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[Discuss] The priest game

Nate Shupe anomalouspsych at hotmail.com
Sun Dec 2 05:04:19 CET 2007



Since nobody ever said anything about this under the original thread, I'll repost it here since it's related.


So, I was thinking of a way that priests could actually have a little more power.  Aside from bumping their ability to take lordship of a region through faith up in the priority of the to-do list, how about we give them a little military power?

You can call it a call for crusaders, or any other name you would like.  The basic idea is that if you have enough of the population practicing your faith, you can call upon the people to raise arms in one of two ways; thus, possibly give them two options, but with a similar function.  Again, the names could be used, and if the basic idea is something of interest, some kind of formula can be explored as well.



1.  Call upon Vigilantes.  
This would call a peasant militia that would be friendly towards the realm who owns the region.  

2.  Call upon Crusaders.
This would call a stationary group of peasants who are thostile towards the current government.  Aside from actively fighting troops of that realm when they enter the region, they will gradually lower control of the region if they are left alone.  Addionally, to make it so that religions will WANT to have a call to arms against regions, these crusaders steal a porportional amount of taxes, some of which will go to either the local temple, or global treasury.



This would not just give the religions power as far as militaries and economies are concerned, but gives them considerable political power as well- something that is lacking with their pressence in the game.  Not only are kings and other councils able to rise to ranks in religions and use them as political tools, but with this kings and the like are forced to reason with the true faces behind the religions, the priests.

If this was implemented, sure, just like before a judge could ban a priest that doesn't do what he wants, but priests would now have considerable power to make realms think twice before trying to play the bannishment card.
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