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TheGreatCornlordofPilaggis

Pagan Religion/Sacrificial System

10 posts in this topic

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Let me preface this by saying KEEP THE IRL RELIGIOUS DISCUSSION TO A ZERO. I remember how quickly the last religious thread turned into a crapshoot over psuedo-intellectual bs.

 

Okay, so I'm super glad to hear that there's going to be a little more wiggle room for the fantastical in TFC2. So my proposal is a very basic animistic style of religion. I'm not sure if I fully understand the new hexagonal worldgen, but perhaps if multiple hexagons happen to be, say, predominantly forested, perhaps in the middle there would be a special tree, or statue possessed by a god. Now again, these gods have nothing to do with real life religion, and are more like the old gods from GoT. The gods are merely primeval protectors or spirits of their territory. Now, TFC could scan how much of a good, wheat perhaps, you have in all of your possession (including inventory, vessels, chests, or any other container that's in TFC2) and if you brought a large percentage, maybe a minimum of 25 or 33%, of that good and sacrificed it to this statue/tree/monolith and you'd get a buff in return. Hopefully, these rewards would be balanced and proportionate: give half of your harvest and your soil is depleted half as quickly, or your crops can survive in wintertime. I'm not talking "give a little and gain a lot", I'm talking "give a lot and gain a little". Perhaps there would be different castes/classes of god that had jurisdiction over different types of livestock/crop. Perhaps also the sacrifices have to be performed by the winter or summer solstices. Gods that offered greater benefits, but greater sacrifices, reside on islands further away. That would make for a cool adventure, trekking over dozens of islands trying to make a specific due date on time. It would be even cooler with the implementation of a punishment system. See, these gods are fickle, and offending them or forgetting to sacrifice to them on time can lead to some nasty effects. If you had already entered into a covenant with a god, and didn't give the god the amount it required, the opposite effect could occur, i.e. crops consume twice as many nutrients, or your crops start to die of cold in the peak of summer. Or, say you started harvesting wood too close to a god's sacred grove, and it summons a small army of forest sprites to attack you.

 

This is just an idea I've been thinking about for a while, and I don't think that would offend the sensibilities of any players, or be too sensitive of a subject for a developer to deal with. Thanks for reading, and feel free to add input!

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Personally I'm not super into the notion of having to sacrifice just to maintain my farms and stuff.  However, I'm definitely on board for gods to be a factor in the game.  So I find that a certain island, the inhabitants worship some certain god which gives them a special bonus of some kind.  Keep things a bit random so players don't just know when they see the mobs exactly what powers they have.  Maybe there's a temple somewhere on the island, that's extra difficult, and has better resources or something.  And if the player destroys it, thereafter every so often they can be attacked by cultists, wherever they are.  Something like that.

 

But on the player side, I'd be more inclined toward gods being mostly a magic thing - clerics and druids, to us D&D analogies.   I'd probably prefer their influence to be very minor or not at all for non-magic players. Just my opinion.

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I'm not saying at all it's a mandatory thing at all; in fact it's kind of risky. It'd be sort of like a deal with the devil. That's why the consequences are so great for entering a covenant with a god. If you want to play regularly that should entirely be an option.

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One way that this idea could work would be to first use the word offering, instead of a sacrificing. It should also give an immediate reward. Trying to change crop yielding for one player or group of players depending on some action would be extremely complicated.

Some simpler ways:

An offering to a god of Fire for example would give you a heat resistance armor. 

Offering something to a water god would give you an under water breathing Helm.

So on and so forth. You got the idea.

Give something and get something back, but it needs to be an item. 

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Oh, I definitely agree that it should be in item form. Like, say that you've harvested 256 wheat. The game recognizes that you have 256 wheat in total, whether it be in your inventory, in a chest, or a vessel of some sort, so the game knows exactly how much of your store you have to offer up.

