Ahriman
Tyrant
Still work in progress. If you like the general idea, please make suggestions and I will continue to try to expand this and edit good ideas into this original post.
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I dislike how religions are currently implemented in this mod. They feel too generic, too unfluffy in some cases (Judaism? 2 flavors of Christianity?) and lack Dune flavor. Besides, while "religion" is a major factor for some factions, it just doesn't make sense as a major motivating factor for other factions; the Harkonnen just aren't that religious.
I propose a major redesign which uses the religion mechanic as more of an Ethos or Value system, rather than just actual religious faith.
IMO the key purposes of the religion mechanic in civ4 are:
a) to encourage factionalism and "holy wars"; you are friendly with your co-religionists and hostile to others
b) to reward founders to get the holy city and those who take the effort to get a great prophet and build a shrine
c) ideally to differentiate religions and add to replay value by making different religions play differently.
d) to add to the feeling of world immersion.
To do this I would completely eliminate the current system;
i) remove all the existing religions, temples, monastaries and cathedrals.
ii) Change the priest city specialist (currently a Truthsayer) to an Adherent, or Believer, and make the Great Prophet a Prophet.
iii) Change the artist city specialist (currently a ghola) to a Noble, and the Great Artist to a Great Noble. Gholas should be some kind of Tleilaxu mechanic.
iv) Rename zensunni teachings tech "mysticism". Remove the way of the believers, religious influence. Merge or eliminate many of the early religious wonders (there are too many) or distribute them over later techs.
v) Add in 5-7 new religions.
Note that the lack of early religion will also (deliberately) make happiness and happiness luxuries more valuable during the early game.
Note that the presence of your state religion in a city will always give +1 happy +1 culture (many of the temple replacements here do not give happy or culture)
Note that the religions can only be founded by or adopted by particular factions. That is, the religion gets founded by (and the holy city placed) by the first faction *from the allowed list* who researches the foundation tech.
1. Landsraad. Alternative names: Galactic Empire, The Great Compact.
Idea: The ethos of preserving the feudal galactic status quo. This is an early game religion that is founded by an early tech and is easy to spread, but can be easily overtaken later by any of the other ideas for change.
Can be founded by or adopted by: the emperor, or any of the main landsraad houses (Atreides, Harkonnen, Ordos, Fenring, Ix, etc.) or Bene Gesserit.
Founded by tech: Imperium
Great shrine: Lansraad council. Adds +2 free noble specialist, +1culture per city with this religion, +1 gold to all noble specialists. Spreads religion. Can be built by great priest, great noble.
Unique buildings: Feudal estate. Gives +1 happy, +2 culture. Allows 1 citizen to be converted to noble.
Fiefdom. Gives +50% culture, +1 happy, +1 happy if Landsraad is state religion, requires 3 feudal estates. Allows 2 citizens to be converted to noble.
Unique units: Diplomat. Standard missionary unit. Requires feudal estate.
Special properties: High spread rate, high spread rate from shrine. This religion is automatically removed from a city whenever any new religion is planted in that city.
2. CHOAM
Idea: ethos of trade, particularly spice. Spice makes CHOAM go around.
Can be founded by or adopted by: the Guild, the emperor, or any of the main landsraad houses (Atreides, Harkonnen, Ordos, Fenring, Ix etc.).
Founded by tech: offworld trade.
Great shrine: CHOAM Headquarters. not actually a shrine, but instead another spice corporation hq (and no executives to spread it), that competes with all the other spice corporations (so you can't have both in the same city). Spreads CHOAM religion (not the same as the corporation). Founded by a great trader or a great priest. Gives +2 trader GPPs.
So this allows you to get a second city that gives +3 commerce per spice resource you control.
Unique units: CHOAM emissary. Standard missionary unit (spreads the religion, not the corporation). Requires CHOAM outpost.
Unique buildings: CHOAM outpost. Gives +1 trade route, +25% trade route yield. Allows 1 citizen to be converted to trader.
CHOAM Directorate (cathedral replacement). Requires 3 CHOAM outposts. Gives +1 trade route, +50% trade route yield, gives +1 happy from each of the various luxury rade goods (semuta, opafire, etc.)
Allows 2 citizens to be converted to trader.
Special properties: This religion requires creating both a religion (the main component) and a new corporation (which shows up ONLY as the replacement for a holy shrine). Low natural spread rate, low spread rate by shrine, normal price missionaries.
3. Messianism. (Alternative: Way of Muad'Dib)
Idea: Jihadist. Convert the galaxy by the sword.
