Bidderlyn

Virtues

Mar 15th, 2019
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  1. * Each god starts with 1 virtue at the beginning of the game, they can't start with the same virtue.
  2. * A god can acquire one virtue at the end of his turn for 80 power.
  3. * Each time you pick a virtue, your holy army strength increases by 1,000
  4. * If you acquired a virtue with an action, you can not perform that action until the next turn.
  5. * There is a limited pool of virtues. You can not acquire virtues that were acquired by the other god or by you previously.
  6. * You can always choose to not perform an action you gained by virtues.
  7.  
  8. Virtues List:
  9. [Duty]
  10. Gain an additional commandment action
  11. When a follower nation fulfills a commandment, that nation gains 2 faith instead of 1.
  12.  
  13. [Kindness]
  14. You gain an additional action to fulfill another prayer
  15.  
  16. [Zeal]
  17. Your followers gain +10% strength in battle when they fight nations with less faith.
  18. Gain additional action which you can use to cast 1 of these 3 spells:
  19. 1)"Enlightenment"
  20. All of the nations gain an amount of progress worth 300 times their faith
  21. 2)"Crusade"
  22. Nations gain 50% more progress from battles next turn when they attack other nations with less faith than theirs
  23. 3)"Zealots uprising"
  24. Choose a follower nation, if this nation recruits a levy army next turn that army also gains the "Zealots" trait, which is a lesser form of the elite "war-clerics" trait (grants an additional 10% against nations with less faith).
  25.  
  26. [Protection]
  27. Your followers gain +10% strength in defensive battles against followers of the other god
  28. Gain additional action which you can use to cast 1 of these 32 spells:
  29. 1)"Protective Angels"
  30. Grant a unit of angels to a nation of your choice. A single nation can't have 2 units of angels
  31. Angels have base strength of 200+(30 times Nation's faith), they will only defend that nation and will never join offensive battles.
  32. 2)"Sanctuary"
  33. Turn any temple tile into a sanctuary, boosting its fortification to 50%
  34. 3)"Bound by faith"
  35. Choose 2 follower nations, those nations can not attack each other next turn
  36.  
  37. [Vengeance]
  38. All your followers gain +10% strength in battles when they attack followers of the other god.
  39. Gain additional action which you can use to cast 1 of these 3 spells:
  40. 1)"Plagues"
  41. Strike the nations down with plagues. The nation with the most faith will not be harmed, but all other nations will lose 20 population times the difference of faith from the nation with the most faith.
  42. 2)"Punishment"
  43. You can instantly slay a unit of demon or a unit of angels from a nation of your choice if it is not the nation with the most faith in the game.
  44. 3)"Curse"
  45. Curse a nation for the next turn. They lose 1 action.
  46.  
  47. [Fortune]
  48. Your followers gain +5 to score to an action roll of their choice during their turn
  49. 1)"Forecast"
  50. Make a prediction about an action that a nation is going to make next turn. If you are correct, you can re-roll the dice of that action as a free action. (You can't re-roll after the DM concluded that action)
  51. 2)"Dice of madness"
  52. Choose a tile without a building on it and roll 1d8. 1 - Nothing happens, 2 - it turns barren, 3 - it turns to forest, 4 - it turns to river, 5 - plains, 6 - cliffs, 7 - Magical forest(40 growth, 2 profit, 20% fort) 8 - the tile vanishes from the map and you gain 20 power.
  53. 3)"Lucky Charm"
  54. Choose any army from your followers and give them the "Lucky Charm" trait.
  55. When this army is involved in offensive battle and the score is lower than the amount of faith the nation has, the score for the lucky army would change to match the amount of that nation's faith.
  56.  
  57. [Creation]
  58. Your followers gain 10% price reduction when upgrading armies
  59. Gain additional action which you can use to cast 1 of these 3 spells:
  60. 1)"Terraform"
  61. Change a tile without a building on it to any other type of basic tile(Forest/plains/cliffs/barren).
  62. 2)"Divine creation"
  63. Create a special resource on a forest/cliffs/plains tile of your choice.
  64. 3) "Create life"
  65. All nations gain 10 population*their faith.
  66.  
  67. [Diligence]
  68. Gain additional 10 power every turn. Not conditioned by anything
  69.  
  70. [Patience]
  71. Each time you choose to not take an action that you gained by virtues, gain 10 power. Can be applied multiple times in the same turn
  72.  
  73. [Harmony]
  74. Gain 10 power if there is no nation with 6 territory over any other nation at the end of your turn.
  75. Gain 10 power if there is no nation with 30% territory over any other nation at the end of your turn.
  76.  
  77. [Balance]
  78. Gain 10 power if there is no nation with 1500 army strength over any other nation at the end of your turn.
  79. Gain 10 power if there is no nation with 30% army strength over any other nation at the end of your turn.
  80.  
  81. [Piety]
  82. Gain 10 power if there is no nation with 6 faith over any other nation at the end of your turn.
  83. Gain 10 power if there is no nation with 30% faith over any other nation at the end of your turn.
  84.  
  85. [Glory]
  86. All your followers gain +10% progress at the end of their turn
  87. Your "Holy land" army strength is increased by 5,000
  88.  
  89. [Stability]
  90. Your "Holy land" army strength is increased by 8,000
  91.  
  92. [Holy Ghost]
  93. If there is an absent nation(quitter player) you can take control over. This virtue can be taken multiple times if there are multiple quitters. You can not win as the nation you took over.
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