Religion
- Ethos
Pre-release Data Dump - Quicksilver
A
random Greek letter symbolizes the Tradition to which an ethos belongs.
This Tradition represents the details of that ethos: its organization,
customs, etc. The principal game use of Traditions is to distinguish
an ethos from otherwise similar ones. Often, after a schism, the
only difference between the old ethos and the new ('splinter') one
will lie in their respective Traditions.
For
example, perhaps any Λ ethos emphasizes inner belief over outer
actions and allows all believers to have a voice in doctrinal debates,
while a Ψ ethos will favor elaborate ceremonies or other outward
displays of one's devotion to its ideal(s) and refer ideological
disputes to an official council recognized as authoritative on such
matters.
If
you want to relate one of these generic science-fiction ideologies
back an Earth equivalent, you might think of the dominant ethos
of the Roman Empire as "Polytheistic Territorial Militarism."
The
status of an ethos
is directly related to the number of followers it has (in Population
Points within a civilization; one civilization's Official Dogma
could be a mere Fringe group to neighbor - it's all relative) and
its acceptance by governments.
Ethos
Status |
Min.
Pop. Level |
Proselytize
Strength |
Conviction
Strength |
None |
n/a |
d10 |
2d6
+ Alienation |
Fringe
Group |
<1% |
8 |
13 |
Scene |
1
- 2% |
7 |
13 |
Subculture |
3
- 5% |
6 |
12 |
Movement |
6
- 14% |
5 |
12 |
Mainstream
Ethos |
15+% |
4 |
11 |
Official
Dogma |
>30% |
3 |
11 |
The
various status levels can be described as follows:
None:
A population group with a "None" Ethos effectively lacks any shared
world view or ideals. Although there may be many such groups, each
is independent, and has no institutional ties or affinities with
the rest.
Designer's
Note: Populations with a "None" ethos can still proselytize.
For example, they might extol the virtues of living as one
pleases, unfettered by social constraints. A region that lacks
an ethos not because its population consists of nihilists
or amoral hedonists, but because its inhabitants devoutly
adhere to a whole slew of different and incompatible beliefs,
may proselytize by engaging in piecemeal attempts to push
a wide range of viewpoints all at once. If enough inhabitants
of the target region start to go their own idiosyncratic ways
ideologically, then the old order in that region could break
down, "converting" it to a "None" ethos.
Since
the "None" ethos can represent social conditions that vary
significantly, each such population will have its proselytize
strength determined randomly. When a lack of shared purposes
and goals results in efforts to proselytize that are not well
organized or coordinated, proselytize strength will be low.
When inhabitants are bullish on the diversity of viewpoints
and lifestyles in their region, then proselytize strength
will be high.
Similarly,
resistance to conversion (i.e. the "Conviction" rating) will
vary among population groups with a "None" ethos. Some will
be enamored of their freedom from social constraints and be
loath to give it up, but others may dislike their chaotic
living conditions and willingly submit themselves to a social
vision that promises to bring greater order and stability.
Alienation
effectively increases the Conviction of population groups
with a "None" ethos, since it reflects a lack of social cohesion.
A group whose members are profoundly alienated from one another
is not likely to unite around a given religion or philosophy,
or, for that matter, to come together as a community for any
reason.
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Fringe
group: A fringe group is sustained entirely by the efforts of
a few dedicated individuals and their followers, most of whom are
in active communication with one another.
Scene:
A scene has a minimal institutional presence--nothing more than
a few temporary churches or hangouts. Only those enthusiastic enough
about an ethos to seek out other like-minded individuals will participate
in a scene, and most of a scene's prominent figures know one another.
Subculture:
A subculture has a modest institutional presence, including some
permanent meeting places, offices, etc. At this level, an ethos
begins to reach beyond the hard core of devoted believers and attract
more casual members, who admire and support its ideals but aren't
always committed to them in practice.
Movement:
Almost everyone recognizes a movement as an ideological force to
be reckoned with, although it may still be considered disreputable
or flaky in some circles. Movements can call upon substantial institutional
resources to sustain themselves and extend their reach.
