Quote from: TimMartland on May 01, 2014, 02:54:18 PM
Maybe maybe MAYBE religion could be snuck in on the coattails of character traits. You could have a 'Deeply religious' trait which prevents them from fighting and maybe eating certain types of food. They could also (In rare cases) argue and dislike people do not follow their religion, especially sciency characters (I'm not saying scientists can't be religious because they can and that's fine, but simply for ease of programming it could be simplified to this. Keep in mind this is only in the 1% case that you have a real religious nut rather than just someone who sticks to their faith)
I think that this is a great idea. I am not keen on deus-ex-machina in rimworld, and any sacrificing/prayer should not have an observable effect on the world. In the minds of the individual settlers, however, sure. Suze is deeply religious and has a strong desire, possibly a need, to sacrifice muffalo regularly. After one such sacrifice, a bunch of material falls from the sky. Coincidence, or the power of prayer. No one knows!
If religious traits are added (please, please, please... among other character traits), I think that they should procedurally generate certain forbidden/mandated characteristics. For instance, Jakob is an adherent of the Great Foul Wind and will not eat muffalo, must spend time outside, and loses relations with anyone who works with stone.
Stan DeLeon is a Pragmatic Machinist and loses relations with Suze every time he sees her praying.
I think that this a) inter-colony relationship system, and b) procedural ethical/religious/value trait system would add significant depth to the gameplay without incorporating some ~actually present~ deity.