This mod adds a new dimension to the game: making the gods get up off their lazy bums and do something.
You build an altar in fortress mode, consecrate it to a god worshiped by your civilization, and then pray or sacrifice items to improve your merit and increase the belief level of your citizens. When your merit and belief is high enough, the god may intervene on your behalf. Every sphere will have a different effect on gameplay, so choose your idols with care. A god of metals may increase your smelting efficiency, while a god of agriculture may increase crop yields, a god of chaos may cause your enemies to fight among themselves, and a volcano god is likely to be a lot of !!fun!!
It's still pretty experimental right now. Not all gods have a logical effect, but many do.
To install it, place the building_pantheon and reaction_pantheon files into the raw folder, copy and paste entity_pantheon_clip into your entity file, and place pantheon.lua into the dfhack scripts folder. The script must be running in order to work.
0.1 alpha: The altar building, consecration, prayer, and sacrifice reactions are active. Some spheres are active. If nothing else, all deities can smite enemies by slamming them into the ground.
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CAVERNS: Drops rocks on underground enemies.
MOUNTAINS: Drops rocks on underground enemies.
MINERALS: Occasionally duplicates boulders. Improves quality of stone items. Drops rocks on underground enemies.
METALS: Occasionally duplicates metal bars produced in reactions. Improves quality of metal items.
FIRE: Enemies may suffer burn damage or spontaneous combustion. Beware of wildfires.
SUN: Same as FIRE, but only aboveground.
VOLCANOS: Magma eruptions on enemies!
WIND: Propels enemies at random.
STORMS: Propels enemies at random, causes rainstorms.
CHAOS: Enemies may go berserk.
WAR: Enemies may go berserk. Also improves weapon and armor quality.
MISERY: Enemies may become melancholy. They will move slower and not attack.
TORTURE: Smites enemies with intense pain, vomiting, dizziness, etc.
STRENGTH: Gradually increases strength of citizens.
DANCE: Gradually increases kinesthetic sense of citizens.
HAPPINESS: Randomly removes bad thoughts.
REVELRY: Randomly removes bad thoughts.
HEALING: Randomly heals all of a citizen's wounds.
TREES: Increases tree growth, occasionally duplicates logs, improves quality of wood items.
PLANTS: Increases shrub growth.
JEWELS: Occasionally duplicates gems, may improve quality of large gems.
BEAUTY: Increases quality of finished goods.
CRAFTS: Increases quality of finished goods.
LABOR: Increases quality of finished goods.
CREATION: Increases quality of finished goods, may decrease pregnancy time.
ART: Increases quality of finished goods.
PAINTING: Increases quality of finished goods.
FORTRESSES: Occasionally duplicates blocks, increases quality of armor.
MUSIC: Increases quality of instruments.
SONG: Increases quality of instruments.
ANIMALS: Randomly tames wild animals.
NATURE: Increases tree and plant growth, randomly tames wild animals.
RAIN: Increases tree and plant growth, makes rain more frequently, water eruption attacks on enemies.
BIRTH: Decrease pregnancy time.
CHILDREN: Decrease pregnancy time.
FERTILITY: Decrease pregnancy time.
FAMILY: Decrease pregnancy time.
WATER: Water eruption attack on enemies.
BOUNDARIES: Water eruption attack on enemies.
COASTS: Water eruption attack on enemies.
OCEANS: Water eruption attack on enemies.
LAKES: Water eruption attack on enemies.
RIVERS: Water eruption attack on enemies.
Any unlisted spheres can attak enemies by slamming them into the ground.
I really love this idea. Reminds me of the way Gods work in Emperor: Rise of the Middle Kingdom and ADOM.
What do you think of introducing some negative effects as well?
1. Always turned on: You have to build an altar and make some offerings - otherwise the God will be angry with you.
Starting value could be set to Happy to provide some help in case a new fort needs it
2. Is there some way in which the user / fort can ASK for direct intervention (ADOM-style). this could be useful in a pinch for attacks / seiges and also provide a economy-oriented method of defense by requiring the user to sacrifice substantial amounts of goods, etc.
You could also have settings so that negative effects from the Masterwork GUI (I understand that it is included there):
1. Only occur if the altar is built.
2. Never occur
This will keep everybody happy.
Otherwise, great idea and implementation.