Mainstream
ethos: Even most opponents of a mainstream ethos will respect
its worldview and ideals, seeing them as matters about which intelligent
individuals may reasonably arrive at different views. A mainstream
ethos enjoys firmly entrenched institutional support, but this comes
at some cost to its vitality: its most zealous followers, who value
ideological purity over widespread social acceptance, may become
fed up with the need to make compromises. Even if they do not form
sects and splinter groups, they are likely to abandon established
organizations they see as having "sold out."
Official
Dogma: In declaring an Official Dogma, the government throws
its weight behind one particular ethos. This ethos will then be
taught in government-run educational institutions, touted in public
service announcements, used as a source of standards to vet applicants
for government jobs, etc.
A
civilization can only have one Official Dogma. It can only be declared
if at least 30% of that civilization's population is of that Ethos
and remains so even if that percentage drops below 30%.
An
Official Dogma has several game effects:
- It establishes
that ethos as an official "identity" when dealing with other civilizations
(for better or worse).
- It is better
at keeping a lid on unrest in those areas of that civilization
where it dominates. (This simulates spiritual leaders using the
bully pulpit to support the government.)
- Each population
group in the civilization that subscribes to the Official Dogma
gets one extra proselytize attempt per turn.
- The State
picks up some of the burden of "converting" others when the state
is less-than-tolerant; think "army."
Proselytize
vs. Conviction Combat
Each
turn, every whole population point is checked to see if it tries
to Proselytize (i.e., "attack") another population segment's Religion
in an effort to convert it to the attacker's Religion.
Frequency
of Proselytizing
A
d10 (that's a 10-sided die, folks) is rolled and if the result is
less than or equal to that population segment's Religion's Status'
current Proselytize Value, it will "attack" the Religion in another
population segment.
Type
of Proselytizing
Once
it is determined that it will attack another population segment,
that proselytizing Population Point rolls a d5. If that d5 roll
was a '1,' it conducts "Missionary Proselytizing." If that d5 roll
was a ë2,' it conducts "Outreach Proselytizing." If that d5 was
a 3-5, it conducts "Local Proselytizing."
Missionary
Proselytizing reverses the Conviction Strength modifiers (pluses
become minuses and vice versa) and searches for different population
segments outside of its Solar System first."
Outreach
Proselytizing ignores the Conviction Strength modifiers and searches
for different population segments outside of its Planet first.
Local
Proselytizing uses the Conviction Strength modifiers and searches
for population segments that are closest first.
Conviction
Strength Modifiers
+2
to Proselytize Strength when attacking the same Theocratic Series
(except Unique)
+1
to Proselytize Strength each when attacking the same Theocratic
Dogma or Credo
-1
to Proselytize Strength when attacking a different Species
-2
to Proselytize Strength when attacking an Ethos with a mutually
exclusive Ideal
No
modifiers when "No Religion" is involved.
Targeting
the exact population segment to be proselytized always selects from
only those targets that offer the highest net Proselytize "Attack
Value." Where the proselytizers look to find a target population
segment is shown on the table, below. (One is chosen at random from
all those available in the highest priority target site.)
Target
Location |
Local |
Outreach |
Missionary |
Adjacent
population segment |
1 |
6 |
6 |
Same
planet* |
2 |
5 |
5 |
Same
orbit (planet + moons) |
3 |
3 |
4 |
Same
solar system |
4 |
1 |
3 |
Adjacent
solar system with trade |
5 |
2 |
2 |
Adjacent
solar system without trade |
6 |
4 |
1 |
#
= Target Location Priority (1 = highest)
* Same planet applies only Proselytizing a non-adjacent population
segment on that same planet.
The
Proselytization "Attack"
Proselytizing
uses the following combat formula:
Proselytize
Strength + d10 vs. Target's Conviction Strength
If
the sum of the Proselytize Value and the result of the d10 roll
is less than the Conviction Strength of the target population segment,
there is no effect. If it equals the Conviction Strength of the
target population segment, that population segment has its Conviction
Strength reduced by 1 point (making it more vulnerable to future
proselytizing).
If
it exceeds the Conviction Strength of the defending population segment,
that population segment has its Conviction Strength reduced by 1
and another Proselytizing Attack is immediately conducted. For all
of these subsequent Proselytizing Attacks, another d10 is rolled
and compared to the difference between the sum of the Proselytize
Value and the result of the previous d10 roll and the defending
population segment's Conviction strength.
