Dwarf Fortress

Dwarf Fortress

Can organized religions form during gameplay, or are we stuck with what worldgen gives us?
Title pretty much says it all.

I had a recent fort with 70-ish dwarfs, and while individual gods sometimes had over 30 followers, the biggest religion had at most 3.

From what I experienced, religions don't seem to form in Fortress mode, but is this actually the case, or is it just really rare, or was I just unlucky..?
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Showing 1-8 of 8 comments
Barbiz Dec 22, 2022 @ 11:08am 
Wiki: In world generation, some historical figures will become prophets, linked to a deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question.

Looks like a "new" religion can't form as you can't get more prophets.
Morkonan Dec 22, 2022 @ 11:13am 
From reports and what I've read, Dorfs could decide to worship megabeasts that show up and those are RNG generated on world-creation, but don't have a "religion" formed that worships them.
Originally posted by Morkonan:
From reports and what I've read, Dorfs could decide to worship megabeasts that show up and those are RNG generated on world-creation, but don't have a "religion" formed that worships them.

I did have a religion pop up just yesterday during worldgen (or rather, five of them) that all centered around various Rocs, so I know religions worshiping megabeasts (and potentially other non-deity creatures with related spheres) can indeed spawn organized religions.

Originally posted by Barbiz:
Wiki: In world generation, some historical figures will become prophets, linked to a deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question.

Looks like a "new" religion can't form as you can't get more prophets.

I did already read all that, but the reason I still decided to ask is because the Wiki doesn't provide a real answer.

I mean, sure, the wiki doesn't explicitly say anything about religions generating during Fort mode, but the wiki also doesn't say anything about the default grazing value of giant elephants, or how said value essentially means that they are impossible to keep alive as pets/livestock without modifying said value or parts of the equation that determines said value.

What I'm trying to get at is that the Wiki doesn't hold the answers for everything you'd potentially need to know, and the omission of an answer isn't necessarily an answer in itself.
malthenielsen Dec 27, 2022 @ 9:23am 
Originally posted by Eqqsquizitine Buble-Schwinslow:
Originally posted by Morkonan:
From reports and what I've read, Dorfs could decide to worship megabeasts that show up and those are RNG generated on world-creation, but don't have a "religion" formed that worships them.

I did have a religion pop up just yesterday during worldgen (or rather, five of them) that all centered around various Rocs, so I know religions worshiping megabeasts (and potentially other non-deity creatures with related spheres) can indeed spawn organized religions.

Originally posted by Barbiz:
Wiki: In world generation, some historical figures will become prophets, linked to a deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question.

Looks like a "new" religion can't form as you can't get more prophets.

I did already read all that, but the reason I still decided to ask is because the Wiki doesn't provide a real answer.

I mean, sure, the wiki doesn't explicitly say anything about religions generating during Fort mode, but the wiki also doesn't say anything about the default grazing value of giant elephants, or how said value essentially means that they are impossible to keep alive as pets/livestock without modifying said value or parts of the equation that determines said value.

What I'm trying to get at is that the Wiki doesn't hold the answers for everything you'd potentially need to know, and the omission of an answer isn't necessarily an answer in itself.

Yeah the wikis have holes some times. I guess esoecially with stuff that interest few players, such as how much elephants graze.

In adv mode it's kinda normal to come across stuff that isn't mentioned in the wiki. For instance I met a group of travelling goblin nobles with a bunch of artefacts. IDK what was up with that.

To my pride I discovered something interesting myself - that experiments can't become vampires. So I added it to the wiki.

Many of the animal men have stuff lacking in their articles. You can discover you have claws to slash with and stuff like that that isn't mentioned.

I guess you need to look at the code to definitely proove if new religions can't happen after world gen or if it is super rare.
Gosera Dec 27, 2022 @ 9:34am 
Originally posted by Eqqsquizitine Buble-Schwinslow:
I did already read all that, but the reason I still decided to ask is because the Wiki doesn't provide a real answer.

I mean, sure, the wiki doesn't explicitly say anything about religions generating during Fort mode, but the wiki also doesn't say anything about the default grazing value of giant elephants, or how said value essentially means that they are impossible to keep alive as pets/livestock without modifying said value or parts of the equation that determines said value.

What I'm trying to get at is that the Wiki doesn't hold the answers for everything you'd potentially need to know, and the omission of an answer isn't necessarily an answer in itself.

Well the wiki is tons of people doing science and helping to fill it in so its the collective information we have as a community.

They have the defualt grazing value for a giant elephants, but its not something you would think off but under the grazer tab of the wiki you have
GRAZER = 20000 × G × (max size)^-3/4

and as far i know that still is accurate, so then we look up the max size of the creature which is 40,000,000 which we divide by 10 to do exacly as the table has calculate and using the defualt G which is 100

Which then would be
20000 x 100 x 400000^-3/4 = 22,36......

Which you now can use to refer to the tabel even tho the table ignores how fast it can regrow it gives you an idea
Sorry for necroing my own dead thread but I still haven't found an answer to this. I am currently playing in an almost-dead world where most dwarven civs have no sites left, and none of the migrants I'm getting is a follower of an organized religion. I have an amazing temple to a god with plenty of followers, but since I still have no organized religions I'm guessing it either can't happen post-worldgen, or it can't happen in an active fort.

I'd love for someone to prove me wrong, and if it isn't possible then it hopefully gets added with the religion & magic overhaul that's coming after adventure mode is fully implemented.
Stormer Sep 3, 2024 @ 1:28am 
Originally posted by Eqqsquizitine Buble-Schwinslow:
Sorry for necroing my own dead thread but I still haven't found an answer to this. I am currently playing in an almost-dead world where most dwarven civs have no sites left, and none of the migrants I'm getting is a follower of an organized religion. I have an amazing temple to a god with plenty of followers, but since I still have no organized religions I'm guessing it either can't happen post-worldgen, or it can't happen in an active fort.

I'd love for someone to prove me wrong, and if it isn't possible then it hopefully gets added with the religion & magic overhaul that's coming after adventure mode is fully implemented.
looked through the wiki and the history figures that create religions cannot show up in your fort and in your case most or all of them probably died somehow

https://dwarffortresswiki.org/index.php/Prophet
https://dwarffortresswiki.org/index.php/Religion
Originally posted by Stormer:
Originally posted by Eqqsquizitine Buble-Schwinslow:
Sorry for necroing my own dead thread but I still haven't found an answer to this. I am currently playing in an almost-dead world where most dwarven civs have no sites left, and none of the migrants I'm getting is a follower of an organized religion. I have an amazing temple to a god with plenty of followers, but since I still have no organized religions I'm guessing it either can't happen post-worldgen, or it can't happen in an active fort.

I'd love for someone to prove me wrong, and if it isn't possible then it hopefully gets added with the religion & magic overhaul that's coming after adventure mode is fully implemented.
looked through the wiki and the history figures that create religions cannot show up in your fort and in your case most or all of them probably died somehow

https://dwarffortresswiki.org/index.php/Prophet
https://dwarffortresswiki.org/index.php/Religion

Ahh, alright, that explains one part of it.

But, I still wonder if a religion can be founded by someone during gameplay outside of your fort. You know, like how civilizations can conquer and reclaim sites on the world map during fortress mode (and also presumably adventure mode) while you're doing your own thing in your fort..?
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Date Posted: Dec 22, 2022 @ 4:16am
Posts: 8