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- Aug 13, 2007
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Amongst your people there will naturally arise many superstitious beliefs as peasants attribute various happenings in their life to otherworldly entities. Religion is a very important factor in maintaining the overall happiness of your populace and can be encouraged by formalizing it, creating buildings or sacred sites which serve as its institutions and creating special roles for its most staunch adherents (training priests, though you may give them any title you so desire such as shaman, spirit guide, or whatever else). As your population grows and their belief grows stronger you will have the funds to invest in various religious activities more such as festivals and even establish a hierarchy (e.g. cardinals → bishops → priests).
The rituals and customs which are established can very considerably and include some things which may be problematic or quite convenient depending how you like to rule your people e.g. taboos on certain foods, sacrifices both of livestock and humans, making offerings at temples, and so on. What happens during the game influences the development of these beliefs, for example a peasant who gets sick from food poisoning from fish may not want to eat fish again and he may influence others (especially his own offspring but his influence may extend more and more to others especially if he has a special role in your society) thus forming a taboo on fish. You yourself might bring about ritual sacrifices after a war when you decree that your slaves/prisoners are to be dealt away with and some special religious meaning is put on it.
Overall religion helps make your population more content because it helps them with deal their harsh existence better. One can redirect the blame for when things go bad to supernatural forces, people may fight more bravely in battle, etc.. However there is an opposing force to consider; as the influence of religion grows your people become more set in their ways and your monarchy is less able to oppose 'The Church' (exact name can be anything here).
If you decide to change alliances, abolish religious practices, or just be a massive jerk and oppress your peasants they will get really pissed off. If you want you can oppress them very hard from the start. Your people will be very depressed, some of them may commit suicide at random, others might take to drinking, and attempts at starting revolts will be constant. You can establish a police state by keeping guards on patrol all over heavily populated areas and making visits to farmers to see they aren't rebelling either and to collect taxes.
No matter how much you might pay your guards though you have to always prevent a mass breakdown of your society to prevent a full scale rebellion or separatist movement. If things get really bad you'll have to impose martial law and kill a lot of your peasants. They have emotions though and won't forget the things you've done or be happy about this. Your own armed men may defect and children whose parents have been slaughtered will grow up to resent your regime and hate your monarch. These will be the ones who are very likely to dissent as adults later on.
Monarchs do have a limited lifespan though and you can appoint a new ruler. Your exact form of government can vary depending on your rules but generally you will have the offspring of your king & queen inherent the power, this being for many reasons. It doesn't even have to be a monarchy and can be like a kind of senate or various other forms of government. How you and your fellow allies rule with you is up to you but remember that you always must maintain control.
Players can sabotage enemies and promote revolutions amongst them by burning their fields, raiding them, killing them, stealing from them, sending in assassins to kill leaders, laying siege to their forts and waging a war of attrition waiting for their supplies to run out. Of course you could be attacked by one of their allies or they may be desperate and come out at night and kill your men in their tents. That said, depending on how skilled of a propagandist your enemy is instead of creating a revolution as you intended his people may turn their hate towards yours and you may have made a once passive enemy ravenous to destroy you.
There are many ways to wage war, grow in power, and spread your influence across the land. When you have conquered everyone the game isn't over either. Peoples who have been assimilated under your dominion do not necessarily give up their old ways completely. Even another player who you think is an ally may decide to turn on you, breaking away an entire region from your kingdom and declaring war or quietly plotting to overthrow you, maybe organizing a resistance in the countryside, who knows.
Unlike games such as Civilization there won't be any upgrades or anything like that. Rather the progression from a small tribe to a city-state will be natural, though it will be likely impeded by constant warring, disease outbreaks, and other chaos. The game will be fast paced however due to the sheer complexity and potential to continuously expand as well as to lose ground it will also be never ending.
The only way a player can be forced to have to start all over again is for every last one of his people to be vanquished and their influence to be wiped out too. If even one of his peasants survives amongst yours or in hiding he can still continue to play and his peasant may reproduce and slowly rebuild the tribe. There is something of a critical threshold you don't want to fall under though in terms of surviving peasants. He can still lose if his influence is brought down to nil aka he never converts anyone, he never has offspring, he has offspring but they are too integrated into your society and thus not loyal to him, his wife leaves him or dies, etc. You don't have to vanquish your enemies though. As king you may be merciful and let his people live under you as subjects or even just leave them be on the outskirts or something. You could enslave his people making them into an underclass and forcing them to work for you. It's up to you and your allies how you play.
Now we wouldn't want players to have to restart all over again the next time they play the game so there will be a save/load system which allows you to transfer over some of the important stuff between games. When the new game starts not everything will be the same but it will take into account things from the previous game. Every player will get a chance to load their tribe or make a new one, then the average of the overall resources from the last game(s) + taking into account the size of the players tribes will effect the quantities of natural resources randomly generated on the map.
The player may have a lot of tents, wagons, skilled peasants, and other things from their previous game which will allow them to set up their new settlement/fort quickly. They won't be able to transfer over everything but all the important stuff they can. Thus it is possible for players to progress from game to game without messing up things too much for the new players either (or vice versa). I do consider however that a player might just build himself a great empire than load that one over & over each game and discard ones that don't do well. I intend for this to not be possible because I want players to be careful not to "derank" if you will; if he is slaughtered he may have very little left to load the next game such that he may decide to just start again from scratch unless perhaps the player has developed a special attachment to his virtual peasantry and wants to start his next game off with them even though they might be worse off than if began anew.