As we carve out new systems, it’s good to take some time to go back and refine earlier ones. At this point, our UI has been built out enough that even artists like myself can make additions and improvements; with Nicholas and Dan busy working on Fun New Stuff, I’m taking time to start poking at the offices that allow you to control your colony’s operation!
When Chapels were originally implemented, they were a one and done happiness-increaser for your colony (and sometimes a cultist-quasher). However, the pub, added later, more or less fills the same role – and more interestingly, as far as I’m concerned. (Though it needs some love, too.) Breaking out the chapel into its own unique role seemed like an appropriate first task, and an opportunity to bring some new choices into the game.
So, what can the New And Improved Chapel do for you? Reducing madness and increasing happiness is one thing, but now it can act as a way to spread your preferred policies across the colony via your selection of Doctrine. Doctrines allow your vicars’ sermons to provide various benefits to the colonists who hear them.
For the first implementation, you’ll have a choice of one of four doctrines; ideally, the spread available here will provide you with some interesting choices based on what you’re up to at the time. Initially they’ll all be available for free, but we may consider locking them behind conditions over the long term. (Also: you can thank David for the doctrine names.)
- Clockworkian Ecumenism is the default doctrine, more or less defined as no doctrine. Everyone enjoys it, but it doesn’t do much outside of happiness.
- Unreformed Episcopal Deism preaches discipline, a mindset your military will appreciate – they’ll be happier, gain morale, and be spurred to train harder.
- Muscular Ecclesiasticism preaches hard labor over all, and will spur your colonists to train their skills twice as fast. This work comes at a toll of unhappiness, however!
- Predestinational Mechanists preach the value of the nobility and sciences; your diplomats, scientists, and aristocrats will all be pleased – you’ll also find your science and diplomacy point gains sped up.
This system is subject to some pretty serious iteration, especially once we get player feedback; I’m pretty excited to see what people make of it, and to continue working fleshing out additional workshops!