Warring Fronts RPG Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Warring Fronts RPG Forum

Warring Fronts is a medieval fantasy nation RPG forum.
 
HomeLatest imagesSearchRegisterLog in

 

 Religion Explained

Go down 
AuthorMessage
Mille Sessau
Admin



Posts : 567
Join date : 2011-02-18

Religion Explained Empty
PostSubject: Religion Explained   Religion Explained Icon_minitimeSat Feb 19, 2011 4:38 pm

Religion Explained

Religion is the fifth and final pillar in Warring Fronts. So you've got Military Points and you can defend your borders and expand militarily. You've got an economy and Economic Points to build your people's kingdom. You've got a culture and Cultural Points to spread your influence throughout the world, but what about religion.

Religion is predominantly determined by the Religion Civic trait. They are the following.

1.) Paganism -- Paganism is a lack of beliefs. The people don't have a set religion and will generally oppose any religious influence that they receive, such as Temples built in their kingdoms and Missionaries entering their realm.

2.) Local Beliefs -- Local Beliefs will establish a Minor Religion in the kingdom. A Minor Religion stands in contrast to a Major Religion which we'll get to later.

3.) Organized Religion -- This establishes a Major Religion. Like I said, read on!

4.) Ritual Sacrifice -- A non-religious religion of sorts. It is very crude and does not spread but offers some very tangible rewards.

5.) Free Beliefs -- This means that no matter what religion anybody is, it's not hurting you. People can be whatever they want to be in your kingdom. The only true trouble starts when 90% of the kingdom is one religion.

Types of Religion

There are two types of Religions: Minor Religions and Major Religions.

Minor Religions -- Minor Religions have it easier. People can accept a Minor Religion without much worry. The rituals are less cumbersome, the beliefs less life changing. The ratio of conversion for Minor Religions from a Pagan or other Minor Religion view is is 1% to 1%. View the info below for a better grasp.
Conversion
  • Converting Pagan to Minor Religion : 1% to 1%
  • Converting Minor Religion to Minor Religion : 1% to 1%.
  • Converting Major Religion to Minor Religion : 4% to 1%.


Major Religions -- Major Religions have it somewhat more difficult, but at the same time easier. It's easier for people who are already religious to become more religious, but getting non-religious people to accept a huge new religion is much more difficult.
Conversion
  • Converting Pagan to Major Religion : 4% to 1%
  • Converting Minor Religion to Major Religion : 2% to 1%.
  • Converting Minor Religion to Major Religion : 1% to 1%.


Happiness and Religion

Religion and Happiness are intertwined. People that are religious want others to be religious and people that aren't don't want others to be religious. Here's the scale.

Scale of Religious Happiness & Demands
10% of your kingdom has converted to a religion -
-- The 10% of the kingdom begin to accept the religion and that religion is considered strange by those in the kingdom.

30% of your kingdom has converted to a religion -
-- The 30% of the kingdom accept the religion and that religion is considered normal by those in the kingdom.

50% of your kingdom has converted to a religion -
-- The 50% of the kingdom accept the religion and that religion is considered accepted by those in the kingdom.
-- +1 Happiness per city per week.

70% of your kingdom has converted to a religion -
-- The 60% of the kingdom accept the religion and that religion is considered the true way by those in the kingdom.
-- The people begin to demand one Luxury resource that the kingdom of the original religion uses.
-- +1 Happiness per city per week. (continued, not added).

80% of your kingdom has converted to a religion - (90% for Free Beliefs)
-- The 80% of the kingdom accept the religion and that religion is considered the only way by those in the kingdom.
-- The people want a state religion. Kingdom immediately changes it's trait to Local Beliefs or Organized Religion.
-- +2 Happiness per city per week. (+1 added).

90% of your kingdom has converted to a religion - (95% for Free Beliefs)
-- The 90% of the kingdom accept the religion and that religion is considered the only way by those in the kingdom.
-- The kingdom capitulates and the territory joins the kingdom of the original religion. A vassal kingdom may also be set up.

Missionaries and Heretics

Missionaries are the greatest and sometimes only way to spread religion into other regions. They convert followers into your religion. However, Missionaries can also be used in your own territory to counteract the effects of unwanted religion!
Back to top Go down
http://warringfronts.forumotion.com
 
Religion Explained
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Warring Fronts RPG Forum :: Rules & Information :: How a Kingdom Works-
Jump to: