Thunderbrd
C2C War Dog
So we currently have a heated debate going over whether we should ditch choose religions or not.
Despite being a major proponent of keeping the option, I must concede that I can understand the concerns and mod goals that drive the motion to dismiss it.
What happened since vanilla, here in C2C in particular, has been the shift from an "all religions are equal" approach to an "all religions have their own benefits and features" approach. Now that its been brought up and really highlighted, I can also understand that some of the team has been evolving religions towards a "the benefits of religions become more valuable as technology expands and provides access to more advanced religious philosophies and worldviews."
It's that last bit that's causing a problem for the vanilla rooted game option of Choose Religions.
I'm sure those who wish to see the option go would site some of the following:
While I somewhat agree with all of these statements, I have another perspective.
I feel that what we have is more of a flavor assessment. One player has an extremely difficult time trying to monopolize on ALL religions so they are going to be somewhat spread out if we've done our techtree right. Therefore, we are left, on Choose Religions, having to prioritorize among a lot of different benefits, not one necessarily better than another, all different. You shouldn't want to miss out on any of them, but have to concede that you will miss out on some and make your own personal evaluation based on your own personal preferences in playstyle.
I also personally feel that we can be true to both Choose Religions ON and Choose Religions OFF in our religious designs.
How can we do this?
There are a few points to keep in mind I think:
1)First, we make each religious choice more about getting a particular set of primary and secondary benefits. The way I see our religions, we already have this to an extent. We just need to actually identify what they are and where religions are overlapping a lot, which they still do on most of the originals, we need to really come together to determine what they SHOULD be giving as opposed to the other religions' benefits.
2)It's possible to slant religious benefits to be greater in some eras than others. We already do this too. For example, Asatru doesn't mean a hill of beans for your newer troops after gunpowder is introduced. But perhaps some of the really imbalancing factors could be considered enforced into an era basis. For example, some benefits for a religion should have to wait, or obsolete... again... we're already doing this.
Thus, the astute Choose Religion player must bear in mind that they can't just cheat ahead to all the benefits of a religion... many buildings those religions offer may be a long ways off still.
So where we have great imbalance, we could bring it back into balance by enforcing that the imbalanced factor be allowed only in the era of that religion's strength, staying true to the 'tech tree'. For example, we could make Scientology's extra gold per city on its shrine separated off into being a benefit that only activates once the modern era is reached.
Anyhow, I'm starting this discussion so we can frame our debates here, and so that we can really look at the primary benefits of each religion and start navigating them further towards their established play-style purpose.
I beg of the rest of the design team to give Choose Religions a chance to prove its possible to not only make religions balanced to tech progression, but ALSO to a variety of playstyles under a freedom to choose basis.
So lets take a look at our religions and put forward what we currently feel the real benefits and weaknesses of each are. And what we personally feel they SHOULD be, if they aren't really following a particular line of concept.
Despite being a major proponent of keeping the option, I must concede that I can understand the concerns and mod goals that drive the motion to dismiss it.
What happened since vanilla, here in C2C in particular, has been the shift from an "all religions are equal" approach to an "all religions have their own benefits and features" approach. Now that its been brought up and really highlighted, I can also understand that some of the team has been evolving religions towards a "the benefits of religions become more valuable as technology expands and provides access to more advanced religious philosophies and worldviews."
It's that last bit that's causing a problem for the vanilla rooted game option of Choose Religions.
I'm sure those who wish to see the option go would site some of the following:
- Benefits of Primitive religion shrines are primarily cultural in nature and as such only really offer great benefit to a developing city.
- Primitive Religious buildings are obsoleting along the tech tree, making their optional selection in lategame a bit moot.
- Some advanced and mid-game religious building benefits offer simply too great an edge to maintain game balance: Voodoo's production makes things extremely easy for a developing player, Scientology's outrageous gold output makes an early nation never want for gold and as a result, research, Asatru makes an early civ fairly unchallengeable militarily, etc...
- As a result, Choose Religions becomes basically a cheap cheat option that throws off any real game evaluation and gamebalance feedback we get from the players that are playing and reporting back.
While I somewhat agree with all of these statements, I have another perspective.
I feel that what we have is more of a flavor assessment. One player has an extremely difficult time trying to monopolize on ALL religions so they are going to be somewhat spread out if we've done our techtree right. Therefore, we are left, on Choose Religions, having to prioritorize among a lot of different benefits, not one necessarily better than another, all different. You shouldn't want to miss out on any of them, but have to concede that you will miss out on some and make your own personal evaluation based on your own personal preferences in playstyle.
I also personally feel that we can be true to both Choose Religions ON and Choose Religions OFF in our religious designs.
How can we do this?
There are a few points to keep in mind I think:
1)First, we make each religious choice more about getting a particular set of primary and secondary benefits. The way I see our religions, we already have this to an extent. We just need to actually identify what they are and where religions are overlapping a lot, which they still do on most of the originals, we need to really come together to determine what they SHOULD be giving as opposed to the other religions' benefits.
2)It's possible to slant religious benefits to be greater in some eras than others. We already do this too. For example, Asatru doesn't mean a hill of beans for your newer troops after gunpowder is introduced. But perhaps some of the really imbalancing factors could be considered enforced into an era basis. For example, some benefits for a religion should have to wait, or obsolete... again... we're already doing this.
Thus, the astute Choose Religion player must bear in mind that they can't just cheat ahead to all the benefits of a religion... many buildings those religions offer may be a long ways off still.
So where we have great imbalance, we could bring it back into balance by enforcing that the imbalanced factor be allowed only in the era of that religion's strength, staying true to the 'tech tree'. For example, we could make Scientology's extra gold per city on its shrine separated off into being a benefit that only activates once the modern era is reached.
Anyhow, I'm starting this discussion so we can frame our debates here, and so that we can really look at the primary benefits of each religion and start navigating them further towards their established play-style purpose.
I beg of the rest of the design team to give Choose Religions a chance to prove its possible to not only make religions balanced to tech progression, but ALSO to a variety of playstyles under a freedom to choose basis.
So lets take a look at our religions and put forward what we currently feel the real benefits and weaknesses of each are. And what we personally feel they SHOULD be, if they aren't really following a particular line of concept.