If
the result of this addition d10 roll is greater than that difference,
there is no effect. If it equals that difference, the defending
population segment has been "critically hit" and has both its Proselytize
and Conviction Strengths reduced by 1 point. If it less than the
difference, the defending population segment is "critically hit"
and another Proselytizing Attack is immediately conducted against
the difference between the die roll and the previous difference.
This is repeated as often as those d10 die rolls keep coming in
under the current difference.
For
example, an unmodified Fringe Group is proselytizing a
population segment with an unmodified Official Dogma. The
"attacker's" Proselytize Value is 7 + d10 versus the "defender's"
Conviction Strength of 11.
If
the attacker's die roll was a '9,' that would be 7+9=16 versus
11.
Because
the attacker's value exceeds the defender's value, the defender
is subverted or "hit" (-1 Conviction) and the attacker gets
to try to score some ideological "critical hits" by rolling
another d10, this time against the difference between 16 and
11 (in other words, 5).
Now
the attacker wants to roll low and score a 5 or less. He rolls
a '3,' which inflicts a critical hit (-1 Proselytize Strength
and another -1 to the defender's Conviction Strength). Because
there is a difference between 5 and 3 (which is 2, for the
math-impaired), the attacker gets to roll again to try to
roll at or under a 2 on the roll of another d10.
He
doesn't, rolling a '10,' but now the Official Dogma in the
defender's region has been reduced to a 2 Proselytize and
9 Conviction Strength. Yeech.
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Conversion
through Proselytization
After
the proselytizing attack of a defending population segment is finished,
its Conviction Strength was reduced (i.e., if it took any "hits"),
a d6 is rolled to see if that population segment converts to the
proselytizing ethos. If the d6 roll is less than or equal to the
defending population segment's remaining Conviction Strength, there
is no effect. If it is greater than the defending population segment's
remaining Conviction Strength, the defending population segment
then becomes a new member of the proselytizing ethos that just hit
it and receives the Base Proselytize and Conviction Strength based
on the "conquering" ethos' stature (counting its newly won converts).
The proselytizing population segment is then rewarded for making
a convert by rolling one separate d6 on each column on the table
below. The results are cumulative.
Die
Roll |
Proselytize
Strength |
Conviction
Strength |
1 |
No
Effect |
No
Effect |
2 |
No
Effect |
+1 |
3 |
No
Effect |
+1 |
4 |
+1 |
+2 |
5 |
+1 |
+2 |
6 |
+2 |
+3 |
Designer's
Note: What happens with all this ideological "combat"
is that losers tend to get beaten up and winners tend to get
"on a roll" until they clash with other "winners." Where they
collide, they'll tend to beat each other into sort of a status
quo situation and things should degrade down to the ideological
equivalent of "trench warfare."
When
the ideological "front lines" thus settle, the injection of
a new fringe group with its high "attack" and "defense" values
might, although small to begin with, get "on a roll" and seriously
challenge an "old established order." Eventually, that cult
might even replace the "old order" in size and stature (until
the next fringe group springs up, and so on).
At
least, that's the theory. If anyone is interested in helping
me by making a model to plug these numbers into so that they
can be fine tuned to assure that they work as I've explained,
I'd be happy to hear from you!
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State
Policy: A Reminder
Every civilization
has a policy concerning philosophy and religion from among the following
list:
Ban
and persecute all religions and philosophical schools: Reduces
loyalty of the Intelligentsia. Slows spread of philosophy and
religion.
Recognize
an Official Dogma and persecute others: Increases loyalty
of the Intelligentsia. Slows spread of any ethos except for the
Official Dogma.
Recognize
an Official Dogma and tolerate others: Increases loyalty of
the Intelligentsia.
Recognize
an Official Dogma and welcome others: Increases loyalty of
the Intelligentsia. Hastens spread of any ethos.
Philosophical
and Religious tolerance: No direct effect upon the Empire.
Philosophical
and Religious acceptance and freedom: Hastens spread of any
ethos.
Philosophy
and Religion in the Cosmic Scheme of Things
Like
governments and races, the dominant ethos in two civilizations and
their policies towards philosophy and religion are also checked
for compatibility when considering the Natural Relations State between
two civilizations and modifiers to their diplomacy die rolls.
Leaders,
too, may follow a particular Ethos and might react or base decisions
on their beliefs. Just as they can persuade other Leaders to their
cause, so too might their convictions be spread and change among
leaders.
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