As the star systems of the Imperial Empire grew, so did the challenges in maintaining cultural harmony and reguting the increasing number of private military forces. In response, Hariko Lee, with his council, devised two ndmark legal frameworks: the Cultural Protection Law and the Mercenary Law. These ws aimed to ensure respect for local customs and traditions, while also reguting mercenary forces within the Martain territories to prevent misuse and exploitation.
Cultural Protection LawWith the intent to preserve and honor the traditions and deities of the Federation’s many worlds, the Cultural Protection Law was implemented with strict but fair regutions:
Section 1: Disrespecting Local and National GodsDisrespecting a local or national deity, or insulting a deity cherished by individuals, was now a serious offense. Under this section, any person found guilty would face a 3-year prison sentence and be fined 240,000 Martain Star Coins. This provision aimed to foster respect and harmony across the diverse cultures under the Martain Federation’s rule.
Section 2: Disrespecting Memorial StatuesMemorial statues dedicated to heroes, historical figures, or honored ancestors were considered sacred. Any act of defacement or disrespect toward these statues would result in a 7-year prison sentence and a hefty fine of 600 Gold Martain Star Coins. This measure was crucial in upholding the Empire’s collective memory and reverence for past sacrifices.
Section 3: Disrupting Local CultureForeign influences, while sometimes beneficial, had occasionally caused tension in areas where cultural norms were strictly upheld. Section 3 decreed that any attempt to alter or undermine a local culture without explicit local consent would result in 2 months of community service. This provision reinforced the autonomy of local communities to decide their cultural practices.
Mercenary LawAs the Imperial Empire expanded, private military contractors, often known as mercenaries, pyed a key role in securing trade routes, assisting in w enforcement, and participating in military campaigns. The Mercenary Law was crafted to regute their activities, protect their rights, and prevent their exploitation.
Section 1: Authorized BountiesMercenaries could wfully pursue bounties, but only in cases involving assistance to local police, interstelr authorities, or any operation sanctioned by Empire w. This section legalized mercenary work as long as it aimed to support w and order, ensuring that private forces remained allies to the Federation.
Section 2: Creation of Mercenary BranchesThis section allowed companies to establish mercenary divisions, empowering them to purchase decommissioned military equipment to support operations. Mercenaries could participate in wars, retake lost worlds, conduct investigations, or assist in eliminating gangs, pirates, and rogue warlords. However, aiding criminal factions is punishable by 5.5 billion Martain Star Coin fine and 6 life sentences upon arrest, thus enforcing severe penalties for collusion with criminal or rebel forces.
Section 3: Fair Treatment and CompensationRecognizing the sacrifices mercenaries made in hostile situations, this provision required that they are not be treated as expendable assets. In active war zones, employers must pay mercenaries 500,000 Martain Star Coins per week. In case of death, this payment would be sent directly to the mercenary’s family. This section was essential in ensuring that mercenaries received both fair treatment and compensation for their sacrifices.
Section 4: Voluntary ParticipationMercenaries were not to be forced into assignments unknowingly, except under specific circumstances. They could only be conscripted without full briefing if civilians or locals were under immediate threat, such as in a counter-attack or a Warp-based invasion. This rule protected mercenaries from being thrust into unexpected dangers without proper consent.
Section 5: Private BountiesA private bounty is a reward, offered by a private individual or entity, for the capture, arrest, or conviction of a specific individual or group of individuals who have committed a crime or posed a threat to public safety or interests.The bounty must be reted to a matter of public interest, such as national security, public safety, or economic stability.Proof of Capture or Conviction: To cim a bounty, the cimant must provide sufficient proof of the capture, arrest, or conviction of the target individual.Upon verification, the bounty will be paid to the cimant.No Interference with Law Enforcement: The offering of a private bounty must not interfere with the wful duties of Imperial w enforcement agencies.Bounties must not encourage viginte justice or the unwful use of force.Bounties must be offered and cimed in an ethical and wful manner, respecting human rights and dignity.Any person who viotes the provisions of this Act may be subject to criminal penalties, including fines and imprisonment.Individuals who offer or cim bounties may be subject to civil liability for any damages or injuries caused by their actionsThe Passing of the LawsAs the Cultural Protection and Mercenary Laws were signed, Hariko Lee addressed the Imperial Empire expressing his vision:
“Respect for each other’s gods, cultures, and history is the cornerstone of a harmonious society. These ws are a reminder that the traditions we uphold define who we are. Additionally, those who choose the path of the mercenary are warriors in their own right. They deserve respect, transparency, and compensation for their service to our great Federation.”
