4.3 KiB
4.3 KiB
Initial Game Progression Plan
Phase 1: 0-1K Followers
- confined to compounds
- build compound structures
- tents (+follower cap)
- houses (+follower cap)
- churches (+pastor cap)
- hire pastors to recruit and gather tithes (+money, +followers)
- hire compound managers to auto-build (+tents, +houses, +churches)
- fluctuating crypto market value passive determines crypto value
- prosperity gospel policy increases tithes, decreases recruitment rate
- main resource problems:
- lose money on purchases
- lose money for salaries
- lose money for compound maintenance
- gain money from tithes
- low credibility loses followers
- low and decreasing money loses jobs
- gain or lose money on crypto based on market passive
- build compound structures
Phase 2: 1K-100K Followers
- establish presence in city
- unlocked by building permit
- unlocks education influence passive
- unlocks political influence passive
- unlocks notoriety passive
- build city structures
- 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
touserActions
to generate hint about how to enable an action - add an action to sell purchasables and regain some portion of their cost
- add a
policy
resource type that can be toggled on or off - remove recruitment effects of credibility (that will be for notoriety instead)
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