Founded by: Holy Jihad tech.
Can be founded by or adopted by: Either Fremen faction, Atreides, Bene Gesserit. (The BGs don't really practice it, but if they're the founder then they are manipulating it for their own ends, as Jessica does during Dune).
Great shrine: Dune Messiah (?better name?). Gives -100% war weariness in this city. Gives -25% war weariness empirewide. Gives +10% military production per city with this religion. So the shrine becomes a unit factory powerhouse. Gives +1 priest GPPs.
Unique units: Jihadi. Requires theocracy. Strength 6 melee unit, very cheap on hammers, death does not cause war weariness. Designed to be cannon fodder; lower strength than contemporary units, but able to be fielded in overwhelming numbers.
Unique buildings: Temple of Muad'Dib. +1 happy, +1 culture, +15% military production, +1 unhappy per non-state religion. Allows 1 citizen to be converted to priest.
Special properties: no missionary unit. Low natural spread rate. High spread rate from shrine. Whenever a civ that has this as its state religion conquers a city, this religion is automatically added to that city.
4. Tleilaxu Supremacy
Idea: Tleilaxu should be apart and separate, with their own theistic faith that they will never share with outsiders. Essentially, this is a religion that can only ever be adopted by 1 civ. Its main purpose is to encourage the 'Otherness' of the Tleilaxu, and the fact that everyone hates and fears them (diplomacy penalty for different religion with every other player).
Can be founded or adopted by: Tleilaxu only. This is the only religion the BTl can adopt.
Founded by tech: mysticism (so you get it in your capital).
Great shrine: Prophecies of Bandalong. +4 culture, +2 free priest, +1 hammer output to priests and great priests in all cities.
Unique units:
Unique buildings: Probly easier to make any relevant buildings just be BTl faction UBs - just make sure that some of them allow citizens to be converted to priests.
Special properties: no missionaries. No automatic spread or spread from shrine The religion is automatically spread to any new city founded by the BTl faction. (Several religions in Warhammer mod work like this, so I know its codeable).
(Issue: can enemy inquisitors remove religions in enemy cities? If so is this a problem, you could kill this religion off. Is there a way to make a particular religion immune to inquisitors? Maybe just add really expensive missionaries?)
5. The Golden Path
Idea: The extreme stability intrinsic in Leto II's great plan. Narrow minded. A late-game religion, it should stunt research and trade but provide a ton of happiness.
Can be adopted by/founded by: anyone except BTl, Guild.
Founded by tech: Some new late-game tech.
Great shrine: ??
Unique units:
Unique buildings: The Golden Path. -25% beakers, -50% trade, +5 happy +5 healthy +10% water. (unsure about this - maybe even more happy, maybe it makes the city immune to unhappiness, or maybe this should be a Cathedral effect).
Special properties: When spread to a city, it instantly eliminates all other religions in that city. Does not have a natural spread rate, is not spread by shrine; missionary only.
6. Way of Shai-Hulad.
Idea: the kind of general animist worm-worship held by the Fremen before Paul, and many of the regular inhabitants of Dune. Basically a weak backup religion for anyone who doesn't have another one, or for players who would rather get a standard gold-shrine religion.
Can be founded/adopted by: anyone except BTl, Guild.
Founded by: sand worms.
Holy shrine: Shrine of the worm. +2 culture. +1 gold per city with this religion present. +2 priest GPPs.
Unique units: Prophet (missionary replacement).
Unique buildings: Arrakian Temple, +1 culture, +1 water. Natives of Arrakis with traditional lifestyle use less water and so have some excess. Allows 1 citizen to be converted to priest.
Special properties: missionaries more expensive 50% more?, low religion spread rate. This is an inferior religion. Shai-Hulad doesn't answer prayers.
7. ?
Technocracy
Idea: a techno-industrial complex leading back towards thinking machines. Technology bonuses and production bonuses, but happiness penalties (the people don't trust the machines)
Can be founded/adopted by: Guild, and Landsraad house except Atreides.
Founded by: Some mid-game technological tech.
Holy shrine: The Great Processor. +2 culture, no GPPs (its not encouraging human development), +25% beakers, +1 beaker per city with this religion. Can be founded by great prophet, great scientist.
Unique units: Technocrat (expensive missionary).
Unique buildings: Automated factory. +25% hammer production, +1 unhappy. Allows 1 citizens to be converted to engineer.
Computerized research center. +25% beaker production, +1 unhappy.