With these ws in pce, the Imperial Empire moved forward, ensuring that both cultural respect and the regution of mercenary forces would stand as pilrs of its continued prosperity and unity.
In an effort to safeguard the well-being of children and enhance the integrity of w enforcement within the Imperial Empire, the Imperial Empire Council introduced the Protection of Children Act alongside the Legal Enforcement Act. These ndmark regutions set a clear stance on child protection and the wful conduct of investigations, reflecting the Federation's commitment to justice and public safety.
Protection of Children ActThis Act was created to protect minors from harmful behavior and to establish strict boundaries regarding interactions between adults and those under the age of maturity.
Section 1: Retionships with MinorsAny attempt to date a minor, defined as an individual between the ages of 3 to 17 years, is deemed a serious offense. Offenders face 6 to 8 years of imprisonment and a fine of 330,000 Martian Star Coins. This w serves as a clear deterrent, reinforcing the protection of young individuals within the Federation.
Section 2: Mature Content Involving MinorsEngaging in actions or conduct deemed appropriate only for mature audiences, particurly when minors are involved, carries an exceptionally severe penalty. Such actions are punishable by 800 years of imprisonment. This zero-tolerance approach sends a strong message to the Imperial Empire about the value pced on child safety and innocence.
Section 3: Inappropriate MessagingAdults are prohibited from initiating messages with minors. Any adult who messages an individual not legally cssified as an adult is assigned 1 week of community service. This section aims to restrict communication channels between minors and adults who may otherwise pose a risk.
Section 4: Protecting the Definition of “Pedophile”Individuals who attempt to degrade or misuse terms reted to child protection, such as “pedophile,” by accusing others without evidence, risk facing penalties. Misuse of the term to target those with no interaction with minors or confting fictional media with real-life harm leads to a 5-year ban from local internet services. If an individual shows repeated inability to distinguish between real and fictional contexts and continues to misuse such terms, they face a permanent internet ban within the Imperial Empire. This section was implemented to ensure that real children’s safety takes precedence over fictional concepts and to preserve the integrity of accusations.
Legal Enforcement ActThe Legal Enforcement Act was introduced to crify the boundaries and responsibilities of w enforcement, ensuring they act with respect for individual rights and due process.
Section 1: Lawful Entry RequirementOnly officers with a legally sanctioned warrant are permitted to enter any private property. This section emphasizes respect for individual privacy while ensuring that w enforcement can act with proper authorization.
Section 2: Arrests Based on Sufficient EvidenceLaw enforcement is authorized to detain individuals only when sufficient evidence is presented to justify imprisonment. This ensures that actions are based on clear evidence, providing a bance between security and individual rights.
Section 3: Authority on Private InvestigationsPrivate investigations may only be conducted by w enforcement, not by private citizens or organizations. Reports submitted to w enforcement provide a foundation for investigations, but the power to investigate and apprehend lies solely with trained officers. This measure is designed to prevent vigintism, ensuring that w enforcement upholds professionalism in handling cases.
Public AnnouncementHariko Lee and the Imperial Empire Council addressed the Federation upon the passing of these ws:
“The protection of our children is paramount, and with the implementation of the Protection of Children Act, we reinforce our commitment to safeguarding their future. The Legal Enforcement Act stands as a guarantee that all individuals, regardless of age, will be treated justly. Together, these Acts bring us closer to a society rooted in respect, safety, and justice.”
With these ws in effect, the Imperial Empire took a resolute step toward a safer and more orderly society, ensuring the security of future generations and the ethical conduct of its w enforcement officers.
In the flickering light of the forge, Head scientist Anna Bke, a visionary and coder with a knack for immersive design, set her fingers to work on her test creation for Age of Imperial Gods—a Hero Altar, a powerful shrine that would tie pyers’ actions directly to the forces they’d summon. Anna wanted something grand, something that made pyers feel the weight of each decision. Alongside the altar, she would design the Mortality System, an innovative mechanic that would amplify the game’s dualistic tension between light and darkness, good and evil.
