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Author Topic: Bugfix (sort of) - Religion responsibility CUSTOM_OFFICIAL  (Read 774 times)

FantasticDorf

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Bugfix (sort of) - Religion responsibility CUSTOM_OFFICIAL
« on: March 02, 2020, 07:00:55 pm »

I noticed gazing my little beady eye that there is 1 official that is missing from a Monarchs personal entourage that Toady didnt add on the first try, and that is the official advisory on how to handle those pesky religions and keep the ones you already own tidy & organized.

(A default name) Chaplain

Chaplains themselves have been a important part of history for a long time, but are usually applied within the description of a Christian (though interfaith and specific faith priests operate as chaplains) priest to a organizational ministry and dispense their official guidance through their dedication and training to console and in the much more theologian past, directly advise important figures like monarchs without the holy-authority (not counting Anglicanism, but more traditional Papal Catholicism) of religious matters.

With gods & to extent magic being very real, crazed criminal drunks discovering & or fabricating prophecy building cults every such place and necromancers with deviant beliefs creepy-crawling their way under the radar in sites; their presence might be greatly needed in these dwarf-fortress kingdoms.

What are the Chaplains larger world generated purposes?
  • Encourage the building of temples in cities by colluding with permit-management noble.
  • Oversee processions and W.G approval/denied petitions of organized religions
  • Lead the persecutions & purge spheres and religions their lord opposes, along with non-aligned night-beasts & vampires/ensure through corrupt links that their masters or agent purge-targets can preferencially escape
  • Occasionally interact with prophets usually pre-cluding a purge/acceptance to allow them into a city, a civ without a official chaplain is one with open borders
  • Divine and interpret their own insights rarely into being the will of the gods, if not blatently lying for the purpose of a scheme as a holy call to war or peace.
So why is the Chaplain important to the bug-fix?

Well currently if your civilization does not have a appointed position with [RESPONSIBILITY:RELIGION], they cannot generate holy artifacts and much of the 44.12 process for having shrines is ignored totally and wasted upon the elven religion & monastary focus as i found out through some tangental research into trying to pin down how exactly prophets work (before Toady naturally fixed over abundant religion and reeled them in) within this issue report & modded save to explore the test conditions

Some other generic tokens can be added to this to elaborate their role like [RESPONSIBILITY:MANAGE_RELIGION] & [RESPONSIBILITY:DIVINATION] from a typical druid, though they may benefit from having a mixture of these too.
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Shonai_Dweller

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Re: Bugfix (sort of) - Religion responsibility CUSTOM_OFFICIAL
« Reply #1 on: March 02, 2020, 08:12:49 pm »

I don't quite understand.
If responsibility:religion works to let civs make artifacts, then modders just have to add it to their new civs, right?
And random position civs (like humans) already have the positions (and have been happily making holy artifacts since the first artifacts release). So who is the bug fix for?
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FantasticDorf

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Re: Bugfix (sort of) - Religion responsibility CUSTOM_OFFICIAL
« Reply #2 on: March 03, 2020, 05:24:21 am »

I don't quite understand.
If responsibility:religion works to let civs make artifacts, then modders just have to add it to their new civs, right?
And random position civs (like humans) already have the positions (and have been happily making holy artifacts since the first artifacts release). So who is the bug fix for?

They subsequently stopped generating the senior people responsible for making the holy relics (on their death) in the jump from the artifact release to villian release, all the monastaries are typically empty spare visitors & site-caretaker prophets.

It makes sense to simply add your own [RESPONSIBILITY:RELIGION] noble per relevant pantheon civ, but these things with the holy people are supposed to happen anyway without input or with [SITE_VARIABLE_POSITIONS:RELIGION] and are being subsequently blocked by not generating the role in world-generation anymore.
  • The results of adding your own defined responsibilities to site variable position or plain variable position seems to be better than using ALL if its not actually activating all the roles in 47.xx
Marshals already to the scope of my knowledge, serve as a backup [MILITARY_STRATEGY] unit, chamberlains, seal-keepers & treasurers handle diplomacy (meeting to establish peace if goblins obtain one), espionage and trade (human treasurers already do make trade agreements) respectively (which can also be modded to add the positions like a typical diplomat) so as a addition to the game the chaplain seems like a right course of action where the civ sees one needed without bloating the entity.txt
« Last Edit: March 03, 2020, 05:36:04 am by FantasticDorf »
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Shonai_Dweller

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Re: Bugfix (sort of) - Religion responsibility CUSTOM_OFFICIAL
« Reply #3 on: March 03, 2020, 05:46:11 am »

Monasteries I have no idea about, they're a brand new, no doubt buggy, site. All the new sites are a bit weird right now. But artifact holy objects are still being made. Just open Legends in any 47.04 world and scroll down to the skull totem that's inevitably there.

Here I've found a skull totem in my current world (47.04). It was made to sanctify the Sacred Love of the Communion of Poetry by preserving part of the body.

I also have a small linen right mitten with images of grasshoppers and plump helmets. Received it's name to sanctify the Holy Sparkle of The Beige Cult, as it was a favourite possession.

Etc...
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