Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Gods, Priests, and Altars.  (Read 2179 times)

jman650

  • Bay Watcher
    • View Profile
Gods, Priests, and Altars.
« on: November 01, 2010, 03:45:52 pm »

This would introduce a new construct, and new dwarf "types"(?), Priests, and Demigods. Once you designate a dwarf to be a Priest, they can build an altar for whatever god they worship (if multiple, you choose). After building an altar, at any time, you may designate a creature to be a sacrifice to whatever god that altar is for. Once that sacrifice happens, something good will happen related to the god. If say, it is the god of plants, then all of the plants in your farms instantly become fully grown. Also, if you sacrifice a Champion or Hero, there is a chance (10-30% ish?) that they will become a Demigod, with powers related to whatever that god's powers were, as well as a massive increase in stats and instant max skill in whatever weapon skill was the highest for them before being sacrificed. If, again, say it was a god of plants, then whenever said Demigod killed something, it would turn into a 2x2 farm plot with a random plant at full growth. Also, say, if it was a magma god, then that Demigod could not be harmed by magma, period. Also, just to alleviate worries, if a champion or hero doesn't become a Demigod, then their champion or hero status will be passed on to the next strongest non-hero or non-champion dwarf.

This may, however, not be viable considering I don't know what kind of gods are possible to be genned by the game.

Thoughts?
Logged

Chocolatemilkgod

  • Bay Watcher
  • Flooding fortesses with magma since 2010
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #1 on: November 01, 2010, 05:48:38 pm »

I dunno if it's in the 'to be added' section toady has, but a religion arc could be a potential fun add on to play with. Then we could try and convert dwarves to a different god(s) to worship. Maybe also people have the option to 'pray (maybe during free time or once a season/year, depending on how 'holy' or whatever the dwarf is). Now I'm not too hot on the sacrifices (depends on the god maybe...Armok would deffinatly want sacrifices ;) ), but the idea of benificial effects from a good priest or praying a lot could be cool.

Perhaps there could be a 'High Priest' as a noble, who oversees the spirituality of the fortress. And maybe you can set how religiously strict the fortress could be. So you would have more poeple coming to pray more reguarly and such, and maybe a small congregation or something.

I dunno about a demigod, but perhaps a dwarf that prays a lot could recieve 'special powers', maybe something small like faster working (almost like booze, a dwarf has to pray every so often to be happy, and to continue to work faster), to granting powerful ablities, perhaps tying into the magical arc.

And of course different races will have thier own gods. And perhaps a civilization will have an 'official god', and then you could have a whole bunch of religious wars and crusades in world gen to mix everything up. Possibly, your civilization has an official god that you can choose to worship or not.

Finally, maybe an option somewhere (in the init. file?) to either randomly generate gods (Lets have a wide variety of them...but not too many...I don't want to worship a shoe god...) or to use your own custom list. Or maybe have a raw with a list of gods that you can add to and any that are to be included in world gen can have a [BEING_USED] tag or something.

I guess this is a way to add something either very small (once a season quick prayer) or to really make a zealot fort (Sacrifices every other day! >:D) which allows for fun customability...if that's a word XD Anywho any other ideas?
Logged
Dwarf 1: This is the worst part... The calm before the battle.
Dwarf 2: And then the battle is not so bad?
Dwarf 1: Oh...right. I forgot about the battle.

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #2 on: November 01, 2010, 06:30:11 pm »

I personally think the High Priest noble should "mandate" the religous strictness of the fort, rather than it being player set.
Logged
*Hugs*

Funk

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #3 on: November 01, 2010, 07:17:56 pm »

do we not have a master religion thead by now?
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

jman650

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #4 on: November 01, 2010, 08:11:41 pm »

I dunno if it's in the 'to be added' section toady has, but a religion arc could be a potential fun add on to play with. Then we could try and convert dwarves to a different god(s) to worship. Maybe also people have the option to 'pray (maybe during free time or once a season/year, depending on how 'holy' or whatever the dwarf is). Now I'm not too hot on the sacrifices (depends on the god maybe...Armok would deffinatly want sacrifices ;) ), but the idea of benificial effects from a good priest or praying a lot could be cool.

Perhaps there could be a 'High Priest' as a noble, who oversees the spirituality of the fortress. And maybe you can set how religiously strict the fortress could be. So you would have more poeple coming to pray more reguarly and such, and maybe a small congregation or something.

I dunno about a demigod, but perhaps a dwarf that prays a lot could recieve 'special powers', maybe something small like faster working (almost like booze, a dwarf has to pray every so often to be happy, and to continue to work faster), to granting powerful ablities, perhaps tying into the magical arc.

And of course different races will have thier own gods. And perhaps a civilization will have an 'official god', and then you could have a whole bunch of religious wars and crusades in world gen to mix everything up. Possibly, your civilization has an official god that you can choose to worship or not.