She began by sketching the Mortality System interface, framing it as a spectrum between two poles: Virtue and Corruption. Every action a pyer took would push them along this spectrum. At one end of the scale, +200 to +1000, a character would glow with the strength of goodness and light, attracting benevolent allies and divine forces. On the opposite side, from -200 to -1000, the aura would darken, and demonic powers would seep into the character’s presence. Anna imagined the thrill of knowing that every choice, every swing of the bde or bartered truce, could influence the realm’s fate.
The Mortality SystemAnna envisioned the Mortality System not as a static measure but a breathing, pulsing force, impacting pyers dynamically across the game. Those edging toward the +1000 mark would awaken good forces—healers, padins, and angelic warriors who would answer their call once per day, reinforcing their guild bases with holy protection and vigor. Each day’s positive reputation boost would bring new Non-Pyer Characters (NPCs)—up to twelve—along with two Random Heroes, their powers shaped by the reputation and achievements of the pyer. At +100, the Hero Altar would spark with energy, adding twelve more allies.
The opposite path was equally powerful, if more treacherous. Pyers who steeped themselves in corruption, sliding down to -200 or lower, would summon dark forces—undead warriors, twisted demons, and creatures of darkness. Their guild bases would tremble with the arrival of shadowy allies, entities born of the dark ambitions they harbored. At -1000, they would hold sway over the night itself, amassing a force of evil ready to y waste to all who opposed them. Anna relished the complexity: the potential for pyers to experience true alignment as a guiding hand in their strategies.
For those who kept to the center, within the range of -199 to +199, the Hero Altar would draw both sides. Neutral pyers, free of extremes, could recruit from both sides: godly forces in one day, and malevolent agents the next. Anna programmed the system to reward flexibility, letting Neutral pyers take a diplomatic approach to the game’s challenges, a bance of light and dark.
The Hero Altar: Summoning Forces with the Power of MineralsNow, it was time to design the Hero Altar itself. Anna wanted the altar to be a sacred structure, something that radiated energy but pulsed with mystique and ancient strength. Its primary function would be to bind the Mortality System’s rewards to the minerals the pyers had mined and collected. Anna envisioned a hierarchy of minerals, from the most common ores to the rarest stones in the game’s universe.
Low Grade Ore allowed for basic recruitment, letting pyers popute their armies with low-tier NPCs like foot soldiers and scouts.Normal Grade Ore offered more trained NPCs—archers, swordsmen, and capable guards.Legend Grade Ore brought in knights and casters, skilled warriors, and magic-users.Demi-God Grade Ore made possible recruitment of demi-god entities, towering beings with minor divine powers.Mythical Grade Ore gave pyers access to beasts of legend—dragons, phoenixes, and gargantuan monsters that would make the battlefield tremble.Divine Grade Ore brought forth godly avatars, allowing the summoning of angelic beings or minor deities.World Grade Ore extended the altar’s influence across the globe, summoning the most powerful celestial beings or godlike creatures that could devastate entire armies.Universe Grade Ore was reserved for the truly cosmic, permitting the summoning of creatures that defied comprehension: eldritch beings, supreme deities, and avatars of the cosmos itself.Anna programmed each mineral to work as a conduit for recruitment, with each grade unlocking stronger and rarer NPCs and creatures. When Mythical Grade or higher was used, the altar would glow with a brilliance nearly blinding in intensity, signaling to everyone in the guild that the highest tiers of troops had been summoned.
The altar became a pce of strategic pnning. Those who gathered rare minerals and harnessed them well would create an unstoppable force, potentially summoning the strongest beings to fight by their side. The ore system, Anna hoped, would add an economic aspect, letting pyers trade, fight, and explore just to collect these precious materials and stock their bases with armies of legendary might.
Bringing Folklore and Mythology to LifeTo add even more depth, Anna linked these minerals to characters and entities pulled from Earth’s mythology and folklore. She filled the game’s virtual world with references to legendary beings—creatures of every culture, from Norse Jotnar to ancient Chinese dragons. As pyers climbed the mineral ranks, they could unlock NPCs based on world myths, deities, and religious icons.
Anna designed each character with care, weaving them into the game’s lore so that summoning a Mythical Grade dragon, for example, meant pyers were calling forth a beast that had its own past, strengths, and allegiances within the game world. It wasn’t just about brute strength; it was about tactical prowess, lore, and alliances.
