Archived Changes for Religions (201 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 699e6731688a7ece4018fb1a | religions | Divine Symphony | Update | Approved |
Effect Description:
[Symphonic Silence: When starting an artifact, assassination or stealing quest, increase the starting progress by 1. However, if a natural 1 is rolled, the attempt is fully wasted. Additionally, one session an age you may cause all 17-20 mech-rp rolls to critically succeed.] →
[The Golden Harmony: When starting an artifact, assassination or stealing quest, increase the starting progress by 1. However, if a natural 1 is rolled, the attempt is fully wasted. Additionally, one session an age you may cause all 17-20 mech-rp rolls to critically succeed.]
|
None | mykonos_ | |
| 699e66e3688a7ece4018fb19 | religions | Divine Symphony | Update | Approved |
Pleasure:
Indulgence →
Temperance
Aspiration:
Ambition →
Patience
Effect Description:
Symphonic Ingenuity: When starting a quest to create, upgrade or recover an artifact, increase the starting progress by 1.
However, if a natural 1 is rolled, the attempt is fully wasted. →
[Symphonic Silence: When starting an artifact, assassination or stealing quest, increase the starting progress by 1. However, if a natural 1 is rolled, the attempt is fully wasted. Additionally, one session an age you may cause all 17-20 mech-rp rolls to critically succeed.]
|
None | mykonos_ | |
| 699266b70e0925b25dd52a2d | religions | Ethereal Flow | Update | Approved |
Effect Description:
Flow's Reincarnation: Leaders of this religion gain a +2 in a strength of the previous leader of the player's choice, and a -2 in a weakness of the previous leader of the players choice (this may surpass the cap of +4/-4 of new characters). Additionally, gain a tier 1 version of a positive title from the previous character
Major Boon (40 Progress on Infinite Quest):
[When a nation converts to the Ethereal Flow, they reduce their stability loss chance by 100% for one session, which is then reduced to 50% the next session for the remainder of the era. They may only benefit from this once.]
Circulators:
Each nation with the same religion as the owner of the Ethereal City (currently Ethereal Flow) gets 1 Circulator; may be granted more once per session by the Flowvior up to a max of half their current pops rounded down; nations do not have to accept additional Circulators. The Flovier cannot grant themselves a Circulator.
Each Circulator costs $5 (Per Era) per session after the first.
Minimum tithe: $10 (Per Era) per session per Circulator nation.
https://pathofages.com/wonders/item/Ethereal%20City
When a nation converts to the Ethereal Flow, they reduce their stability loss chance by 100% for one session, which is then reduced to 50% the next session for the remainder of the era. They may only benefit from this once. →
Flow's Reincarnation: Leaders of this religion gain a +2 in a strength of the previous leader of the player's choice, and a -2 in a weakness of the previous leader of the players choice (this may surpass the cap of +4/-4 of new characters). Additionally, gain a tier 1 version of a positive title from the previous character
Once per age; Instead of receiving a new destiny, you may opt to take over your previous characters unfinished destiny instead of failing it, this may only be “continued” once per destiny
Major Boon (40 Progress on Infinite Quest):
[When a nation converts to the Ethereal Flow, they reduce their stability loss chance by 100% for one session, which is then reduced to 50% the next session for the remainder of the era. They may only benefit from this once.]
Circulators:
Each nation with the same religion as the owner of the Ethereal City (currently Ethereal Flow) gets 1 Circulator; may be granted more once per session by the Flowvior up to a max of half their current pops rounded down; nations do not have to accept additional Circulators. The Flovier cannot grant themselves a Circulator.
Each Circulator costs $5 (Per Era) per session after the first.
