Disciples
Certain
tasks lend themselves to devoted practitioners, and this is where disciples come
in handy. By lifting up villagers and placing them next to a particular object,
you can create disciples. When you do so, look for a small yellow icon to
appear--this will indicate the kind of disciples you'll create.
It's
important to note that villagers who are not assigned to a discipline will still
perform the work of farming, woodcutting, building, and other tasks. You're not
forced to assign disciples to get the daily work of the village done.
Breeders
Breeder
disciples generate children in the usual way. As long as there are spots open in
the village's abodes, a breeder will attract mates and give them a big hug (this
is how babies are made in Britain).
Breeding isn't always successful, and the age of the participants has some
impact. While you'll occasionally see a 70-year-old male impregnate an
80-year-old female, this is a bit uncommon. Thus, if it's a quick population
boost you're seeking, choose males and females of typical breeding age (in their
20s and 30s). These villagers have a fairly high success rate.
A
pregnant female will carry a baby for nine months (about two minutes of real
time) and then drop to the ground and give birth to a 1-year-old child.
Understandably, female breeders can't breed while pregnant but will return to
this task as soon as they've given birth (so long as there's available housing).
A male breeder won't be ashamed to breed with as many females as housing allows,
which means that a single male breeder will raise the population much more
quickly than a single female breeder. It's often enough to have a single male
breeder in a village to replace the dying elderly.
Female breeders tend to lie down for the duration of their pregnancies, whether
in their homes or in the middle of the village. If this isn't acceptable to you,
you can pick up the pregnant woman and shake her, releasing her from her
discipleship. This doesn't interrupt the pregnancy, and you can then assign her
to another task or let her choose her own. When she's ready to give birth,
she'll toss aside the fishing pole and do it.
If a village has no breeders, the population will gradually grow older and die
out. While it's possible to coax the elderly into giving birth, their success is
quite limited. Thus, it's wise to have at least one female villager assigned to
the task of providing the village with children (or a male who impregnates the
lot).
Farmers
You
might think that the task of providing a village with food is equally important
as providing it with babies, but this isn't the case. Cranking out babies is
beyond your capabilities as a god, but filling the village store with grain,
fish, and meat isn't. Your food miracles can accomplish this task with relative
ease. (See our chapter on miracles for some important tips.)
You
can, in fact, perform the entire task of farming by yourself, although this
would be drudgery. Your villagers will take it upon themselves to farm their
fields and bring the harvest in to the store, but it's wise to assign a few of
them to this task full time so that the populace doesn't grow to depend on your
miracles for keeping a steady supply of food in the store.
Use the water miracle to assist in farm growth. Better yet, teach your creature
to do it for you. Also, creature poop can facilitate growth. Teach him to go to
the bathroom on the fields instead of the crèche, for instance.
Foresters
Disciples
of forestry will spend their hours chopping down wood from outside the village
boundary. They'll cart their prizes to the village store and deposit them for
the village's use. While your wood miracle adds far more wood to the village
store than a single villager can in a day, it's wise to give a few of your
villagers this task, if only to keep them occupied.
Fisherman
The
sea surrounding each land provides fish to your villagers. Fish are visible
along the shoreline and may even exist in spots where fish aren't visible. While
you can certainly scoop up fish and drop the supply into your village store,
it's wise to ask a few villagers to perform this task, as it keeps them from
becoming dependent and lazy.
Builders
Drop
a rock onto an abode, and you'll see several villagers stop their chilling and
pick up tools to repair the damage. This is one discipline best saved for
important building projects, which you would like completed as quickly as
possible.
You can't directly build a structure but can only indicate where you would like
one to be built; however, you can assist your builders quite nicely by
depositing a pile of wood next to the building site, reducing the amount of time
they spend walking back and forth to the store. Don't worry about depositing too
much wood, as any excess will be picked up by foresters and resupplied into the
village store.
If
there are no repairs or building projects, a builder disciple will sit for a
time in the village square with the status of "nothing to do." This
isn't a permanent state of affairs, even if you don't shake him to release him
from his discipleship. A builder disciple with nothing to do will soon turn to
other matters, such as farming and fishing, if left alone for a while. This
releases you from the burden of keeping close tabs on such disciples.
Builders are essential to using village center drops (explained earlier in this
section), which are used to gain new influence elsewhere on the map. Drop down a
few villagers after the village center to speed construction. Supply them with
wood so that they don't have to search.
Craftsmen
If
you drop villagers beside your village workshop, they'll become craftsmen. These
villagers occupy themselves with providing the workshop with wood from the
nearest supply (usually the village store). They'll stop working if all
available spots in the workshop's main area are occupied with scaffolds. The
amount of wood taken is low, but it helps release the burden from you. If you
aren't pressed for scaffolds but would like to keep the workshop in operation,
craftsmen are handy disciples.
Missionaries
and Traders
If
you're attempting to increase the belief that a neighboring village has in you,
missionaries and traders can be of use, occupying themselves with tasks outside
their homelands. To create them, pick up a villager and drop him or her in the
appropriate spot in a neighboring village (look at the small yellow icon for
help in this task).
A missionary can be used to take over a town with no belief. If you're an evil
sort, terminate all the villagers in a neutral or enemy town (it's tough--you
must get them all)--then the village becomes a ghost town with no belief. Drop
in a missionary to convert the town to your cause. The problem is that there's
only one resident, so fill the town with breed-ready villagers to populate the
town.
Other
If
there's a herd of animals near the village--for example, horses, pigs, or
cattle--a villager may grab a shepherd's crook and go tend to them. There's no
way to force a villager to become a disciple in this way. A shepherd will cull
an animal from a herd and bring it to the village store.
Dancing
villagers can raise your village's belief supply and imbue artifacts with
belief, but you can't request a villager to do this task either. All you can do
is provide the village with rocks for artifacts and give them access to your
creature if you want to create dancers.