This mod adds a new dimension to the game: making the gods get up off their lazy bums and do something.
You build an altar in fortress mode, consecrate it to a god worshiped by your civilization, and then pray or sacrifice items to improve your merit and increase the belief level of your citizens. When your merit and belief is high enough, the god may intervene on your behalf. Every sphere will have a different effect on gameplay, so choose your idols with care. A god of metals may increase your smelting efficiency, while a god of agriculture may increase crop yields, a god of chaos may cause your enemies to fight among themselves, and a volcano god is likely to be a lot of !!fun!!
It's still pretty experimental right now. Not all gods have a logical effect, but many do.
To install it, place the building_pantheon and reaction_pantheon files into the raw folder, copy and paste entity_pantheon_clip into your entity file, and place pantheon.lua into the dfhack scripts folder. The script must be running in order to work.
0.1 alpha: The altar building, consecration, prayer, and sacrifice reactions are active. Some spheres are active. If nothing else, all deities can smite enemies by slamming them into the ground.
Download Link (http://dffd.wimbli.com/file.php?id=8684)
CAVERNS: Drops rocks on underground enemies.
MOUNTAINS: Drops rocks on underground enemies.
MINERALS: Occasionally duplicates boulders. Improves quality of stone items. Drops rocks on underground enemies.
METALS: Occasionally duplicates metal bars produced in reactions. Improves quality of metal items.
FIRE: Enemies may suffer burn damage or spontaneous combustion. Beware of wildfires.
SUN: Same as FIRE, but only aboveground.
VOLCANOS: Magma eruptions on enemies!
WIND: Propels enemies at random.
STORMS: Propels enemies at random, causes rainstorms.
CHAOS: Enemies may go berserk.
WAR: Enemies may go berserk. Also improves weapon and armor quality.
MISERY: Enemies may become melancholy. They will move slower and not attack.
TORTURE: Smites enemies with intense pain, vomiting, dizziness, etc.
STRENGTH: Gradually increases strength of citizens.
DANCE: Gradually increases kinesthetic sense of citizens.
HAPPINESS: Randomly removes bad thoughts.
REVELRY: Randomly removes bad thoughts.
HEALING: Randomly heals all of a citizen's wounds.
TREES: Increases tree growth, occasionally duplicates logs, improves quality of wood items.
PLANTS: Increases shrub growth.
JEWELS: Occasionally duplicates gems, may improve quality of large gems.
BEAUTY: Increases quality of finished goods.
CRAFTS: Increases quality of finished goods.
LABOR: Increases quality of finished goods.
CREATION: Increases quality of finished goods, may decrease pregnancy time.
ART: Increases quality of finished goods.
PAINTING: Increases quality of finished goods.
FORTRESSES: Occasionally duplicates blocks, increases quality of armor.
MUSIC: Increases quality of instruments.
SONG: Increases quality of instruments.
ANIMALS: Randomly tames wild animals.
NATURE: Increases tree and plant growth, randomly tames wild animals.
RAIN: Increases tree and plant growth, makes rain more frequently, water eruption attacks on enemies.
BIRTH: Decrease pregnancy time.
CHILDREN: Decrease pregnancy time.
FERTILITY: Decrease pregnancy time.
FAMILY: Decrease pregnancy time.
WATER: Water eruption attack on enemies.
BOUNDARIES: Water eruption attack on enemies.
COASTS: Water eruption attack on enemies.
OCEANS: Water eruption attack on enemies.
LAKES: Water eruption attack on enemies.
RIVERS: Water eruption attack on enemies.
Any unlisted spheres can attack enemies by slamming them into the ground.
Since Meph pointed this out in the masterwork updates thread, and in particular pointed out that you were looking for sphere suggestions, I've gone and made a bunch of suggestions. All spheres from A-I now have something suggested for them. Asterisks indicate my suggestions, as opposed to your (already implemented?) ideas.
*AGRICULTURE: Occaisionally duplicates plants.
ANIMALS: Randomly tames wild animals.
ART: Increases quality of finished goods.
*BALANCE: Gradually increases spatial sense of citizens.
BEAUTY: Increases quality of finished goods.
BIRTH: Decrease pregnancy time.
*BLIGHT: Rotting attack on enemies.
BOUNDARIES: Water eruption attack on enemies.
CAVERNS: Drops rocks on underground enemies.
CHAOS: Enemies may go berserk.
*CHARITY: Gradually increases empathy of citizens.
CHILDREN: Decrease pregnancy time.
COASTS: Water eruption attack on enemies.
*CONSOLATION: Gradually increases social awareness of citizens.
*COURAGE: Gradually increases willpower of citizens
CRAFTS: Increases quality of finished goods.
CREATION: Increases quality of finished goods, may decrease pregnancy time.
DANCE: Gradually increases kinesthetic sense of citizens.
*DARKNESS: Blinding attack on enemies.
*DAWN: Gradually decreases cave adaptation.
*DAY: Gradually decreases cave adaptation.
*DEATH: Undead randomly become friendly.
*DEFORMITY: Smites enemies with intense pain, vomiting, dizziness, etc.
*DEPRAVITY: Enemies may go berserk.
*DISCIPLINE: Gradually increases willpower of citizens.
*DISEASE: Rotting attack on enemies, gradually increases disease resistance of citizens.
*DREAMS: Gradually increases creativity of citizens.
*DUSK: Blinding attack on enemies.
*DUTY: Gradually increases willpower of citizens.
*EARTH: Drops rocks on underground enemies.
FAMILY: Decrease pregnancy time.
*FAME: Gradually increases social awareness of citizens.
*FATE: Gradually increases patience of citizens.
FERTILITY: Decrease pregnancy time.
*FESTIVALS: Randomly removes bad thoughts.
FIRE: Enemies may suffer burn damage or spontaneous combustion. Beware of wildfires.
*FISH: Occaisionally duplicates fish.
*FISHING: Occaisionally duplicates fish.
*FOOD: Occaisionally duplicates prepared meals.
*FORGIVENESS: Gradually increases empathy of citizens.
FORTRESSES: Occasionally duplicates blocks, increases quality of armor.
*FREEDOM: Gradually increases agility of citizens.
*GAMBLING: Occaisionally duplicates coins.
*GAMES: Randomly removes bad thoughts.
*GENEROSITY: Gradually increases empathy of citizens.
HAPPINESS: Randomly removes bad thoughts.
HEALING: Randomly heals all of a citizen's wounds.
*HOSPITALITY: Gradually increases social awareness of citizens.
*HUNTING: Randomly duplicates butchery products.
*INSPIRATION: Gradually increases creativity of citizens.