Minimum tithe: $10 (Per Era) per session per Circulator nation.
https://pathofages.com/wonders/item/Ethereal%20City
When a nation converts to the Ethereal Flow, they reduce their stability loss chance by 100% for one session, which is then reduced to 50% the next session for the remainder of the era. They may only benefit from this once.
|
Discord Message (1470993984976453683) | juggernacht | |
| 698a72f65cd63088f475d7b9 | religions | Resplendent Sons | Update | Approved |
Effect Description:
Apprentice Homes:
All child ruler characters start without strengths or weaknesses, and upon reaching adulthood, will regain their two strengths and weaknesses. However, when this occurs they will also increase random attribute by two, to a maximum of 6
Resplendent God:
Once per character, and by sacrificing a health state, you may form a Pact with either Taur Adar, or the Fire Father. This takes the form of the greater Pact, is free, and gains a bonus to the benevolence roll equal to the amount of pops you've converted to this religion in your lifetime (max +5). →
Apprentice Homes:
All child ruler characters start without strengths or weaknesses, and upon reaching adulthood, will regain their two strengths and weaknesses. However, when this occurs they will also increase random attribute by two, to a maximum of 6
Resplendent God:
Once per character, and by sacrificing a health state, you may form a Pact with either Taur Adar, or the Fire Father. This takes the form of the greater Pact, is free, and gains a bonus to the benevolence roll equal to the amount of pops you've converted to this religion in your lifetime (max +5).
|
None | juggernacht | |
| 698a72e95cd63088f475d7b8 | religions | Resplendent Sons | Update | Approved |
Effect Description:
Apprentice Homes: All child ruler characters start without strengths or weaknesses, and upon reaching adulthood, will regain their two strengths and weaknesses. However, when this occurs they will also increase random attribute by two, to a maximum of 6 →
Apprentice Homes:
All child ruler characters start without strengths or weaknesses, and upon reaching adulthood, will regain their two strengths and weaknesses. However, when this occurs they will also increase random attribute by two, to a maximum of 6
Resplendent God:
Once per character, and by sacrificing a health state, you may form a Pact with either Taur Adar, or the Fire Father. This takes the form of the greater Pact, is free, and gains a bonus to the benevolence roll equal to the amount of pops you've converted to this religion in your lifetime (max +5).
|
Discord Message (1469535227373158481) | juggernacht | |
| 6986b0c9a66f2b17e69837d5 | religions | Indrusism | Add | Approved |
Name:
None →
Indrusism
Founding Nation:
None
→
None
Religion Type:
None →
Philosophy
Conversion Strength:
None →
Weak
Faith:
None →
Indifference
Integrity:
None →
Humility
Empathy:
None →
Compassion
Death:
None →
Defiance
Pleasure:
None →
Temperance
Aspiration:
None →
Ambition
Funeral:
None →
Mourning
Effect Description:
None →
""
Mechanical Modifiers:
None →
[]
|
Discord Message (1469527962876383426) | whaet | |
| 69863471a66f2b17e69836d7 | religions | Resplendent Sons | Update | Approved |
Name:
Forgotten Sons →
Resplendent Sons
|
None | mykonos_ | |
| 69800aad7498eee0377b2218 | religions | Britannism | Update | Approved |
Conversion Strength:
Weak →
Moderate
|
None | docrm | |
| 696eb3eb5fbd06ac56e9a6f1 | religions | Greater Flow | Add | Approved |
Name:
None →
Greater Flow
Founding Nation:
None
→
Skoroi Conclave
Religion Type:
None →
Pantheistic
Conversion Strength:
None →
Moderate
Faith:
None →
Devotion
Integrity:
None →
Humility
Empathy:
None →
Compassion
Death:
None →
Reverence
Pleasure:
None →
Temperance
Aspiration:
None →
Patience
Funeral:
None →
Celebration
Effect Description:
None →
""
Mechanical Modifiers:
None →
[]
|
titancrushet | ||
| 695c8a432b9398c07070f798 | religions | Britannism | Update | Approved |
Effect Description:
None →
Defender of the Christian Faith
For every 3 pops (per era) that exist of your religion
+1 HP
OR
+1 Morale
Must be decided upon at start war session (may be split between units).
Harm not your Brothers:
If initiated an offensive war against a nation of kindred faith or same faith, or on the side of an aggressor targeting a nation of kindred or same faith (had to be official faith), suffer -3 Morale, -1 Damage, -1 Attack until war stops.
Mechanical Modifiers:
None →
[]
|
Discord Message (1455359678249828470) | juggernacht |