New Believes

Melendor

Warlord
Joined
Aug 7, 2008
Messages
185
Location
Rio de Janeiro, Brazil
Secret Society: +1 Spy; spies spread your religion in the city they are.

Holy War: You can use one Great Prophet to get combat bonus and unit production bonus for 30 turns.

Divine Inspiration: You can use one Great Prophet to start a Golden Age.

Intolerance: When you conquer a city, the other’s religions will be removed and yours will be spread.

Charity: You can buy some buildings with faith (granary, aqueduct, hospital, library and university).

Religious Education: science buildings will give +1 faith.


I think there should be more religious enhances, maybe once per era, starting with medieval era. The last enhance would be the Religious Victory (your religion must have 75% of the world follows).
 
Sacred Animals: Pastures produce -1 less :c5food: Food and +2 extra :c5culture: Culture.
 
Interesting ideas.
I do like "Secret Society" as a concept. Though +1 spy is too powerful. (Maybe a bonus to spies infiltrating a religion-following city?)

"Intolerance" I don't like so much. Most religions in Civ 5 choose to reflect mostly positive benefits of religions while Intolerance is a flaw that afflicts followers and leaders through the ages.

Though on a similar note, perhaps "Orthodoxy" could be an interesting concept, reducing the effects of missionaries, prophets and pressure from other religions on faithful cities.
 
Religious Education should be changed to +2 :c5science: from buildings that produce :c5faith:, or allowing the purchase of :c5science: buildings with :c5faith:, as the main use of Faith right now is to produce more Faith. Quite useless.
 
Secret Society- I like it except 1 extra spy is too much. Just making spies spread your religion would be enough, but would it be good? You could tell when a spy is in a city...

Holy War - I don't particularly like this one. I don't think GP should be given more uses based on religion. GP are great regardless of religion, including GPr's.

Divine Inspiration - See above, but maybe let there be a mini golden age when a city first converts to your religion. GPr's could give the GA while converting, still, and it would be useful, potentially, more often than just when you get a GPr.

Intolerance - I actually like this. I would agree that the name is maybe a bit bad, and it might go a bit too far (it's a free Inquisitor if it JUST removes religion, and a free GPr use if it also spreads your's), but I like the root of this idea.

Charity - Too much of a hidden rule here. If you could pick one type of building, that would be better.

Religious Education - I agree with the above that this seems a bit backward. Extra faith as a follower belief (which this seems to fit in with) isn't all that useful to start with, and even the name would suggest it would generate beakers as your religion encourages learning in holy places. Maybe add half faith production as science.
 
Ooooh, me likes:

Meditation sites
+1 faith and happiness in your city per adjacent mountain, lake or natural wonder tile

Social charity
Faith producing buildings and wonders will generate +1 food each

Caste system
Every city gains one specialist slot of each type.

Prophecies
+1 science to shrines, +15 science to great temples

Oracles
Worked improved incense, spices and gold tiles generates +3 science each

Work ethic
+1 production and gold per production generation building (workshop, mill, etc)

Pilgrimage sites
Cities with religious wonders present on them (pyramids, Angkor Wat, etc) will generate an additional 15% food and culture (note how this is NOT stackable: having two religious wonders in a city will not give 30% culture and food)

Religious identity
+35% resistance against foreign conversion

Crusaders
You can turn your great prophets into great generals

Religious art
Shrines generates +1 culture, temples and great temples generates +2 culture

Cult of the ancestors
Great people improvements generates +2 culture and faith base yield

Warrior monks
Units produced in your holy city starts with double the experience

Monolith (religious building)
Costs 100 faith
+1 culture and +1 happiness, will generate +1 culture with archeology and +1 happiness with theology

Study of the holy scriptures
Temples and religious buildings have one science specialist slot each
 
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