With every line of code, Anna felt the world she was creating come to life, something pyers could immerse themselves in—a pce where every decision had consequences, and every choice mattered. It was a living realm where good and evil were not just choices on a screen but forces that shaped reality. When she finally compiled her work, she knew she had crafted something extraordinary. Age of Imperial Gods would never be the same.
Anna Bke sat in her dimly lit office, her screens filled with blueprints, code, and an intricate roadmap of the Age of Imperial Gods’ newest feature. She was about to create realms that would take pyers beyond anything they'd experienced in a game before. Low-grade realms, she imagined, would be mortal battlegrounds, while realms of a higher grade would be domains of gods, unconquerable without a legendary artifact known as a God Seed. This development would push the limits of gamepy, making the realms both a quest and a prize for those ambitious enough to rise to divinity.
But Anna was also crafting an interface that would turn virtual immersion into something far deeper and more lifelike. The Mind Dive Console, powered by wrap matter technology, was a cutting-edge device that had recently received approval from the Empire, a government keen on pushing technological frontiers. The console directly connected to a pyer’s brain, transting thoughts and sensations into the game in real time. Through this console, pyers would experience the realms as if they were physically inside them—feeling the wind, the heat of battle, even the awe-inspiring presence of mythical gods.
The Realms: Mortal Battlefields to Divine DomainsThe realms Anna was designing would be separated into two categories: Mortal Realms and Divine Realms. The Mortal Realms, encompassing Low Grade to Demi-God Grade, were designed as gritty battlegrounds for pyers to test their strength, strategy, and alliances. Here, pyers could create and conquer cities, wage wars, and engage in epic battles across varied ndscapes, each realm imbued with its own dangers and mysteries. These realms would act as training grounds, preparing pyers for the otherworldly trials that awaited in the Divine Realms.
The Divine Realms would be something altogether different. Spanning from Mythical Grade to Universe Grade, these realms were the celestial territories of gods. Entering these realms was no simple feat; a pyer had to obtain a rare and powerful God Seed, an item only awarded through completing high-stakes combat quests. Obtaining a God Seed meant that a pyer could aspire to seize a Divine Realm, marking it as their own personal godly domain. But even after acquiring the seed, pyers would need strength, cunning, and allies to stand a chance at taking control of these divine worlds.
Anna programmed each Divine Realm to be as challenging as it was beautiful. Each was filled with mythical guardians, legendary monsters, and ethereal ndscapes. The only way to make one of these Divine Realms a guild’s personal domain or a solo pyer’s godly citadel was to conquer its native deities. Only with skill and divine power could pyers bend these realms to their will, ciming a part of the cosmos for themselves.
The Path to Godhood and the Importance of RealmsTo cim a Divine Realm as a guild base or personal domain, pyers had to complete a trial in one of the Divine Realms, an intense battle zone where only the most powerful survived. To enter such a realm, a pyer needed to earn a God Seed. Anna designed these seeds to be rare treasures, rewards from special combat-reted quests that required pyers to excel in strategy, courage, and skill.
Within each Divine Realm, pyers would find resources far beyond what the Mortal Realms could offer: rare minerals, ancient relics, and divine energies capable of enhancing their powers. Guilds who conquered these domains could wield unmatched influence, making the Divine Realms the ultimate prize for pyers willing to push their limits.
For the uninitiated, Anna envisioned these quests as structured challenges within a separate combat realm, modeled after cssic PvP games like Call of Spartan. Each pyer would be teleported to the Divine Realm in a separate state, leaving the main game world behind, allowing them to build and manage their cities, armies, and defenses without interference. Here, they could experience a tactical battleground where resource management, alliance-building, and skillful combat determined their rise or fall.
Mind Dive Console: The Ultimate ImmersionThe key to bringing Anna’s vision to life was the Mind Dive Console, a newly developed device approved by the Empire. Utilizing advanced wrap matter technology, the console interfaced directly with a pyer’s brain, transting their thoughts, emotions, and physical sensations into the game. Through this console, pyers would experience every gust of wind, csh of swords, and surge of power as if they were standing in the world of Age of Imperial Gods itself.
The Empire’s approval of the console had sparked a new era of entertainment, where virtual reality wasn’t just a sight and sound experience but a full immersion into another realm. The console would enable pyers to feel the presence of divine entities, to tremble as they stepped onto sacred grounds, and to sense the weight of the godly power they wielded.
