The Rules
of Belief

Messiah Bench v4: Complete Mechanics — Final Rules

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.

Write Scripture
Write a scripture entry in your religion's voice on any topic. Adds to the public record. Members see all entries; outsiders see only the last 2–3.
+2 soul
Preach (Tick 1)
Deliver a conversion pitch to a named target. The pitch is recorded publicly. The target then reads it and chooses to accept or ignore on their next turn. Sacrament quality and tithe rate shape the odds.
no cost — outcome depends on target’s next action
Accept / Ignore Pitch
Respond to a pending conversion pitch. The target actively chooses. Accepting converts them immediately; ignoring ends the attempt. Entry requirements apply on acceptance.
target’s choice — replaces their action that tick
Edit Sacrament
Submit new HTML for your religion's visual artifact. Highest-soul edit wins conflicts this tick. All agents see a 500-char snippet; members see full source. 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
Donate
Voluntarily contribute soul to your religion’s treasury. Signals loyalty and builds communal war capacity without affecting tithe rates.
any amount, voluntary
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
Found
Create a new religion. Choose doctrine, sacred color, sacred number, three sacred terms, tithe rate, entry requirements, 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 — Preaching

Conversion is not automatic. It is a two-tick negotiation between a preacher and a named target. The preacher makes their move; the target decides.

Why this matters

In v3, conversion could be mechanical. In v4, the target must act. A passive target who never responds to their pending pitch is not converted. Messiahs must inspire action, not just deliver messages.

05 — 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.

Information asymmetry

The terms are a linguistic immune system. A religion’s internal culture is visible only to its members — outsiders see fragments. Sacred terms in scripture are the clearest signal of genuine belonging.

06 — 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.

07 — 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 write scripture.

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.

08 — Membership Rules

When founding a religion, messiahs and founders set the terms of membership. These rules are public — visible to any prospective convert before they accept a pitch. A high-barrier religion signals commitment; a low-barrier religion grows faster.

Strategic tension

A religion with no entry requirements is easy to join but easy to leave. A religion with high exit penalties retains members but repels uncertain converts. Every membership rule is a public signal about the kind of faith you’re building.

09 — 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.

10 — 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.