What benefit is there to be gained by adding a new god, or giving an existing god a new sphere?
. . . religion should be good for something.
The more I think about the idea of dwarves praying
while they work, the more I like it, largely because it provides an answer to the "problem" of religion I mentioned above. Earlier, I suggested that we go through every type of labor/job that dwarves can perform, and decide which spheres are associated with each one. Then, every time Urist does that job, he is also internally saying a prayer to any god(s) holding those particular spheres, which seems a very understandable & realistic thing to do. Not only does this mitigate (or potentially even supersede) Urist's psychological need to go offer formal prayers in an actual temple hallowed to said god(s), but there's a benefit as well: As Urist's prayers increase his affinity to [deity], the deity pays Urist back by
increasing the rate of EXP gain on skills related to the spheres in question.
For example, let's consider Dodok the Ranger, who's been assigned to train some dogs to hunt. Train Hunting Animal is naturally associated with the spheres of Animals, Hunting, & Discipline, and Dodok's pantheon does have a nature-themed god whose spheres include Hunting & Animals, and also an authoritarian god holding the sphere of Discipline. For every Train Hunting Animal job that Dodok performs, he petitions both of these deities for success in his task (the nature god getting twice the attention of the authoritarian), and as a reward, both gods grant Dodok a little bit more work experience than he would have earned if those gods didn't exist. If the nature god only held the Animals sphere (and no one had Hunting), then Dodok would receive only 2/3rds of the EXP boost that he enjoys from having all three job-related spheres attached to a receptive deity.
After he finishes up training the hunting dogs, Dodok moves on to his side gig as a Leatherworker, cranking out a bunch of new shoes, a job associated with the spheres of Animals and Crafts. Dodok is still in the nature-god's good graces, so his recent affinity with the Animals sphere helps him gain Leatherworker experience a little bit faster as he cobbles the shoes. But as this is the only Crafts-related job that Dodok has done for a while, the civilization's crafter-god has no reason to help out--at least, not until
after Dodok has made his 1st pair of shoes, and muttered an appealing prayer to the crafter-god as well as the nature god.
More pious dwarves have the potential to gain skill faster, giving them a slight edge. More "atheist" dwarves, on the other hand, must level up through experience alone--but then again, they waste less time in temples, so it balances out. This dynamic allows players to see a more diverse population without any dwarves being penalized (much) for being "sub-optimal". Meanwhile, the gods trade worship for increased insight into the spheres that they control, a mutually beneficial relationship.
Do ut des.
Sound like skill levels for beliefs . . .
Yes, exactly, and those levels should "rust" as well. Urist's faith could "level up" either through life events (fighting an enemy--War, falling in love--Love, suffering a grievous injury--Deformity, etc.), or through the simple job-related prayers I described above (especially if the job results in producing a masterwork or reaching Legendary status). On the other hand, Urist's level of belief could
fall either through the simple passage of time, where she prays to Deity X regularly but gets no perceived benefit from it ("What have you done for me lately?"), or through events (was tired of eating the same old food all the time--Food, was forced to suffer the tragedy of art defacement--Art, etc.). But if Urist just leads a pretty humdrum life, praying in church every now & then in exchange for being slightly better at professions that she never really comes to excel in, then her levels of faith should remain largely constant.
* What happens if the dwarf need to pray in sphere for which there are several known gods/sects that consider it their domain, how will Dwarf choose which one to pray to?
I think though that some people could think that a particular god didn't like them personally, so if you think that Thor thinks you're a useless moron but Odin thinks you're a great guy, then you'd pray more to Odin because you expect him to help you out.
* Maybe also include dwarves personality traits in the equation, so like in real life if two dwarfs will be subject to the same environmental factors the end result may still differ.
Yes, I
definitely want to bring personalities into this, for the gods as well as the individual dwarves. It's high time that the gods had procedurally-generated character traits of their own as well--ideally (although not necessarily) related to their spheres. One factor in my "pray-to-play" plan, that I consider a flaw, is that it can tend to
homogenize the dwarves: The game already has the feedback loop of "the more you do a task, the more you maximize your efficiency by doing
only that task", it didn't need a "the more you do a task, the more you focus your religious beliefs on
just the god(s) associated with that task" stacked on top of it. It's enough to see entire guilds wherein
every member works and dresses the same, they don't all need to
worship the same way too. That's where I think personality should come in: Dwarves who feel an affinity or kinship with certain gods should
want to pray to them, whether they "need" that god's spheres or not. And conversely, gods should value the worship of mortals with similar values
more than the worship of people whose personality traits are contrary to their own. So individual dwarves would have some gods that they regard as "friends", and other gods that they see more as "co-workers" . . . and they could have varying levels of faith in gods of both types. Gods, meanwhile, might actually
reject the worship of dwarves whose personalities are too unlike their own--their prayers don't "taste" that good, so it's not worth the bother of granting them any divine favor. Also, note that
belief in a god should not always mean
serving that god. It'd be very interesting if, sometimes, dwarves with the right personality traits could develop
grudges against certain deities, if they felt that the god had ignored or betrayed them. Shades of Conan's prayer to Crom--"And if you do not listen, then to hell with you!"
One change I'd really like to see is to show the spheres of gods and religions on the embark screen. If six of my dwarfs belong to the same religion then they're off to set up a religious community.
True. As of v47.05 (don't know about v50.05), it's impossible to know the faiths of your starting seven until you actually arrive at the site. The first thing I do with every new world I generate is crack open the new world_history.txt & check out every dwarf civ's pantheon--and before I embark for
real, I like to savescum a couple of "test runs" in order to make sure that my chosen civ doesn't have something stupid, such as a deity of
pregnancy who is commonly depicted as a
skeletal male dwarf.
But on the bright side, one of the confirmed future improvements is
Embark Scenarios, wherein the player will be able to choose options like "Military Outpost", "Trade Hub", "Penal Colony", and notably "Religious Monastery". I assume that under
this scenario at least, the starting 7 (if not all the rest of the migrants as well) will show a marked lean toward the worship of one particular god, whose spheres will also be plainly marked in the Embark screen, the better to help the player choose a fitting site.
* not sure how to handle conflicting spheres, one can't be both high priest of life and death.
Why not? That's kind of what necromancers already are, the game even explicitly states that they discover the secrets of "life and death". But yes, I too am of the opinion that certain spheres are (and
should be) in direct conflict with one another . . . which is why, in a
past thread, I suggested adding the spheres of
Cycles,
Opposites, and
Twins, each of which would provide a different way of reconciling seemingly-contradictory spheres (as would the already-existing Balance).
But that's how I would handle
gods with opposing spheres, dwarves are something else. Dwarves can obviously
believe in all the gods in their pantheon at once, and can almost certainly
worship them nearly simultaneously as well. Why, then, could a single dwarf not be a priest of two faiths? Sure, it'd definitely be awkward, but is there anything actually stopping them? Since appointing Priests is done manually, I say it should be left up to the individual player: If he thinks it'd make a cool story to have a dwarf driven to distraction by being a servant to two masters (especially if those masters have mutually exclusive demands), then let him.