Rejected God Emotions

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Atocles

Guest
Good afternoon,

Your idea looks like a system (satisfaction of population) in another game. It's interressant but complex. Your system would be an important modification in the mechanics of the game and a such idea would be refused automatically on the french forum. So I doubt that InnoGames accept your concept, even if it's ingenious.

Have a good day !


Best regards,
Atoclès.
 

DeletedUser8396

Guest
Good afternoon,

Your idea looks like a system (satisfaction of population) in another game. It's interressant but complex. Your system would be an important modification in the mechanics of the game and a such idea would be refused automatically on the french forum. So I doubt that InnoGames accept your concept, even if it's ingenious.

Have a good day !


Best regards,
Atoclès.

What?
 

DeletedUser47902

Guest
I am in favour (geddit? favour? no? oh...) of this idea, but I wonder how
1. Have a god you don't worship on so low happiness that you can't worship them (if you don/t worship them, how can you get low on happiness with them, except if it's the act of stopping worship with them that reduces their happiness to that point... Hmm...)
2. How can you get them happy enough to be able to worship them again? The ways you show all require you to be worshiping the God.
 

Archon of Corinth

Guest
I like this idea because of the principle behind it ie "The Gods Can Be Fickle". I think that it is worthy of consideration within the game format.
 
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DeletedUser8396

Guest
My objection is still the same as before- need more ways to lose happiness.
 

DeletedUser31385

Guest
This idea makes the game more realistic. If a god gets ticked and burns down a building in your city, that is realistic.
 

DeletedUser35431

Guest
Now updated: Green = additions

Improvement:
Proposal: To have a god happiness meter underneath the favor meter.

Reason: Make it more realistic. I have seen other games with this.

Details: The meter shows how happy the gods are. The happiness of a god is the same for all cities worshipping said god. In the temple you can check each gods happiness. If the god that you worships' happiness in below 15% he could cast a spell against you. E.G. Zeus' happiness is 9%. He casts lightning bolt on your city. This works like farming villages when they revolt. If gods that you do not worship you are unhappy they may not allow you to worship them. You start with 50% for all gods. Happiness is measured in from 0%-100% If the meter is down, favor will production levels will decrease. If it is high favor production will improve. At 50% Happy favor production is the same. At 100% it will be 25% faster. At 0% it will be 25% slower.

You can make the god you worship happy by:
  1. By changing to this god +10%
  2. Upgrading Temple +10%
  3. Winning Battles with myth units +8% (As long as one myth unit goes to battle and you win, even if the myth unit does not make it back, you get 8% + happiness)
  4. Training myth units +2%
  5. Getting a meddle or award +5%
  6. Building divine statue +100%
    You will only receive it once the building is finished.

The god you worship will lose happiness when you:
  1. Lose myth units in battle -5%
  2. Degrade temple -15%
  3. Changing god -10% for old god.
  4. Loosing myth units out of battle -5%
  5. Loosing a city -75%
    Only if you have 2+ cities.
  6. If you interact with your current god the happiness of all other gods will go down by 1% (2% on hero worlds)
    [*]When others cast spells on you - 5%
    [*]Being kicked from an alliance - 25%
    [*]Inactivity -
    • 5 Days = -5%
    • 8 Days = -10%
    • 10 Days = 15%
    • 15 Days = 25%
    • 20< Days = -45%
The formula is: Game speed x (square root of (temple levels + number of divine statues in cities worshiping that god x 5)) x *Square root of the happiness value.

The happiness value is how much the happiness is above 50%.

E.G. 67% Happiness = 17% Happiness value

* If the happiness value is positive it is square root. If negative the favour production speed will be the happiness value.

E.G. If the happiness value is 17%, the favour production speed will be 4.1% faster. If it is 46% the favour production will be 6.7 faster. IF it is 50% (MAX) it will be 10 % faster (This is not the square root but with MAX value it will be 10%)

E.G.If it is -13% favour production will be 13% slower.


So if you are on a speed 1 world with one city with a temple level 9 and 89% happiness your favour production will be 9,2

Visual Aids:

Abuse: No abuse! :eek::eek::eek:

Balance: Faster or slower favor production.

Thanks!:D

Now updated
 

jamovic1

Guest
and inno can find a way to use gold to make your god cheer up again.;)

In seriousness this is a fantastic idea,im all for it.
 

DeletedUser35431

Guest
Yeah! That would be actually pretty cool! Will add that!
 

DeletedUser35431

Guest
Now updated: Green = additions

Improvement:
Proposal: To have a god happiness meter underneath the favor meter.

Reason: Make it more realistic. I have seen other games with this.

Details: The meter shows how happy the gods are. The happiness of a god is the same for all cities worshipping said god. In the temple you can check each gods happiness. If the god that you worships' happiness in below 15% he could cast a spell against you. E.G. Zeus' happiness is 9%. He casts lightning bolt on your city. This works like farming villages when they revolt. If gods that you do not worship you are unhappy they may not allow you to worship them. You start with 50% for all gods. Happiness is measured in from 0%-100% If the meter is down, favor will production levels will decrease. If it is high favor production will improve. At 50% Happy favor production is the same. At 100% it will be 25% faster. At 0% it will be 25% slower.

You can make the god you worship happy by:
  1. By changing to this god +10%
  2. Upgrading Temple +10%
  3. Winning Battles with myth units +8% (As long as one myth unit goes to battle and you win, even if the myth unit does not make it back, you get 8% + happiness)
  4. Training myth units +2%
  5. Getting a meddle or award +5%
  6. Building divine statue +100%
    You will only receive it once the building is finished.
    [*]Purchasing gold -
    • Less than 50 Gold = 5%
    • Between 50 and 100 gold = 15%
    • Between 100 and 200 gold = 30%
    • More than 200 = 50%
    [*]Spending gold - Immediate 25%


The god you worship will lose happiness when you:
  1. Lose myth units in battle -5%
  2. Degrade temple -15%
  3. Changing god -10% for old god.
  4. Loosing myth units out of battle -5%
  5. Loosing a city -75%
    Only if you have 2+ cities.
  6. If you interact with your current god the happiness of all other gods will go down by 1% (2% on hero worlds)
  7. When others cast spells on you - 5%
  8. Being kicked from an alliance - 25%
  9. Inactivity -
    • 5 Days = -5%
    • 8 Days = -10%
    • 10 Days = 15%
    • 15 Days = 25%
    • 20< Days = -45%
The formula is: Game speed x (square root of (temple levels + number of divine statues in cities worshiping that god x 5)) x *Square root of the happiness value.

*You can gain happiness by spending/buying gold. You shall get varying amounts of happiness whenever you buy gold. Then you gain 10% happiness when you spend gold.

The happiness value is how much the happiness is above 50%.

E.G. 67% Happiness = 17% Happiness value

* If the happiness value is positive it is square root. If negative the favour production speed will be the happiness value.

E.G. If the happiness value is 17%, the favour production speed will be 4.1% faster. If it is 46% the favour production will be 6.7 faster. IF it is 50% (MAX) it will be 10 % faster (This is not the square root but with MAX value it will be 10%)

E.G.If it is -13% favour production will be 13% slower.


So if you are on a speed 1 world with one city with a temple level 9 and 89% happiness your favour production will be 9,2

Visual Aids:

Abuse: No abuse! :eek::eek::eek:

Balance: Faster or slower favor production.

Thanks!:D

Now updated
 

DeletedUser44785

Guest
If you can lose points for inactivity shouldn't you be able to gain % for activity?
 
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