Special properties: Low spread rate, no spread rate from shrine. Expensive missionaries.
* * * * *
I dislike how religions are currently implemented in this mod. They feel too generic, too unfluffy in some cases (Judaism? 2 flavors of Christianity?) and lack Dune flavor. Besides, while "religion" is a major factor for some factions, it just doesn't make sense as a major motivating factor for other factions; the Harkonnen just aren't that religious.
I propose a major redesign which uses the religion mechanic as more of an Ethos or Value system, rather than just actual religious faith.
IMO the key purposes of the religion mechanic in civ4 are:
a) to encourage factionalism and "holy wars"; you are friendly with your co-religionists and hostile to others
b) to reward founders to get the holy city and those who take the effort to get a great prophet and build a shrine
c) ideally to differentiate religions and add to replay value by making different religions play differently.
d) to add to the feeling of world immersion.
To do this I would completely eliminate the current system;
i) remove all the existing religions, temples, monastaries and cathedrals.
ii) Change the priest city specialist (currently a Truthsayer) to an Adherent, or Believer, and make the Great Prophet a Prophet.
iii) Change the artist city specialist (currently a ghola) to a Noble, and the Great Artist to a Great Noble. Gholas should be some kind of Tleilaxu mechanic.
iv) Rename zensunni teachings tech "mysticism". Remove the way of the believers, religious influence. Merge or eliminate many of the early religious wonders (there are too many) or distribute them over later techs.
v) Add in 5-7 new religions.
Note that the lack of early religion will also (deliberately) make happiness and happiness luxuries more valuable during the early game.
Note that the presence of your state religion in a city will always give +1 happy +1 culture (many of the temple replacements here do not give happy or culture)
Note that the religions can only be founded by or adopted by particular factions. That is, the religion gets founded by (and the holy city placed) by the first faction *from the allowed list* who researches the foundation tech.
1. Landsraad. Alternative names: Galactic Empire, The Great Compact.
Idea: The ethos of preserving the feudal galactic status quo. This is an early game religion that is founded by an early tech and is easy to spread, but can be easily overtaken later by any of the other ideas for change.
Can be founded by or adopted by: the emperor, or any of the main landsraad houses (Atreides, Harkonnen, Ordos, Fenring, Ix, etc.) or Bene Gesserit.
Founded by tech: Imperium
Great shrine: Lansraad council. Adds +2 free noble specialist, +1culture per city with this religion, +1 gold to all noble specialists. Spreads religion. Can be built by great priest, great noble.
Unique buildings: Feudal estate. Gives +1 happy, +2 culture. Allows 1 citizen to be converted to noble.
Fiefdom. Gives +50% culture, +1 happy, +1 happy if Landsraad is state religion, requires 3 feudal estates. Allows 2 citizens to be converted to noble.
Unique units: Diplomat. Standard missionary unit. Requires feudal estate.
Special properties: High spread rate, high spread rate from shrine. This religion is automatically removed from a city whenever any new religion is planted in that city.
2. CHOAM
Idea: ethos of trade, particularly spice. Spice makes CHOAM go around.
Can be founded by or adopted by: the Guild, the emperor, or any of the main landsraad houses (Atreides, Harkonnen, Ordos, Fenring, Ix etc.).
Founded by tech: offworld trade.
Great shrine: CHOAM Headquarters. not actually a shrine, but instead another spice corporation hq (and no executives to spread it), that competes with all the other spice corporations (so you can't have both in the same city). Spreads CHOAM religion (not the same as the corporation). Founded by a great trader or a great priest. Gives +2 trader GPPs.
So this allows you to get a second city that gives +3 commerce per spice resource you control.
Unique units: CHOAM emissary. Standard missionary unit (spreads the religion, not the corporation). Requires CHOAM outpost.
Unique buildings: CHOAM outpost. Gives +1 trade route, +25% trade route yield. Allows 1 citizen to be converted to trader.
CHOAM Directorate (cathedral replacement). Requires 3 CHOAM outposts. Gives +1 trade route, +50% trade route yield, gives +1 happy from each of the various luxury rade goods (semuta, opafire, etc.)
Allows 2 citizens to be converted to trader.
Special properties: This religion requires creating both a religion (the main component) and a new corporation (which shows up ONLY as the replacement for a holy shrine). Low natural spread rate, low spread rate by shrine, normal price missionaries.
3. Messianism. (Alternative: Way of Muad'Dib)
Idea: Jihadist. Convert the galaxy by the sword.
Founded by: Holy Jihad tech.
