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A Religious Structure level 4 will have a new functionality: Cure Disease. A Cleric (or an equivalent level 4 role) will be able to cure a character by using the correspondent potion. A priest may cure himself.
 
A Religious Structure level 4 will have a new functionality: Cure Disease. A Cleric (or an equivalent level 4 role) will be able to cure a character by using the correspondent potion. A priest may cure himself.
  
[File::Disease-1.png]
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[[File:Disease-1.png]]
  
 
====Conditions====
 
====Conditions====

Revision as of 14:32, 23 January 2014

Contents

The Religious Level 4 Structure

The Level 4 structure is the 'child structure' of the Level 3 one.

  • Universal Pagan Community => Sacred Shrne (owner: Basileus)
  • Ancient Teological Church => Parish Church (owner: Cleric)
  • New Order Teological Church => Parish Church (owner: Cleric)

Wiki-rel-10.jpg

Public Functions

Info

The info functions show some informations on the structure.

  • Description: If it has been provided, a brief description of the structure.
  • Owner: the Controller of the structure is shown.
  • Instructive message: a message set by the owner is shown.

By using this function you can make offers to the structure by depositing some items.

Pray

By praying you can raise your Faith Level, Accumulated Faith Points and the Church Faith Points. For further details see Praying.

Request Initiation

In order to join a religion, a player can request to be baptized/initiated by selecting the function Initiation c/o the Parish Church (or equivalent).

Conditions

  1. Both player must have adequate levels of glut and energy
  2. At least a usable Chalice with condition >= 25% should be in the Parish Church/Temple storage
  3. At least x faith points should be ‘stored’ into the Parish Church (or equivalent)
  4. The character to be initiated must be an atheist or a follower of another religion for at least 90 days
  5. Priest must have a Faith Level of at least 75%
  6. Priest must be in the region where the religious structure is
  7. Priest must be available (not busy doing other tasks)
  8. Priest must be ‘available’ for officiating religious functions (selectable options through manage screen)

Initiation will block for some time both the Initiated player and the religious officer.

Expected lasting time

2,5 hours

Time modifiers

  • Intelligence of priest/cleric
  • Bought bonuses by priest/cleric (worker)

Action can be canceled?

No

Work Queues applies?

No.

Required resources

  1. 5 Glut, 5 Energy per hour
  2. At least one Chalice in the inventory with quality >= 25%.
  3. x FPs

Cost in FPs

   FPs = f( church followers, parish churches or sacred altars )

Action Effects

  1. The Faith Level stat of the ‘Initiated’ player will be set to a start value of 30%.
  2. The Church and Religion attributes will be assigned
  3. The basin will be consumed (25%)
  4. The FPs of the structure where the function happens will be consumed
  5. The Initiation stats of the officer will be increased
  6. The Initiation stats of the structure will be increased

Purchase Items

A follower/Atheist will be able to buy items c/o the Parish Priest/Sacred Altars.

A priest will be able to craft some items ? the Parish Church set the prices and sell them. These items can be sold exclusively to Church followers. or also available to Atheists.

  • Followers of another religion will not be able to access the structure or its functions.
  • Atheists won’t be able to use items crafted by the churches if not specified.

Give alms

A player will be able to raise his faith level by donating some coins to the Church.

Conditions

  1. Player must be a follower of the Church
  2. Player must have 15 coins
  3. Player must not have a Religious Role

Expected Lasting time

Action is immediate.

Time Modifiers

Not applicable

Work Queue Applies?

Not applicable

Action Effects

  1. Character FL is increased by 4%
  2. Coins will be distributed as follows:
  • Parish Church - 4 coins
  • Parent Bishop palace - 3 coins
  • Parent Cardinal Palace - 2 coins
  • Holy see - one coin

Damage

It is possible to damage a Religious structure. Functions won't work in a structure with a condition under 30%.

Conditions

  • Structure must be completed
  • Character must have age >= 30 days
  • If the character is atheist the structure should be built in the same kingdom of the character
  • If condition is lowered to a percentage less than 10% and the structure has existing children structures, it won’t be possible to damage further the structure. Therefore, to completely destroy a structure, the child structure must be destroyed first.

