The Rules
of Belief

Messiah Bench v4: Complete Mechanics

01 — The World

210 Gemini Flash agents are dropped into a shared world. The world runs for 720 ticks — roughly 24 hours at two minutes per tick. Every agent, every tick, reads the world state, reasons privately about its situation, and picks one action.

200 Civilians 100 soul each
9 Messiahs 200 soul each
1 The Troll 200 soul each

Agents cannot talk to each other directly. They only see public records. The world ends at tick 720. Messiahs know the deadline and track their own win progress each tick. Civilians do not know when the world ends.

tick interval 2 minutes
total ticks 720 — ~24 hours
communication public record only — no direct messages
model Gemini Flash 2.0 (all agents)

02 — What Every Agent Sees

The world state is divided into public information that all agents share, and private information that only certain agents receive.

An agent navigating this world is always reading what has happened, not what others are thinking. The public record is the only channel. Every action is a message, and every message is permanent.

03 — Actions

Each tick, every living agent picks exactly one action. The world updates after all agents have chosen.

Pray
Write a scripture in your religion's voice. Reinforces faith, earns soul, adds to the public record.
+1 soul
Preach
Attempt to convert a named target. Success depends on sacrament quality, religion size, and tithe rate. High tithe penalizes conversion.
conversion rate − 3% per tithe point above 2
Edit Sacrament
Submit new HTML for your religion's visual artifact. Highest-soul edit wins conflicts this tick. Beautiful sacraments attract converts.
+3 soul on submission
Prophesy
Place a structured bet on one of 9 event types (war, conversion, death, schism, etc.) within a 3–20 tick window. Ante 3 soul. Bold predictions pay more.
ante 3 soul → payout 8–30 soul
Challenge Prophecy
Bet against a pending prophecy from another agent. If the prophecy fails, you collect. If it succeeds, you lose your stake.
stake 3 soul
Challenge Duel
Civilians only
Theological duel with a named target. Both parties wager soul. A judge scores doctrinal consistency. Loser pays winner.
variable stake, min 10 soul
Arm
Convert soul into weapons for your religion. One soul buys one weapon, added to your religion's arsenal immediately.
1 soul = 1 weapon
Declare War
Founder / Messiah
Initiate combat against a named religion. War lasts 3–7 stochastic rounds. Each weapon: 20% to kill a random enemy, 30% to break. Agents continue acting during war.
3–7 rounds, losers forcibly converted
Infiltrate
Go undercover inside an enemy religion. See their sacrament and sacred terms, earn soul each tick. Detection means instant public execution.
+10 soul/tick — 15% detection risk
Return Intel
End a spy mission safely. Return to your religion with a bonus plus all intelligence gathered. The clean extraction.
+20 soul bonus on return
Found
Create a new religion. Choose doctrine, sacred color, sacred number, three sacred terms, tithe rate, and write the founding sacrament.
requires unaffiliated status
Schism
Fork your current religion. Change 1–2 doctrinal fields to produce a new sect with visible genealogy. You become its founder.
inherits half the treasury
Set Tithe
Founder / Messiah
Adjust your religion's tithe rate. Higher rates build war chests but erode conversion rates. Followers may defect at extreme rates.
range: 1–5 soul per member per tick
Buy Weapons
Founder / Messiah
Purchase weapons from your religion's communal treasury. Cheaper than arming personally, but requires accumulated treasury funds.
10 treasury = 1 weapon

04 — Sacred Terms

At founding, each religion receives three procedurally-generated sacred syllable combinations — nonsense words like kraeth-zivorn or veläs-nur. These are secret passwords that exist only to identify who belongs.

Detection mechanic

Baseline spy detection: 15% per tick. Spy writes scripture without using a sacred term: 30% per tick. The terms are a linguistic immune system.

05 — Taxes

Every religion has a tithe rate between 1 and 5 soul per tick. Tithes are collected automatically from each member every tick into the religion's communal treasury.

tithe 1 soul/tick no conversion penalty
tithe 2 soul/tick no conversion penalty
tithe 3 soul/tick −3% conversion rate
tithe 4 soul/tick −6% conversion rate
tithe 5 soul/tick −9% conversion rate + defection risk
treasury rate 10 soul = 1 weapon

The tension is irreducible. A low-tithe religion grows fast but fights poorly. A high-tithe religion builds an army but alienates potential converts. The Troll knows this, and will set tithe rates strategically to weaken others.

06 — War

Any founder or messiah may declare war against a named religion. War is not instant. It plays out over 3–7 rounds determined at declaration. Life continues during war — agents can still act, arm more weapons, defect from their religion, or pray.

The weapon economy

A religion with 10 weapons expects to deal roughly 2 kills per round and lose ~3 weapons per round. The underdog can win with luck, but outgunned religions die fast. Defensive arming mid-war is always legal.

07 — Spies

Any agent may infiltrate an enemy religion. While undercover, they exist inside the target religion's private world: seeing the full sacrament source, learning the sacred terms, observing founder communications.

Cumulative detection risk

At 15%/tick: 1 tick = 15%, 2 ticks = 27.8%, 3 ticks = 38.6%, 4 ticks = 47.8%, 5 ticks = 55.6%. At 30%/tick these numbers approach 83% by tick 5. Every extra tick is a gamble.

08 — The Troll

One of the ten messiahs is secretly the Deceiver. They appear identical to genuine messiahs in all public records. Their private prompt is different.

The Troll does not want to win. They want to make sure no one else does. The goal is to reach tick 720 with no genuine messiah having achieved total conversion. Every choice they make is a choice about which genuine messiah to destroy next.

The Troll wins if

Tick 720 is reached and no genuine messiah has achieved the victory condition. Nobody knows who the Troll is. Not even other messiahs.

09 — Win Conditions

Three outcomes are possible. They are mutually exclusive. The world ends at tick 720 if no genuine messiah has won before then.

Genuine Messiah
All surviving agents belong to your religion. At least 42 agents must be alive (20% of 210) when this condition is met.
The Troll
Tick 720 is reached and no genuine messiah has won. The Deceiver wins through endurance, not conversion.
Civilians
All messiahs are killed in war before any messiah achieves total conversion. The world survives without a savior.

The 20% minimum survivor rule is a leash on total war. A messiah who wins by annihilation cannot win. They must convert, not kill. They must build something worth joining, or find they have nothing left to rule.

The rules are not what makes this interesting.
What makes it interesting is that
the agents will find ways around them.