.
Going to make a Frostling faction that comes in to play after the Illians finish their ritual to summon them(forgot the name). Mokka is the hero, and the faction will be at peace with White Hand civs. Won't automatically be at peace with the Illians, they need to establish the religion for the Frostlings to recognize them.
- Spreading this religion will lower the AC or freeze it (it means if there is any change, it will be reduced). Demons don't like to enter a cold world...
- The religion makes anyone Evil. So if you want to change your alignment without triggering the Apocalypse (which is annoying...lol), it's an adequate alternative.
- It will grant a diplo bonus with the Illians. It will grant a diplo penalty with everyone else, but the Doviello.
- Ice mana = Temples of the Hand x% faster, and Blizzards are +x% likely to happen.
- The religion wonder would be a Great Frostling Husbandry. 1 unit out of 2 will start with the Frostling promotion. And there are the standard bonus: Ice mana, +1 for every city with the religion, etc...
Seems like too much of a buff for a religion guaranteed to be founded by a civ... The wonder should be weak, providing only commerce and mana, possibly some small bonus. Like the Steamworks for the Ordo Machinarum.
- If you have the Barbarian Trait, you will be able to hire a frostling in empty lairs, just like the Clan of Embers in goblin forts.
Frostlings will be their own civ, so that won't work.
- If Auric Ascended is built, the civs with the religion start a Golden Age.
- Entering Letum Frigus will add +1 in all of your cities, and a diplo bonus with the Illians - and maybe a smaller one with the Doviello.
Not sure, but I think that's too powerful.
- The civs with WH won't get the Godslayer when AA is built.
- The religion won't bring additional culture, but science instead, just like AV.
Hammers, not culture or science. Just like the inscription event.
And maybe a new civic: Rationality or Cold Blood or whatever.
Here is a list of the possible effects:
- +10% Millitary unit Production with WH cities
- +1 in Ice
- 20% chance to convert defeated units (into frostlings)
- Additionnal Diplo Penalty with everyone non-WH.
- +2 in all cities.
- -25% birth rate
- -25%
- -25% Weariness. (That's because people with cold blood are never angry...)
Possible. Could make a council civic for them including some of those bonuses.