(28-Feb-2002 at 02:23)
this is a repost of something I just recently put up on Utopia's B&S forums. It's a bit radical, but I think it has some merit (obviously).
Hi. This isn't another system that just adds another 'personality' type thing to Utopia, to my knowledge it is an original idea. This is a modified version of the idea I put on The Logician's thread on Ideal Utopia.
The way it works- there are a few Gods, I've made up 5 but they could be changed. They are not meant to emulate real religions, but rather, fantasy dieties similar to those in other RPGs/fantasy worlds.
Each one would have a "Power Rating." This would start out the same for all, let's say at 1000. These values would act much like honor, on a global scale. That is, if followers of God A take lots of land from followers of God B, God A would get some of God C's Power. Obviously, with a total of 5000 points in the world and every attack by a follower of a God (see below) affecting the totals, it would take a lot and even the most powerful individual provinces would have little impact on their own.
Affects of being a follower of a God:
Each province, upon creation, has the choice of any of the 5 Gods, or None. If None is chosen, none of this affects them; they opt not to be part of the God system. If a God is chosen, they have to worry about the following new factors. It would be recommended to new players that they choose None for their first round or two, as it adds complexity and risk to the game, but us vets would appreciate the added depth and strategy.
Every province would have a new stat: Faith. It would start at 0, and for those who picked None (call them Atheists), it would stay that way forever. For everyone else, it would change throughout the age. Note that Faith is not like Honor and is not a closed system; it is more like NW as far as that goes.
Faith could be gained or lost in a number of ways:
-successful attacks/ops on followers of another God would net some
-defending against another God's FAITH ops (see below) would net a little
-successful FAITH ops would net some and cost the target a little
-successful FAITH ops against you would take a little
-Sacrificing prisoners (see below) would net some, but if you didn't sacrifice enough you'd LOSE some
(the formula for how many must be sacrificed would be based on a number of factors and would not be made public, and would have a large random factor.)
Many more things would affect Faith, these are just examples.
Sacrifices: Dungeons play a more important role to religious provinces. You may opt to Sacrifice any number of POWs to attempt to curry favor from your God. However, too small a Sacrifice would insult your God and cost you some Faith.
Temples: A new building, temples increase faith gains by a % and generate a small amount of faith. They also increase success of FAITH-based ops (see below) and Miracles (see below)
Miracles and Curses: High Faith can result in Miracles. The formula would be based on your size, NW, and faith and cap at around 1-3% per utopian day. Miracles would either give resources, increase production/util/birthrates, grant a defensive or offensive bonus, or even give you free Faith. They would appear in the News and take effect randomly. Curses are the opposite, and come from negative Faith. You would have to have a fairly significant amount either way to start having Miracles or Curses.
Also, there would be a random chance based on the same things, as well as army size and target size, of Miracles/Curses occuring when you attack. These could affect any number of things- losses on either side, chance of success, gains, return time, honor gain, etc. The same could happen when you are attacked.
All in all, Miracles and Curses would be a fairly minor addition, just another perk of those who work hard to gain Faith, and a punishment for those of poor Faith.
There would be a new type of op similar to T/Ming in concept, but different in use. A new type of unit, the Missionary, would be used, but fear not- though the cost of missionaries would be very high, not many would be needed, so this won't stretch your forces even more thin. I'm thinking maybe 1 per Temple max, plus 1 for every 10 acres or something- a prov should not need more than a few percent of the pop. to be missionaries, maybe 1-2%.
Anyways, the ops would include a way to 'steal' faith, lower the enemy faith, decrease their chance of Mircles/increase chance of Curses, etc. with limited, if any impact on non-religion based functions. In any case, it should be much harder to do damage or gain resources through Faith ops than T/Ming- the idea here is optional participation, so provs w/out missionaries should not be at significant risk.
More missionaries would also improve the daily fluctuations in Faith, increasing the likelihood of it going up instead of down, and they would help with Miracles/Curses.
Since participation is not meant to be mandatory, all Gods would be balanced with some penalties so as not to make them necessary for their bonuses. Here are my Gods:
note- bonuses fluctuate based on the God's current Power, but not too drastically- a 10% bonus would vary maybe from 5-15%. Numbers given are at exactl 1000 Power.
Khar, God of War
+10% attack strength
-10% return times
-15% T/M ops
missionaries give attack bonus of 2 x % of pop.
Maedara, Godess of Night
+10% thievery success rate
+15% enemy losses in battle
+20% POW death rates
missionaries give reduced thief losses on failed ops of 2.5 x % of pop.
Gadaar, God of Plenty
-10% draft speed
missionaries give a defense bonus of 2 x % of pop.
Chandalar, God of Nobility
+10% honor gains
+10% elite effectiveness
-10% attack gains
-20% enemy losses
missionaries increase faith fluctuation gains by 10 x % (may sound high but this is really minor)
Mirasha, Godess of Knowledge
+10% SELF spell effectiveness
-10% sci costs
+10% training costs
Missionaries increase sci (same way as Mind Focus) by 2 x % of pop.
All these numbers/bonuses are just random things I threw out.
If I forgot something, I apologise, just ask for clarification