Author Topic: What makes a good BM religion?  (Read 32738 times)

Norrel

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Re: What makes a good BM religion?
« Reply #30: January 18, 2013, 02:35:04 AM »
So, what types of powers/features would you like religions to have? They should be *active* powers. i.e. something that a player has to initiate to make it happen.

I was thinking you could use faith points (which would be gained regularly through peasant worship) which you can use for upgrades or one-shots, like in civ. Or do you have another mechanism in mind?

Some upgrades I thought of; a crusade upgrade that grants faith for hated religions killed in combat, a morale upgrade for units led by members of the church, etc. I guess these upgrades could require a one-time cost as well as upkeep in faith.

Some one-shots would be like spawning a unit of militia, giving a one-day bonus to combat against hated religions, instantly creating a new temple, etc.
« Last Edit: January 18, 2013, 02:36:42 AM by Norrel »
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