## In Progress ## Initial Game Progression Plan ### Phase 1: 0-1K Followers - confined to compounds - build compound structures - [x] tents (+follower cap) - [x] houses (+follower cap) - [x] churches (+pastor cap) - [x] hire pastors to recruit and gather tithes (+money, +followers) - [x] hire compound managers to auto-build (+tents, +houses, +churches) - [x] fluctuating crypto market value passive determines crypto value - [ ] prosperity gospel policy increases tithes, decreases recruitment rate - main resource problems: - [x] lose money on purchases - [x] lose money for salaries - [x] gain money from tithes - [x] low credibility loses followers - [x] low and decreasing money loses jobs - [x] gain or lose money on crypto based on market passive ### Phase 2: 1K-100K Followers - establish presence in city - [x] unlocked by building permit - [ ] unlocks education influence passive - [ ] unlocks political influence passive - [ ] unlocks notoriety passive - build city structures - [x] megachurches (+pastor cap) - [ ] schools (+teachers cap) - [ ] colleges (+professors cap) - [ ] housing co-ops (+follower cap) - [ ] apartment buildings (+follower cap) - [ ] office buildings (+politician cap, +city planner cap, +hiring manager cap) - [ ] datacenters (+crypto miner cap, +crypto broker cap) - [ ] hire city planners to auto-build (+megachurches, +housing co-ops, +apartment buildings, +office buildings) - [ ] hire teachers and professors (+education, +education cap, +followers) - [ ] hire crypto miners (+crypto) - [ ] hire crypto brokers to buy and sell faithcoin at a profit (+- crypto, +-money) - [ ] hire hackers to steal faithcoin and improve broker performance (+crypto, +notoriety) - [ ] hire politicians to increase political influence (+politics, +politics cap) - [ ] hire hiring managers to auto-fill job slots as they become available - political influence system - [ ] credibility goes up and notoriety goes down with higher political influence - [ ] unlock religious law tech - [ ] unlock fanaticism passive - build political structures - [ ] re-education camps (+notoriety, +religious police cap) - [ ] hire religious police to imprison non-followers and release them as followers over time (+fanaticism, +notoriety, +followers) - [ ] grass-roots campaigns, with chance to fail (+politician cap) - [ ] hire political strategists to automatically launch campaigns (+grass-roots campaigns, +politicians) - notoriety system - [ ] hurts all recruitment efforts across the board - [ ] high notoriety ratio can cause some actions to randomly fail, hurts political campaigns - disables certain resources? (TBD) - fanaticism system - [ ] each follower gained via certain methods increases fanaticism - [ ] fanatics are the last ones to leave when losing followers, lose at a much slower rate - unlocks fanatical abilities? (TBD) - education influence system - [ ] improves success rate of political campaigns - [ ] suppress science policy causes some teacher/professor recruits to be fanatics (+fanaticism, +notoriety) - build educational structures - [ ] textbook publisher improves performance of teachers and professors (+education) ### Phase 3: 100K-??? Followers - city states - purchase entire cities - work toward taking over the whole country ### Phase 4 and Beyond - grow into more countries, consume entire world population - build interstellar tech? xenotheology? ## Short-Term Todos - [ ] add `disabledHint` to `userActions` to generate hint about how to enable an action - [ ] add a `policy` resource type that can be toggled on or off ## Long-Term Ideas - birth rates and death rates per religion - religious war action per religion - send fanatics to capture and put people from that religion in re-education camps - islands (like compounds but bigger) - countries - marketing system - billboards, newspaper, internet ads, radio ads, tv ads to boost recruitment, reduce notoriety - buy entire radio stations, tv stations, newspapers - buy entire ISPs and tv networks - reporter job - marketing manager job