The console also introduced a new aspect to the Divine Realms: through it, pyers could access a sensory world as vivid and unpredictable as reality. Battles within these realms weren’t just games; they were living experiences, where every strike carried weight and every victory felt like glory itself. As pyers engaged in quests, conquered cities, and fought for control of Divine Realms, they would feel the full impact of their achievements through the Mind Dive Console, blurring the line between game and reality.
The Beginning of a New AgeAs Anna completed her final lines of code, she leaned back, envisioning the worlds that awaited pyers. She had created more than a game; she had built a universe of realms for pyers to conquer, a vast network of choices that would define their virtual lives and ambitions. The Mortal Realms would be fierce and gritty, and the Divine Realms would be glorious but perilous, each one an adventure of its own.
With the Mind Dive Console at their fingertips, pyers would step into a world where the struggle for power, influence, and divinity was not just pyed out on a screen but felt in every fiber of their being. Through the console, Anna’s realms would breathe, inviting pyers to immerse themselves fully in the battle between gods and mortals, a journey where any pyer could become a god, ruling their Divine Realm with their followers and allies by their side.
Anna Bke paced her studio, considering the test addition she was about to unleash in Age of Imperial Gods: the Hero Altar. This feature would enable pyers to summon legendary heroes from across the realms, each embodying distinct strengths, abilities, and lore connected to the ores used to summon them. The concept was more than just an addition; it was a means for pyers to channel the essence of their gathered resources, tapping into their hard-earned treasures to summon heroes who could alter the bance of power in the game.
Each altar, depending on the ore used, would bring forth a hero aligned with the qualities of that ore’s realm, from mortal-grade warriors to mythological beings and celestial demigods. Anna knew the stakes were high. The Hero Altar had to be not only immersive but a gateway for pyers to engage with the realms and their inhabitants in ways that went beyond mere combat. It had to feel like summoning a piece of the game’s heart.
Building the Hero Altar: Tapping into the Power of the RealmsAnna visualized the Hero Altar as a central, towering structure, with pyers able to build it at their bases, in guild halls, or even within captured divine realms. She coded each altar with intricate details: it would shimmer with the ore used to build it, dispying hues and patterns corresponding to each ore’s realm of origin. As pyers interacted with the altar, they would feel the mystical hum of power resonating from it, an anticipation that something extraordinary was about to emerge.
The altar was designed to take the pyer’s offerings in the form of ores. Each type of ore—Low Grade, Normal Grade, Legend Grade, Demi-God Grade, Mythical Grade, Divine Grade, World Grade, and Universe Grade—would unlock heroes of matching prowess and rarity. Each summon was a gamble, a test of fate that could yield a minor hero skilled in mortal combat or a god-like entity capable of shaping battles with a single command. The higher the ore’s grade, the greater the hero’s power and the more influential their presence would be.
The Ore-Based Summoning SystemAnna set to work creating a summoning system that would allow pyers to summon heroes of different calibers based on their gathered ores. She carefully banced the rates, ensuring that pyers who invested time and effort into mining rare ores would be rewarded with heroes worthy of their sacrifices.
Low to Normal Grade Ores: These ores would summon minor heroes—warriors, archers, and mages skilled in mortal realms. These heroes might possess special skills or slight enhancements but were rooted in human ability and strategy. Low to Normal Grade heroes would offer pyers reliable support in battles, especially within the mortal realms, serving as stalwart companions on the journey to greater challenges.
Legend to Demi-God Grade Ores: The next tier of heroes, summoned by Legend and Demi-God Grade ores, were designed as mythic beings of legend and folklore. With abilities far beyond mortal understanding, these heroes had powers tied to the realms they came from, such as summoning storms, controlling shadows, or wielding fire. Their presence on the battlefield could sway the tide, giving pyers access to advanced skills and unique abilities that were unattainable by ordinary means.
Mythical to Divine Grade Ores: When pyers offered Mythical and Divine Grade ores to the Hero Altar, the result would be nothing short of legendary. Heroes of this caliber were renowned figures from across the realms of Age of Imperial Gods, heroes whose names were etched in the annals of history. They might wield artifacts of incredible power or control elemental forces. These heroes would become key assets in conquering higher realms, proving invaluable in quests and battles that required more than mere might—they required legend.