Can be founded by or adopted by: Either Fremen faction, Atreides, Bene Gesserit. (The BGs don't really practice it, but if they're the founder then they are manipulating it for their own ends, as Jessica does during Dune).
Great shrine: Dune Messiah (?better name?). Gives -100% war weariness in this city. Gives -25% war weariness empirewide. Gives +10% military production per city with this religion. So the shrine becomes a unit factory powerhouse. Gives +1 priest GPPs.
Unique units: Jihadi. Requires theocracy. Strength 6 melee unit, very cheap on hammers, death does not cause war weariness. Designed to be cannon fodder; lower strength than contemporary units, but able to be fielded in overwhelming numbers.
Unique buildings: Temple of Muad'Dib. +1 happy, +1 culture, +15% military production, +1 unhappy per non-state religion. Allows 1 citizen to be converted to priest.
Special properties: no missionary unit. Low natural spread rate. High spread rate from shrine. Whenever a civ that has this as its state religion conquers a city, this religion is automatically added to that city.
4. Tleilaxu Supremacy
Idea: Tleilaxu should be apart and separate, with their own theistic faith that they will never share with outsiders. Essentially, this is a religion that can only ever be adopted by 1 civ. Its main purpose is to encourage the 'Otherness' of the Tleilaxu, and the fact that everyone hates and fears them (diplomacy penalty for different religion with every other player).
Can be founded or adopted by: Tleilaxu only. This is the only religion the BTl can adopt.
Founded by tech: mysticism (so you get it in your capital).
Great shrine: Prophecies of Bandalong. +4 culture, +2 free priest, +1 hammer output to priests and great priests in all cities.
Unique units:
Unique buildings: Probly easier to make any relevant buildings just be BTl faction UBs - just make sure that some of them allow citizens to be converted to priests.
Special properties: no missionaries. No automatic spread or spread from shrine The religion is automatically spread to any new city founded by the BTl faction. (Several religions in Warhammer mod work like this, so I know its codeable).
(Issue: can enemy inquisitors remove religions in enemy cities? If so is this a problem, you could kill this religion off. Is there a way to make a particular religion immune to inquisitors? Maybe just add really expensive missionaries?)
5. The Golden Path
Idea: The extreme stability intrinsic in Leto II's great plan. Narrow minded. A late-game religion, it should stunt research and trade but provide a ton of happiness.
Can be adopted by/founded by: anyone except BTl, Guild.
Founded by tech: Some new late-game tech.
Great shrine: ??
Unique units:
Unique buildings: The Golden Path. -25% beakers, -50% trade, +5 happy +5 healthy +10% water. (unsure about this - maybe even more happy, maybe it makes the city immune to unhappiness, or maybe this should be a Cathedral effect).
Special properties: When spread to a city, it instantly eliminates all other religions in that city. Does not have a natural spread rate, is not spread by shrine; missionary only.
6. Way of Shai-Hulad.
Idea: the kind of general animist worm-worship held by the Fremen before Paul, and many of the regular inhabitants of Dune. Basically a weak backup religion for anyone who doesn't have another one, or for players who would rather get a standard gold-shrine religion.
Can be founded/adopted by: anyone except BTl, Guild.
Founded by: sand worms.
Holy shrine: Shrine of the worm. +2 culture. +1 gold per city with this religion present. +2 priest GPPs.
Unique units: Prophet (missionary replacement).
Unique buildings: Arrakian Temple, +1 culture, +1 water. Natives of Arrakis with traditional lifestyle use less water and so have some excess. Allows 1 citizen to be converted to priest.
Special properties: missionaries more expensive 50% more?, low religion spread rate. This is an inferior religion. Shai-Hulad doesn't answer prayers.
7. ?
Technocracy
Idea: a techno-industrial complex leading back towards thinking machines. Technology bonuses and production bonuses, but happiness penalties (the people don't trust the machines)
Can be founded/adopted by: Guild, and Landsraad house except Atreides.
Founded by: Some mid-game technological tech.
Holy shrine: The Great Processor. +2 culture, no GPPs (its not encouraging human development), +25% beakers, +1 beaker per city with this religion. Can be founded by great prophet, great scientist.
Unique units: Technocrat (expensive missionary).
Unique buildings: Automated factory. +25% hammer production, +1 unhappy. Allows 1 citizens to be converted to engineer.
Computerized research center. +25% beaker production, +1 unhappy.
Special properties: Low spread rate, no spread rate from shrine. Expensive missionaries.