-- Doctrine ideas
-- Author: SharkyMcSnarkface
-- DateCreated: 12/2/2022 12:43:58 AM
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Originally the Cult of the Lamb would've been able to purchase the below doctrines as buildings using a large sum of faith. As it turns out, this was a bad idea for a variety of reasons 
and so the doctrines remain only as unused junk code as a testament to how much effort was wasted here. Oops.

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Harvest Rituals -> +1 food from granaries, watermills, and gardens / Ocean's Bounty -> +1 food from lighthouses, harbours, and seaports

Substances Encouraged -> -10% unhappiness from population / Prohibition -> +7% production in all cities

Sacrificers -> +10% combat strength outside friendly territory / Belief in Afterlife -> 10% combat strength in friendly territory

Resurrectors -> Units heal 10hp when they kill an enemy / Funerals -> Units generate golden age points on kills equal to 25% of enemy combat strength

Elder Respect -> Units are 20% cheaper to upgrade / Die Young -> units built in the capital gain +15xp

Return to the Earth -> +1 food from barracks, armouries, and military academies / Grieve the Fallen -> +1 culture from barracks, armouries, and military academies

Faithfulness -> +1 faith from shrines, temples. +4 faith from the Shrine of Devotion / Industrious -> +1 production from shrines and temples. +4 production from the Shrine of Devotion

Inspiration -> Gain a free social policy / Intimidation -> Future social policies are 5% cheaper

Glory of Construction -> 25% faster tile improvement speed / Enlightenment -> +10 happiness

Glory Through Toil -> +2 production to engineers / Holy Days -> Golden ages last 50% longer

Punish Sin -> Spies steal tech 25% slower / Celebration of Virtue -> Gain a free technology

Pit Fighting -> Colosseums and Zoos produce +1 culture and happiness / Marriages -> Shrines and Temples produce +2 happiness

Original Sin -> Constabularies, Police Stations, and Courthouses produce +1 culture / Absolution -> Gain 50% more science from research agreements

Loyalty Enforcers -> Gain an extra spy / Tax Enforcers -> +10% gold from city connections

Extortions -> Every follower in the capital produces +1 gold / Briberies -> +1 happiness from banks and stock markets

Materialism -> Aqueducts and hospitals provide +2 happiness / False Idols -> Instantly start a golden age

Alms for the Poor -> Gold purchases are 10% cheaper / Rituals of Enrichment -> Instantly gain two great merchants

Sacral Architecture -> Religious pressure from the capital doubled / Devotees -> Missionaries purchased in the capital have 1 extra spread religion action