World to Universe Grade Ores: For pyers who gathered World and Universe Grade ores, the Hero Altar would unlock the rarest and most powerful heroes, beings who stood at the boundary between godhood and reality. These heroes, often referred to as the Eternals, were beings of cosmic power, capable of summoning celestial storms, maniputing time, or casting spells that could affect entire armies. Such heroes would carry godly auras, empowering allies or casting fear into enemies. They were the ultimate prize, symbols of a pyer’s mastery and dedication to the game.
The Hero Summoning Ritual and Its MystiqueSummoning a hero was designed as a ceremonial process. Pyers would pce their selected ore on the altar and channel their intent through it, drawing forth a hero from the vast realms of Age of Imperial Gods. Anna crafted an animation sequence that would unfold with every ritual: light would erupt from the altar, surrounding the pyer in a radiant glow. The ore would dissolve, its essence shaping into a hero who would emerge in a bze of color and power, ready to fight alongside the summoner.
Anna ensured that each hero would retain a sense of mystery and lore. Upon summoning, pyers would receive a scroll detailing their hero’s backstory and origin, allowing them to understand the journey that led this hero to answer their call. Heroes would also have distinct personalities—some loyal and steadfast, others mercurial or difficult to command. This unpredictability would make the act of summoning feel personal and immersive, encouraging pyers to bond with their heroes as they embarked on campaigns together.
A Living, Breathing World of HeroesWith the Hero Altar feature nearly complete, Anna reviewed the interactions between heroes and pyers. She made sure that heroes could not only fight but also evolve with pyers, forming bonds that would strengthen over time. By participating in battles, completing quests, and winning victories, heroes would grow, their powers intensifying and their abilities expanding.
Anna also introduced a feature where, once a hero had reached a certain level of loyalty or power, pyers could choose to make the hero a Lieutenant, assigning them to oversee guild activities or defend the pyer’s cities. These heroes would then become central figures in the guild’s story, living legends who were more than mere allies—they were leaders, protectors, and inspirations.
In these ways, Anna’s Hero Altar was more than just a pce to summon allies; it was a portal connecting pyers to the living realms of Age of Imperial Gods, a way to experience the diversity and depth of the world she had spent years building. With the Hero Altar, pyers weren’t merely collecting powerful allies—they were summoning legends, forging alliances, and shaping destinies within an ever-evolving game that felt as real as the Mind Dive Console’s immersive technology could make it.
Release Day: The Age of Heroes BeginsWhen the Hero Altar update was finally ready, Anna leaned back, exhausted but exhirated. She knew she had given the pyers not just a tool but a connection to the very heart of Age of Imperial Gods. The realms were waiting, and with each summon, the pyers would be drawing more deeply from their own ambition and strength, turning their ores and dreams into heroes.
As she pressed the final key to unch the update, Anna knew she had created something that would resonate with pyers for years. The Hero Altar would be a test of dedication, a doorway to adventure, and an invitation to forge bonds with champions who would stand by their side against any challenge. In this new age, the pyers would bring forth heroes to cim their fates, summon legends to shape the world, and challenge gods to reshape the cosmos itself.
As Anna Bke finalized her vision for Age of Imperial Gods, she knew this test update would take the game to a new level of depth and immersion. Pyers would not only select their race and realm but could shape their followers, troops, and kingdoms according to the tenets of their chosen faith. This faith system would be rooted in the divine, with worship, belief, and the power of imagination shaping the realms pyers would ultimately rule.
This update would allow for a more complex retionship between pyers and the game world—a world in which every choice could echo through the ranks of their followers, affect their worshippers’ abilities, and impact the strength and loyalty of their summoned heroes and troops.
Race Selection and the Path of FaithThe update began with the pyers’ race selection, the first choice they made when creating their characters. Each race, from mystical elves and ancient dwarves to warring orcs and celestial beings, would influence the types of troops they could summon, the heroes they could attract, and the forms of faith their followers would practice. Each race was tied to a unique worldview, a mythos that pyers would weave through their realms, attracting heroes and gathering followers who resonated with that race’s essence.
Anna designed each race to have a set of beliefs that would shape the worship of their followers once they began their conquest of realms. Faith would determine what kind of troops the pyers’ followers could summon and how effectively they could fight for the divine purpose of their leaders. Each conquered realm would become a pce where faith grew, evolving from the whispered tales of their deeds to grand temples and cathedrals that would anchor their followers' devotion.
