Totemism is one of the few religions in the game that has no mechanics. This puts Totemist countries at a disadvantage compared to other religions and contributes to the generally bad gameplay in North America. I would like to propose a solution to this problem. The general outline is as follows:
- Totemist countries will be able to recruit a Shaman/Medicine Man similar to the way that countries currently recruit advisors
- The Medicine Man can be used to conduct ceremonies to give some benefit to the country. Different Totemist countries will start out with access to different ceremonies and countries can gain access to more ceremonies as the game progresses.
- Totemist countries will have religion points that they gain over time. They spend these points to recruit Medicine Men and hold ceremonies
- If a totemist country does not have a medicine man of its own, they can choose to follow the medicine man of another country provided they an ally, confederate or overlord
Now to break this down further:
There are still a lot of details to work out. If @neondt, or any of the other devs are interested, please let me know and I will put some more work into fleshing out the system. I welcome any suggestions other people have on this subject.
- Totemist countries will be able to recruit a Shaman/Medicine Man similar to the way that countries currently recruit advisors
- The Medicine Man can be used to conduct ceremonies to give some benefit to the country. Different Totemist countries will start out with access to different ceremonies and countries can gain access to more ceremonies as the game progresses.
- Totemist countries will have religion points that they gain over time. They spend these points to recruit Medicine Men and hold ceremonies
- If a totemist country does not have a medicine man of its own, they can choose to follow the medicine man of another country provided they an ally, confederate or overlord
Now to break this down further:
Still working on a proper name, but they would function just like other religion points in the game. You gain them slowly over time, or gain and lose them through events and you spend them on stuff related to your religion. I would set a base level of one religion point per month, subject to various modifiers. Recruiting a medicine man would cost 100, 200 or 300 points depending on his skill level. Following a foreign medicine man would be half price. Conducting ceremonies would cost between 10 and 50 points depending on how powerful they are.
As mentioned above, the medicine man will function similarly to an advisor. He (or occasionally she) will have an age, culture, religion (usually but not always totemism; more on this later), personality and level. Like an advisor, the medicine man will give certain benefits based on their personality and scaled based on their level. And like advisors, you select a medicine man from a list of available candidates when the position is open. Medicine men are recruited with religion points. The cost will be scaled based on the level of the candidate.
Now to be a medicine man in most North American tribes was a high risk occupation. People would often blame their misfortunes on witchcraft and take revenge by murdering the medicine man. So in the game there will be several events where people blame the medicine man for low stability, high unrest, loss in a war, &c. These would culminate in an event to kill the medicine man. This events are more likely if the medicine man comes from an unaccepted culture or has a low skill level. You can also kill the medicine man yourself if you want to look for a new candidate.
Now to be a medicine man in most North American tribes was a high risk occupation. People would often blame their misfortunes on witchcraft and take revenge by murdering the medicine man. So in the game there will be several events where people blame the medicine man for low stability, high unrest, loss in a war, &c. These would culminate in an event to kill the medicine man. This events are more likely if the medicine man comes from an unaccepted culture or has a low skill level. You can also kill the medicine man yourself if you want to look for a new candidate.
Totemist countries who have a medicine man will have access to ceremonies; which are essentially a list of buttons you can click to spend religion points for some benefit. Some of these would be generic ceremonies all Totemists countries can use, while others would be unique to a certain culture, culture group or country.
Some Examples:
- Harvest Celebration(Generic): Gain modifier to lower stability cost
- War Dance (Generic): Add manpower
- Green Corn Busk (Muskogean Culture Group, replaces harvest ceremony): Gain 1 stability
- Calumet Ceremony (Central Algonquian): Lower war exhaustion
- Medicine Lodge (Plains Algonquian): Gain Army Tradition
In a finished system, every nation would start with access to three ceremonies, with at least one being a culture or culture group specific ceremony.
Having a medicine man of a different culture will give you access to any ceremonies unique to that culture/culture group. There will be an event (made more likely by the medicine man’s skill level) to give you permanent access to his ceremonies.
Some Examples:
- Harvest Celebration(Generic): Gain modifier to lower stability cost
- War Dance (Generic): Add manpower
- Green Corn Busk (Muskogean Culture Group, replaces harvest ceremony): Gain 1 stability
- Calumet Ceremony (Central Algonquian): Lower war exhaustion
- Medicine Lodge (Plains Algonquian): Gain Army Tradition
In a finished system, every nation would start with access to three ceremonies, with at least one being a culture or culture group specific ceremony.
Having a medicine man of a different culture will give you access to any ceremonies unique to that culture/culture group. There will be an event (made more likely by the medicine man’s skill level) to give you permanent access to his ceremonies.
You will have the option of following another country’s medicine man instead of recruiting your own. To be eligible, the other country must be in your federation (native councils only), your ally or your overlord. The cost of following a foreign medicine man will be cheaper than recruiting your own, but you have no control over whether or not he gets killed and you will lose him if you lose your relationship with his country. Following a foreign medicine man will greatly improve your opinion of his country. Having other countries follow your medicine man will improve your standing within a federation. Foreign candidates will show up in the same list as your other candidates, with a country crest indicating where they come from. This will also include a button to request a federation or alliance with a country so that you can follow them.
If you own provinces or have an ally or overlord of a different religion, you will be able to recruit medicine men of that religion. If you do this, you will synchronize with the new religion, just like in the Tengri mechanics, but temporarily lose access to all of your Totemist ceremonies. I’m not sure if foreign religions should have their own ceremonies, or if the relations bonus is enough.
There are still a lot of details to work out. If @neondt, or any of the other devs are interested, please let me know and I will put some more work into fleshing out the system. I welcome any suggestions other people have on this subject.
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