Finally, maybe an option somewhere (in the init. file?) to either randomly generate gods (Lets have a wide variety of them...but not too many...I don't want to worship a shoe god...) or to use your own custom list. Or maybe have a raw with a list of gods that you can add to and any that are to be included in world gen can have a [BEING_USED] tag or something.

I guess this is a way to add something either very small (once a season quick prayer) or to really make a zealot fort (Sacrifices every other day! >:D) which allows for fun customability...if that's a word XD Anywho any other ideas?

This.

And also, going along with this, you can pray and sacrifice. Sacrificing will give, say, a 100% bonus to the bonus given by praying. Also, gods of certian things like certain kinds of sacrificing more. Like, say, a god of blood would like someone to commit suicide for them, but would like it a helluva lot more if someone hammered them like a golf ball into the altar, causing them to explode into bloody little giblets.

The demigod idea stays, but in an altered form. Anyone sacrificed to a god has a chance of causing them to spawn an "Avatar" of the god they were sacrificed to, which has special magic skills. Stronger Avatars are formed from stronger people, I.E champs and heroes, who also have a higher chance of forming an Avatar. Say we have a Magma god. It's Avatar would have the power to, say, turn people's blood into magma, burning them from the inside, or causing enemies to spontaneously combust, or spawning a slade pipe which would spew magma right underneath an enemy, which would then disappear.
Logged

ggamer

  • Bay Watcher
  • Reach Heaven through Violence
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #5 on: November 01, 2010, 08:18:28 pm »

this makes lots of sense actually. When you are looking at the underground regions in legends mode, you normally see something about a demon "escaping" hell. This leads to believe that someone put them down there.

so maybe toady is already implementing it.

jman650

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #6 on: November 01, 2010, 08:37:46 pm »

Also, something I forgot. Avatars only last a month, and only one can be summoned at once, to prevent overblownedness.
Logged

konzill

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #7 on: November 01, 2010, 10:40:47 pm »

I would expect a religion to be aadded complication in running a large fort, rather then a benefit. So that once you have enough worshipers of X, a priest will arrive as a migrant, and demand that you build an alter. followers of that god might spend some amount of time every year in worship instead of working. And like other nobles the priest might make mandates, perhaps prohibiting their flock from eating certain foods, causing starvation if that is all that available.

I think DF is too hard nosed to have prays actually being answered.

Logged

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #8 on: November 01, 2010, 11:28:00 pm »

I expect that if we got benifits like that most people would pray to the skeletal god of war and violance.
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Monsterfurby

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #9 on: November 02, 2010, 12:11:47 am »

Admittedly I don't play Fortress Mode that much - but doesn't every individual sentient creature already believe in some god? Doesn't that apply to Fortress Mode dwarves as well?
Logged


Erzrzore gur Vapvqrag.

Raze

  • Escaped Lunatic
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #10 on: November 02, 2010, 01:04:46 am »

I would rather that priests would be an easy to please assigned noble with a "theocratic" skill rather then one of those greedy elected nobles. demanding a temple? IN MY FORTRESS???
Logged

Waparius

  • Bay Watcher
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #11 on: November 02, 2010, 01:09:37 am »

I am totally in favour of religious mandates as a source of late-game Fun.

Priests could demand that their altars be built in unusual positions (The Priest of Kzakdug, God of the Underworld, demands an altar 25 levels below the earth!), and I can see religious differences coming into the mix as well.

Another fun thing to add to the religion arc: Relics and possibly pilgrims.

 Finding a Relic of a particular god gives a lot of happy thoughts to its worshipers, and perhaps to the fort in general. If a particularly holy dwarf dies, their body parts and possessions (eg, a named non-artifact sword) have a chance of turning into holy relics of that dwarf's god, with similar effects.

As a downside, this causes the fort to attract lots of pilgrims, who stay for a season either doing nothing or (with an economy) spending money, and then leave again.

Particularly religious dwarves could occasionally depart from the fort with one of the seasonal caravans in order to go on a pilgrimage, returning with increased skills/stats/happiness.
Logged

Chocolatemilkgod

  • Bay Watcher
  • Flooding fortesses with magma since 2010
    • View Profile
Re: Gods, Priests, and Altars.
« Reply #12 on: November 02, 2010, 02:27:38 am »

I would expect a religion to be aadded complication in running a large fort, rather then a benefit. So that once you have enough worshipers of X, a priest will arrive as a migrant, and demand that you build an alter. followers of that god might spend some amount of time every year in worship instead of working. And like other nobles the priest might make mandates, perhaps prohibiting their flock from eating certain foods, causing starvation if that is all that available.

I think DF is too hard nosed to have prays actually being answered.



Perhaps, but the whole point of this is that there is very little that has to be done if you don't want to. However if you want to have some of the more special and positive effects then you can decide to try to include them. So for the most part it's optional.
Logged
Dwarf 1: This is the worst part... The calm before the battle.
Dwarf 2: And then the battle is not so bad?
Dwarf 1: Oh...right. I forgot about the battle.