Magic "Cults"

Might be a nice idea to allow the summoning of Magic beings to subvert a city slowly? Could base it as a city enchantment and each has a negitive effect on the city and positive effect for the caster.

 

Nature. A elder dryad and her tree begin subverting some of the populace.  Sawmills/blacksmiths are summarily sabatoged and forests are planted by the cultists.

Death. Dark Ritualists. A small cult of your Ritualists begin a campaign of murder, dragging sacrifices to their alter. Population growth is hurt and a small trickle of mana is given back to you based on how many killed (Gives very little for a small city, or more then it costs to maintain for a large city)

Chaos. That old rebel spirit. These cultists simply like breaking things. Oh, and change. City walls become useless, and attempts to change the ruling power of the city go much better.

Sorcery. Cult of Secrets. These folks love their magic, draining local production and keeping their ears open for you. Feeding research back.

Life. Life dosent have cultists, they have missionarys

Law. Perhaps somthing to cast on your own city, The Justicar run the city with an iron first, increesing general unhappyness some, but wiping out other cults in the city.

 

Option: Cast and forget. But dont expect them to leave if you capture the city later.

7,997 views 9 replies
Reply #1 Top

Cooooool! I can't thiunk of anything else ATM, but the District 9 soundtrack always gets those old synapses sparking...

Reply #2 Top

Master of Magic cults?  I'd want to play one.

Reply #3 Top

Land, you are one.

Reply #4 Top

Quoting Scoutdog, reply 1
Cooooool! I can't thiunk of anything else ATM, but the District 9 soundtrack always gets those old synapses sparking...
End of Scoutdog's quote


Havent heard it yet. I might have to check it out...

Reply #5 Top

Sounds interesting, but i prefer having it work using agents as with most games. Agents will subvert population to encourage rebellion, sabotage buildings or poison the populace, burn food stocks, steal research etc.

 

Reply #6 Top

Havent heard it yet. I might have to check it out...
End of quote
Just plug "District 9 soundtrack" into the YouTube search bar, and you'll go right to it.

Reply #7 Top

would the cultists develope in specific surroundings? such as a magic/research heavy city would be more likly to create dark/sorcery cults or a military/industrial city could make chaos/nature? or would it be factored in by completly random events?

 

and how would each cult effect a city under attack? because it would not just a passive bonus, something should happen

Reply #8 Top
Bootss1. Might be possibility as a random event type thing. Focused around such city preferences. Even tie a growth counter to it so a player summoned cult starts off with the powerful being that is worshiped, and grown cults spread and then cause such a creature to appear. Some sort of dual counter of (creature in city gives x effect cult size gives growing y effect)
Reply #9 Top

Of course "Evil Magical Empires" should have cults!!! Great idea :)