Expected lasting time

  • 2 hours

Time modifiers

  • Strenght of player
  • Worker Package

Queue applies?

Yes.

Required resources

  • 12% Glut, 24% Energy per working session
  • A Pickaxe must be hold

Action Effects

  • Condition will be diminished by 1% per working session if player follows a religion (example: if a player damages x 3, the damage will be 3%).
  • Condition will be diminished by 0,5% per working session if player is an atheist (example: if a player damages x 3, the damage will be 1,5%).
  • If condition < 30%, functions will be unavailable
  • If condition = 0%, the structure is destroyed
  • If player is of the same religion, his faith level diminishes by 15 for each damage session
  • If player is of the same religion, his AFPs are diminished by 25 for each damage session
  • If player is of the different religion, his faith level increases by 2 for each damage session
  • If player is of the different religion, his AFPs are increased by 5 for each damage session

Repair

Conditions

  • Structure must be damaged
  • Character must have age >= 30 days
  • Character must not be atheist
  • Expected lasting time

Expected lasting time

  • 2 hours.

Time modifiers

  • Strenght of player
  • Worker Package

Queue applies?

Yes.

Required resources

  • 12% Glut, 24% Energy per working session
  • 1 wood piece, 1 iron piece in the structure inventory
  • A working hammer musT be hold

Action Effects

  • Condition will be augmented by 2.5% for each session
  • If player is of a different religion, his faith level diminishes by 10 for each session
  • If player is of a different religion, his AFPs are diminished by 15 for each damage session
  • If player is of the same religion, his faith level is increased by 2 for each session
  • If player is of the same religion, his AFPs are increased by 5 for each session

Private Functions

Manage

Some options can be configured in the Manage page.

Description

It is possible to configure a description that will be shown in the Info page. BB Codes are supported.

Informational message

It is possible to configure a informatinal message that will be shown in the Info page. BB Codes are supported.

Availability to officiate

It is possible to configure if the cleric is available or not to officiate. If the not available option is set, cleric will be able to do other task (craft, move etc).

Craft Church Items

A page similar to the one of the shops will be shown. The needed elements must be in the inventory, and the final product will be put in the structure inventory.

Currently it is possible to produce the Medical Kit.

Conditions

  1. Player must have necessary items, glut and energy
  2. Player must have requested FPs in the structure
  3. Player must have a FL of at least 75%

Expected Lasting time

Action is immediate.

Time Modifiers

  • Intelligence
  • Worker Package

Work Queue Applies?

Yes

Action Effects

  1. Items are produced
  2. Structure FPs are removed

Cost in FPs

   FPs = f( church followers )

Configuring Prices

A new page will be created where the owner will be able to set the price of the items that can be sold in that structure.

Pricing politic for followers - Faith Level

The Faith Level modifies the selling price accordingly to the following formula

   Price = original price * 100 - ( faith level - 50 )

Pricing politic for Atheists

An item sold in the charity shop has a different price in relation with the buyer situation:

   Price = Price * [multiplier factor] if the buyer is an Atheist

The [multiplier factor] is decided by the Bishop and will be applied to all the substructures controlled by him and can go from 1.5 to 2.

Cure diseases

A Religious Structure level 4 will have a new functionality: Cure Disease. A Cleric (or an equivalent level 4 role) will be able to cure a character by using the correspondent potion. A priest may cure himself.

Disease-1.png

Conditions

  1. Structure must have the required FPs;
  2. Structure must have in inventory the required potion;
  3. Sick character and Priest must be in the same region;
  4. Sick character and Priest must not do other blocking actions
  5. Sick character must be atheist or followers of the same Priest Religion
  6. Priest must have necessary items, glut and energy
  7. Priest must have a FL of at least 75%

Expected Lasting time

8 hours

Time Modifiers

  • Intelligence
  • Worker Package

Action can be canceled?=

No

Work Queue Applies?

Yes

Action Effects

  1. Items are produced
  2. Structure FPs are removed
  3. Cured statistics is updated

Cost in FPs

5 FPs.

Inventory

You can see what's stored in the structure inventory and take/deposit items.

Rest

The structure owner can rest in the Royal Palace. For further details, see Resting.

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