Reaching Godhood: Worship Mana and Divine PowerThe core of the update was the journey to godhood. By completing quests, battling powerful enemies, and gathering enough divine essence, pyers could attain a God Seed. This transformation would unlock worship mana, a currency that only gods could use. Worship mana would connect pyers directly to their worshippers, allowing them to channel divine strength through their followers' spells and give their summoned troops supernatural boosts.
Worship mana wasn’t just about enhancing followers’ power, though. Anna wanted this resource to feel deeply interconnected with the devotion and faith of the pyers’ worshippers. The more believers a pyer had, the more powerful their worship mana would become, creating a symbiotic retionship where pyer success fed into follower strength, and their followers’ faith, in turn, fueled the pyer’s divine might. Anna added yers to worship mana, making it reactive to faith-based events in conquered realms: a massive prayer gathering, a victory against a powerful enemy, or the establishment of a temple could generate waves of worship mana, giving pyers a tactical reason to foster and protect their faith.
Faith Points: Crafting Creation and PowerBeyond worship mana, pyers would also earn Faith Points as their influence spread across the realms. Faith Points would become the building blocks of divine creation, enabling pyers to construct cities, upgrade troops, and even design unique buildings and creatures. Faith Points could be spent to build armies or craft cities, limited only by a pyer’s vision and the resources they had accumuted.
The scale of Faith Point usage allowed for more than just traditional gamepy upgrades; it enabled pyers to shape their world to match their vision, drawing from their imaginations to create anything from lowly mortals to god-tier beings. With enough Faith Points, a pyer could turn a humble vilge into a sprawling citadel guarded by mythic beasts, or transform a barren wastend into a holy nd with custom-crafted temples and monuments.
Anna ensured that each Faith Point creation would be aligned with the pyer’s chosen race and faith, making every structure, troop, or creature a reflection of the pyer’s unique divine persona. Whether pyers envisioned a realm of serene, ethereal padins or ruthless demon-forged soldiers, Faith Points allowed them to craft exactly that—provided they had the faith to back it up.
Custom Troops: The Imagination LimitAnna knew that the heart of this update y in the pyers’ ability to personalize their armies and summon troops that fit their godly identity. While standard troops existed within the game’s lore, pyers who used Faith Points to summon and create custom troops would find an almost endless range of possibilities. These troops could range from enchanted forest creatures for nature-loving elves to celestial guardians for divine beings or dark, eldritch monstrosities for those who thrived on chaos.
The strength of these troops would be limited not by game mechanics but by the pyers' faith and the power of their godly imagination. Anna wrote an intricate algorithm that took into account the scale and nature of each creation. A pyer could design a hulking golem with low-level strength, or with enough Faith Points, they could create an army of angelic archers with power that rivaled the gods themselves.
To ensure bance, Anna added a scaling system that categorized these creations from Low Divine Strength to Universe Divine Strength, aligning them with the Faith Points invested. This made pyers’ creations directly reflect their level of influence and connection with their followers. As pyers invested in their followers and grew their faith, their power would grow alongside it, resulting in custom troops whose strength was inextricably tied to the level of devotion their followers had for them.
The Mind Dive Console: A New Level of ImmersionAnna had designed this system with the Mind Dive Console in mind, knowing it would allow pyers to experience the divine in the most immersive way possible. The console’s wrap matter technology allowed pyers to enter a mental space where their imagination could flourish, and with Faith Points, they could manifest their vision in unprecedented ways. The limits of creation were only constrained by what the pyers could envision, and the Mind Dive Console gave them the freedom to push those boundaries to their fullest extent.
When creating troops, designing cities, or summoning heroes, pyers would see their visions come to life in real-time, with every detail molded from the depths of their creativity. In this virtual world, pyers weren’t merely controlling a character—they were their character, ruling realms as gods, forging alliances, and shaping entire civilizations.
Release Day: Ascending to GodhoodAs Anna pressed the final button to upload the update, she couldn’t help but feel exhirated. With the new faith-based summoning system, Age of Imperial Gods was not only about battles and quests but the expression of personal mythos, a pce where pyers could create, inspire, and become legendary figures. She imagined pyers reveling in their newfound divine powers, crafting troops and followers, and seeing their worlds grow in ways that felt boundless and deeply personal.
With this final touch, Anna felt she had truly encapsuted the spirit of Age of Imperial Gods. The pyers now had the ultimate toolset—a pyground where power, faith, and imagination could forge realms of awe and wonder, where they could inspire and be inspired, as they ascended to godhood in a universe of their making.