[Vote] (6-09) Tourism from Religion Change Proposals

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Stalker0

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(6-09) Rework How Tourism Modifiers from Religion Function​


Current situation:
Concerting >50% of the population of another civ to your religion gives you a 35%:tourism: tourism modifier vs that civ.
Fealty increases the :tourism: tourism modifier to 50%
This shared religion tourism bonus does not work even if you completely convert another civ as long as that civ has a state religion.
In other words, in a standard 8 player game with 5 religions, you can only gain this modifier against 3 other civs. You only get this bonus vs a civ that has founded a religion if you remove their Holy city (ie. you have to capture and use an inquisitor on their holy city)
This makes the shared religion bonus almost worthless, because the players that are ahead, and therefore will be the holdouts against a cultural victory will generally be the ones that founded.

Proposal:
Religion owner gains 2% :tourism: tourism modifier with a foreign civilization for each city that civilization owns that is converted to your religion.
Max of 25 cities/50%:tourism: Tourism modifier
Fealty policy increases this amount to 3% :tourism: tourism modifier per city.

Rationale:
- Functional: This method will work on all civs, whereas the current system only works on civs that haven't founded religions.
- Doable: Turning it into a stacking per-city bonus does not require re-defining how state religion and majority religion work.
- Familiar: a stacking per-city :tourism: tourism modifier is already how Franchises work, and we already have WC votes from religious authority that scale based on converted cities, so none of this is new concepts.
- Flexible: This method acts on a city level, not with majority religion on a civ level, so it gives more incremental bonuses that reward your spreading progressively, which is more interaction than a huge 0/1 majority religion effect.
- Transparent: This method is easier to track and understand for players, because they can just count converted cities, and not have to gauge how far they are from majority, which requires counting converted populations and might includes cities that are still in the fog for the converting player.


(6-09a) Rework Tourism from Religion via Population​

Proposal:
Religion owner gains a tourism modifier with a foreign civilization equal to the percentage of the empire population following the religion.

Max of 50%:tourism: Tourism modifier.
Fealty policy makes this effect 50% stronger (+75% tourism for 50% of the population converted).

Rationale:
- Flexible: This method is more granular than the per-city method as it does not require flipping a city to your religion, just that the number of your followers grow.
- Transparent: If I understand correctly, we have UI already showing how many population is converted to your religion per civilization, so it avoids the "hidden city" issue.

This method has a different effect vs wide and tall civilizations than the originals mal proposal.
With the original proposal, the Religion owner gains Tourism Percentage equally between tall/wide empires, as it converts cities. However it caps the Tall empire quickly and can never improve further. This means that the Owner will be able to exert a great deal more pressure against the wide civ as the conversion progresses.
With this method, the Wide empire is converted somewhat slower than the tall empire, but the end point of final Tourism Percentage is the same.
 
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