Creation/destructionTo create mortals, follow these steps:
- (If prototypes don't exist for your species of choice: ) Create a prototype. This will produce 0 pops but is necessary to continue.
- Propagate mortals throughout the world, preferably specifying province but at least specifying region. Mortals start out without affiliations.
Destroying mortals is much easier and can be accomplished through smite actions. Prototypes cannot be destroyed as long as living pops of their species exist.
CivilizationsCivilizations develop when enough mortals manage to put aside their differences long enough to start trading shinies or building stuff together, but the enterprising god can also intervene to hurry this process along. In general, civilizations tend toward growing as long as their needs are met, and as time passes, discrete states may start forming from them. Six attributes are tracked for them:
- Abstract: Improves development speed in general but can damage rituals or piety
- Order: Improves defense and encourages centralized state formation but can suppress growth
- Military: Improves offense and non-growth spread but can stunt the economy
- Piety: Improves sacrifice/ritual quality and oversacrifice output but can damage development speed
- Growth: Increases population growth/migration but can split civilizations/states
- Economy: Improves diplomacy and endurance under oversacrifice stress but can weaken the military
CultsSomewhat like civilizations, cults spring up wherever and whenever enough god-loving or god-fearing mortals gather in one place. They will tend to focus on those gods most present in their daily lives for good or for ill. A god of pestilence, for example, would likely attract enough attention (and offerings) from mortals specifically wanting to
avoid getting sick. Sometimes, it really is easier to be feared than loved. A god of grain, on the other hand, may well end up getting ignored by mortals uninterested in settling down to tend to fields of grain even with bribe-blessings. There is no inherent limit to the number of gods a cult can serve, but most will narrow themselves to the most relevant/present ones.
If viable cults aren't forming quickly enough, Prophets and Priesthoods can be sent in to help them organize. Manual intervention is also possible but likely to draw Suspicion from
the Eye.
Rites and rituals, or: The godly answering machineA god has better things to do than listen to every single mortal in every single village in every single province in the entire world. To avoid having to micromanage blessings and curses and ensure mortals keep the sacrifices coming, gods or sufficiently devoted cults can invent all manner of rituals with very practical results. A god of fertility, for example, can invent a ritual involving the burial of a valuable iron knife for an improved harvest. Alternatively, the pious members of an ecstatic order may come up with the custom of burning locks of hair for attention from a god of change. In the case of mortal-invented rituals, the receiving god has the option of accepting the ritual and possibly adding further modifications, refusing the ritual and nullifying it, or rejecting the ritual and cursing the participants. Regardless of the option taken, the new ritual itself doesn't incur an act/Suspicion cost.
For god-designed rites, rituals with wide-ranging effects should generally require substantial, thematically appropriate sacrifices. The use of a standing rite instead of manual intervention has the happy benefit of not incurring personal Suspicion every time the blessing/curse needs to be deployed.
OversacrificeOn a god's orders or for want of the effects of a ritual, mortals may start sacrificing or otherwise performing rituals beyond what the state or even civilization can sustain. Be warned; although the extra act income or piety may be nice, after a few turns, continued oversacrificing will begin degrading the state or civilization's attributes.