Churches as they were ment to be

Some of you may remember that when Jorb/Loftar first conceived of 'the dark' their was a counterpart 'the light', while darkness acts broadly as they initially described (humor draining and full of dangerous but valuable animals) the light was supposed to be a kind of 'civilization bacon' aka it was going to make everything man-made better, better random drops when crafting, better crops, you name it light was going to do it and Churches were going to be the source of light.
But churches as they exist now are a pale shadow
of that original vision, they simply remove darkness and the manor in which they do it is quite boring, you build it once and it's done, no upkeep no expansion potential, no bragging over having the best shiniest church. I think our new developers should examine resurrecting this glorious church-centric game-play idea. I would also propose that churches be a bit more like Town Bells in the sense that they need an upkeep to do what they do, but rather then throwing silver into them they do something more interesting, they consume 'sacred' items.
Sacredness would be a whole new class of items much like Curios or Socketables, they can be placed inside churches and are slowly 'burned down' to fuel the church, some kind of diversity bonus applies such that you want to mix a lot of different items and the more fuel is currently in the church the 'brighter' it is aka more light benefit over a larger area. All professions should be able to make things which are sacred, carpenters could make pews and altars, Weavers could make wall tapestries, Cooks could make food offerings maybe holy wine, metal crafters could make wrought-iron candelabras. A few existing curios could also become sacred, simple Crusifix is a must along with the Bricks of Bable, Jerico and Sodom & Gomora, Concordant of Worms, Cross shaped splinter. And naturally you've have yet another reason to sink silver into thouse oh-so-uncraftable pieces of glass to make hugely expensive stained-glass-windows along with a whole pile of Pilgram's Bibles to round it out, the resource sinking potential is enormous.
Everyone gets to get in on the action and not just for the tangible benefits of light which rain down on all, the present light level of your church should go up on a top 10 scoreboard viewable in Boston (maybe from a new NPC in the church) to show to all the world the glory that is your town.
But churches as they exist now are a pale shadow
![Trollface ¦]](./images/smilies/troll.gif)
Sacredness would be a whole new class of items much like Curios or Socketables, they can be placed inside churches and are slowly 'burned down' to fuel the church, some kind of diversity bonus applies such that you want to mix a lot of different items and the more fuel is currently in the church the 'brighter' it is aka more light benefit over a larger area. All professions should be able to make things which are sacred, carpenters could make pews and altars, Weavers could make wall tapestries, Cooks could make food offerings maybe holy wine, metal crafters could make wrought-iron candelabras. A few existing curios could also become sacred, simple Crusifix is a must along with the Bricks of Bable, Jerico and Sodom & Gomora, Concordant of Worms, Cross shaped splinter. And naturally you've have yet another reason to sink silver into thouse oh-so-uncraftable pieces of glass to make hugely expensive stained-glass-windows along with a whole pile of Pilgram's Bibles to round it out, the resource sinking potential is enormous.
Everyone gets to get in on the action and not just for the tangible benefits of light which rain down on all, the present light level of your church should go up on a top 10 scoreboard viewable in Boston (maybe from a new NPC in the church) to show to all the world the glory that is your town.