Hi Everyone,
Ok so let me start with saying I didn't get it all in. So far I have two temples (one for Ceres and one for Minerva), more gods will come in time. Each home will want access to 1 god per level the home is. If they are access to more gods then they will be happy, and not enough will result in negative happiness. Currently the art for the temples is the same, however that will change as more art comes in.
What I did not get done was the gods giving benefits or exacting their wrath on your city :). I also have not finished the stats tab for religion, so for now it just says "Coming Soon". I hope to have the beginnings of the god's effects in by next Tuesday's patch.
Lastly later on, resources will be added that will boost the range of the religious buildings by 1 grid location (animals for sacrifice, wine, etc).
Because education has become a bigger part of the game with this patch I have started 4 of your 9 starting units with a basic education. This should help you smooth out the early game, and give you some padding in order to get your people on the path to education.
Patch Notes:
- Added god: Ceres. Ceres will mostly affect farms and nature. When happy Ceres will provide your city with plant products, but while angry she will take out her wrath on these same areas.
- Added god: Minerva. Minerva will mostly affect the education and knowledge of your people. When happy she will help educate your people and and increase tech points, but while angry she may strike your people dumb or remove tech score.
- Added Small Temple of Ceres. Has a max range of 3 grid locations in all directions. 1 + # of priests working is the calcuation for the distance.
- Added Small Temple of Minerva. Has a range of 3 grid locations in all directions. 1 + # of priests working is the calcuation for the distance.
- Each god's temples may affect each house 1 time (stacking tons of Ceres temples will not have any extra effect for example).
- For each housing level the residence will expect 1 more god to have a temple nearby (within the range of the building). Any additional gods with temples nearby will give happiness bonuses of +1 per.
- If the religious requirement is not met for your people they will get a happiness debuff of -1 per missing religious desire.
- Buildings have more upkeep now (about 20% more, thus less falling over...).
- Schools now educate people faster (about twice as fast).
- You now start with 4 Basic Educated people. This will help you get you started while your school(s) pump more more. Consider the use of these early educated people wisely...
- Newly immigrated units start with 4 grain rather than just 2. This should help them get to your city and have the opportunity to buy more before starving.
- Fixed a bug in tax collectors that could leave buildings as untaxable...
Whats coming soonish?
Bowyer (makes bows), Archery Range, and Archers. Are on the schedule for next week. I also plan to spend a pretty large chunk of time on the military units AI, as well as the enemy AI's
Further in the future:
Well with the religious system the placement of buildings has started to have an affect on your population not just your industry. This will continue to flesh out more and more which will in turn add more depth to the game. Eventually a desirability system will be added, in which proximity to things will raise or lower happiness as well.
I also want to slowly start adding in more negative events for low happiness (like tax collectors getting robbed, people setting fire to your buildings, etc).
I got a ton coming, I hope this helps to add to your experiences! I would really love to know what you guys think of this new system!