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there is a plugin for bukkit/ kculdron that does this, but i dont think any other mod has touched on this topic that well. basically you had a certain order you set up the altar and with only certain blocks (block with torch on top and sign with deity name on front made it work). i think it would be neat if something at least similar to this was implemented as a base feature in TFC2

 

here is the link if the devs want to take a look at it, feel free to dismiss me if im stepping bounds though. lol. (not saying add copmat for this plugin or rip it off, but a tfc-style system that accomplishes a similar goal would be interesting in my opinion.): http://www.curse.com/bukkit-plugins/minecraft/gods

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I like that mod, but I think it would work better as an addon for tfc instead of added to the mod itself.

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Oh, I definitely agree that it should be in item form. Like, say that you've harvested 256 wheat. The game recognizes that you have 256 wheat in total, whether it be in your inventory, in a chest, or a vessel of some sort, so the game knows exactly how much of your store you have to offer up.

 

The biggest problem with that is that TFC is designed towards multiplayer, not single player. How is it supposed to know what wheat belongs to what player if they are working together and both put it into the same chest/inventory/etc. ?

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I think gods should be a thing, but something that scalates as metal tiers or magic would do. I don't think it should be percentual (35% of your wheat for example), but always a fixed amount, 1 wheat = 1 "God Favour".

"God favours" are something that are stored per gods not per player, so it has a multiplayer side. Alliances and tribes should worship the same god, so their efforts are put together. So, what are the "God Favours" used to?

 

When an amount of god favours is reached random events may happen:

God's blessing: You get a random buff at a random time. (For example) Starts at 20 favours and consume 3 of them.

God's provide the starveling: When you reach 0 hunger value there is a chance of replenishing some of the hunger bar. Starts at 50 and consume 5.

God's provide the thirsty: Same as the one above, but with water.

God's warmth: You get a little boost on your corporal heat when you are about to freeze. Starts at 100 and consume 5

God's cure: When you are low on health your god heals you up a bit. Starts at 250 and consume 10

God's revitalizing: Whenever you use a hoe, there is a possibility that that soil will regenerate some nutrients (or make the crop grow faster if no nutrients). Starts at 300 and cost 1.

God's gift: Whenver you feed an animal, there is a possibility that it will increase their love for you or they will get double the food, so they are fatter. Starts at 300 and cost 2.

God's protection: When you enter in battle with a mob or a player, there is a possibility of getting a resistance buff. Starts ar 500 and cost 5.

God's rage: When you enter in combat with a player which worship another god, there is a chance of getting a damage buff. Starts at 700 and cost 10

God's rage (2): When you enter in combat with a player which worship another god, you get a damage buff. Starts at 850 and cost 10

God's life: Your god will revive you from your mortal wounds. Starts at 1000 and cost 25. Has a cooldown for every player. (A way of surviving in Hardcore worlds)

 

Some things that can also be added are a "priest" specialization as a branch of the magic proffesion. Their offers will give more "god favour" or they could increase the chance of effects occuring. To "control" the blessings, I have the idea of having some type of items (Scrolls, charms, rings...) which you have to wear in order to receive your god favour. For example, the Ring of Battle should be given to the soldiers, which allow them to receive "God's protection" and "God's rage". The Ring of Survival, Ring of the Farmer, Ring of the Life... Are examples of how it could work.

 

For getting "god favour" you could offer crops, sacrifice animals, kill players who worship other gods, kill mobs (random rewards) and even capture dungeons!

 

Please leave feedback :)

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I really like this idea, and agree with IJuanGB that percentage based is not the best of ideas.

However, having the gods be randomly generated also doesn't sit right with me.

Perhaps give the players the ability to found a religion? Gods would start weak, requiring large sacrifices for minimal tasks, but the more sacrifices they received, the more their power grew. This could incentivize players to spread their religion, and recruit more followers.

I'm also fond of the idea of different types of gods requiring different sacrifices and giving different bonuses. Maybe there could even be dark gods, which require blood sacrifices and give violent buffs. (It could even tie into the butchery suggestion, with a sacrificial altar or something.)

Also, I'm wondering if players should be bound to one god, or be able to worship as many as they please. Perhaps a god would become upset if a player worshiped a different god? Or maybe a middle ground, where gods were grouped into pantheons?

 

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