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Turns are a mechanism that orders the game and limits what any one god can do at a time. Might is used up over the course of each turn and recuperated at the start of the next. A turn, in-game, has no set time-limit. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will be transferred over to the next turn, subject to a cap. This cap is your level plus three, doubled. So the cap for a level 1 god is (2 x [1 + 3 = 4] = 8), while the Might cap for a level 2 god is (2 x [2 + 3 = 5] = 10) and so on. If a level 1 god has 7 Might at the end of a Turn, at the beginning of the next Turn they will have 8 Might and not 11, as they are capped at 8 Might.
As mentioned, levelling up is one of the ways in which you can increase the amount of Might your god recuperates per turn. Each level increases your total Might recuperation by 1.
'Holy Sites', or Sanctuaries, are another means of increasing your Might regeneration. These are special locations that a god has imbued with their own essence. While consecrating a site is not in itself an act of creation, any created structure may be consecrated as a Holy Site- a sacred palace, a grand arena, a coral reef, a graveyard, even an irrelevant patch of dirt.
A Holy Site increases its owner's Might regeneration by half of the Might spent on consecrating it. So, for instance, if a god of Night (Nocturnality) erects the [Tower of Owls] for 1 Might, and consecrates it for 6 Might, it will generate 6 / 2 = 3 Might for them every turn thereafter. You cannot spend Might greater than twice your current level on consecrating a Holy Site.
A holy site must be revered by mortals in order to generate Might. These may be worshippers, scholars, labourers, warrior monks, gluttons, or anything else, depending on the god and site in question. They do not need to be intelligent, but they have to be independent. If a holy site is abandoned, or the disciples present there stop serving its god, then the god will stop receiving the Might bonus.
A holy site can also be 'captured' by another god, thus producing Might for them rather than the god who first consecrated it. This is done by converting the disciples at the holy site, or supplanting them with one's own worshippers. A holy site cannot be captured within a turn of its consecration.
One cannot hold more than three holy sites at a time. A captured holy site no longer counts as one of the consecrating god's three holy sites. If a capturing party already holds three holy sites, one must be abandoned in order to receive Might from the captured Site.
The divine essence that imbues a holy site is fragile, and may be dispersed by man or god alike. When a site is breached, invaders may choose to desecrate it instead of capturing it. This destroys its ability to generate Might. Of course, the reward for capturing a blessed sanctuary is much higher than destroying it.
Capturing, however, is easier said than done. Holy sites function as sanctuaries that may bestow various blessings and wards upon loyal disciples and make life difficult for outsiders. These are granted as a free action according to the portfolios of their current god, and as such one must be use utmost caution and prudence to secure a Site, even if its creator is absent.
A player must wait three turns after creating a Holy Site to create a second, and another three to create a third. Desecrated holy sites can be consecrated again if rebuilt. The Might spent to rebuild the holy site replaces the original value of the holy site. Rebuilding a holy site does not affect and is not affected by the time limits for constructing new holy sites. It is possible to desecrate one's own sanctuary, but a party attempting capture may also attempt to prevent this.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will be transferred over to the next turn, subject to a cap. This cap is your level plus three, doubled. So the cap for a level 1 god is (2 x [1 + 3 = 4] = 8), while the Might cap for a level 2 god is (2 x [2 + 3 = 5] = 10) and so on. If a level 1 god has 7 Might at the end of a Turn, at the beginning of the next Turn they will have 8 Might and not 11, as they are capped at 8 Might.
As mentioned, levelling up is one of the ways in which you can increase the amount of Might your god recuperates per turn. Each level increases your total Might recuperation by 1.
'Holy Sites', or Sanctuaries, are another means of increasing your Might regeneration. These are special locations that a god has imbued with their own essence. While consecrating a site is not in itself an act of creation, any created structure may be consecrated as a Holy Site- a sacred palace, a grand arena, a coral reef, a graveyard, even an irrelevant patch of dirt.
A Holy Site increases its owner's Might regeneration by half of the Might spent on consecrating it. So, for instance, if a god of Night (Nocturnality) erects the [Tower of Owls] for 1 Might, and consecrates it for 6 Might, it will generate 6 / 2 = 3 Might for them every turn thereafter. You cannot spend Might greater than twice your current level on consecrating a Holy Site.
A holy site must be revered by mortals in order to generate Might. These may be worshippers, scholars, labourers, warrior monks, gluttons, or anything else, depending on the god and site in question. They do not need to be intelligent, but they have to be independent. If a holy site is abandoned, or the disciples present there stop serving its god, then the god will stop receiving the Might bonus.
A holy site can also be 'captured' by another god, thus producing Might for them rather than the god who first consecrated it. This is done by converting the disciples at the holy site, or supplanting them with one's own worshippers. A holy site cannot be captured within a turn of its consecration.
One cannot hold more than three holy sites at a time. A captured holy site no longer counts as one of the consecrating god's three holy sites. If a capturing party already holds three holy sites, one must be abandoned in order to receive Might from the captured Site.
The divine essence that imbues a holy site is fragile, and may be dispersed by man or god alike. When a site is breached, invaders may choose to desecrate it instead of capturing it. This destroys its ability to generate Might. Of course, the reward for capturing a blessed sanctuary is much higher than destroying it.
Capturing, however, is easier said than done. Holy sites function as sanctuaries that may bestow various blessings and wards upon loyal disciples and make life difficult for outsiders. These are granted as a free action according to the portfolios of their current god, and as such one must be use utmost caution and prudence to secure a Site, even if its creator is absent.
A player must wait three turns after creating a Holy Site to create a second, and another three to create a third. Desecrated holy sites can be consecrated again if rebuilt. The Might spent to rebuild the holy site replaces the original value of the holy site. Rebuilding a holy site does not affect and is not affected by the time limits for constructing new holy sites. It is possible to desecrate one's own sanctuary, but a party attempting capture may also attempt to prevent this.