Religion: Observations and reflections

sherbz

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I suppose this thread is about whether religions are over powered or not. But there are a number of aspects I would like to talk about. These centre around the benefits of religion, which are (mainly):

Happiness
Civic related
Shrine income
Diplomacy

The extent to which an AI will reap benefits from each of these benefits depends upon the leader. As a general rule of thumb, those AI's that are Zealots (Izzy, Justinian etc), generally make a much more pronounced use of shrine income: because they found more religions. They also benefit more in the diplomatic sphere, which is usually a byproduct of them monopolizing the religions of a given continent and then spreading them.

I think the game is too overly biased towards religious zealots (they are all strong AI's usually), to the detriment of other types of AI leaders, specifically war mongerers (although everyone laments the appearence of monty, alex, toku and other leaders, once you are in to the medieval period they rarely present much of a problem). It is not uncommon for an AI to found 3 religions in any given game. The more religions they found, the more secure they are diplomatically (because they have a degree of control over who they spread to and in what order). It is also not uncommon for these leaders to go for vast stretches of the game without getting declared on, because there is always another player who one of the AI hates more (usually a non zealot who founds a religion). Monty is particularly prone to this type of behaviour. He starts with mysticism, and often founds either buddhism or hinduism. He is not a zealot, so does not spread his religion very much (ive seen very few aztec missionaries in games ive played). If he is on a continent of 3 people, and one of them happens to be a zealot (pick any from justinian, willem, zara, charlemagne, izzy, etc...there are more. Simply spreading a religion in this case would make you a zealot), then he will almost certainly be rolled over. This is because he will have a different religion to the other players on the continent, therefore be isolated diplomatically, therefore lose tech trades. Unless he wins some pretty spectacular wars (and this is not impossible, ive seen monty dominate a continent before), then his game is usually over when the medieval period starts. The same can be said for other war mongerers. Civs that monopolize the religions of a game are in a very powerful position, and not just because of the added shrine income (the shrine income is IMO enough without the diplomatic boon as well).

I think one of two things ought to be changed. Firstly, i think every AI should be coded to spread their religion as diligently as the next one. This makes perfect sense for a war mongerer like monty, as he can build more units. Id leave the Zealot side of things to just the diplomatic +ives and -ives. Having Zealots spam missionaries not only gives them large shrine income, but it also allows them to corner games diplomatically in an unfair way (i say unfair, but i really mean a way that detracts from over all gameplay).

This brings me on to the second change. I think there should be a penalty for civs that found more than one religion. Something like the beaker cost to research the tech is x2 until another player has researched it first. Or if it were in a future civ game, you could incorporate it into a civil war type event or game aspect. But the point remains, it should be difficult for civs to found more than one religion, or founding more than one should come with a significant negative.

From a pure gameplay perspective i think this makes total sense. The best games I have ever had have been ones where there have been multiple religions set up by different people, and no duplication (i.e no civ has more than 1 religon). It makes for some fun diplomacy, a lot more wars and genral fireworks too.

As an aside note, i also think that the player should lose the ability to decide what religion he/she chooses to be. I think it should be automatic (the < number of cities with a religion present is the state religion).
 
Although religion can be quite strong, I rarely see civs found multiple religions and spread those new religions to other cities for shrine income. Although they might found multiple religions, they will usually stick with their first religion unless extreme circumstances like the Missionary event. Also, when another civs actually gets a religion that another civ founded, they usually end up hating the founding civs because the founding civ would have another state religion. I don't think religions are unbalanced.
 
There's at least one mod out there that prevents any civilization from founding more than one religion. I forget which, though.
 
Although religion can be quite strong, I rarely see civs found multiple religions and spread those new religions to other cities for shrine income. Although they might found multiple religions, they will usually stick with their first religion unless extreme circumstances like the Missionary event. Also, when another civs actually gets a religion that another civ founded, they usually end up hating the founding civs because the founding civ would have another state religion. I don't think religions are unbalanced.

I think its quite rare to have a civ in another civs religion, when that isnt their state religion. My point in my post is not so much that religions are unbalanced, its that zealots are too powerful. It would be better to just have big =ives and -ives for different/same religion. Because they spam missionaries everywhere and found all the religions, they corner the game diplomatically. I think the game ought to help facilitate the spread of new religions more, and introduce penalties for founding more than one religion. I also think that all civs should spam missionaries to get the shrine, not just zealots.
 
There's at least one mod out there that prevents any civilization from founding more than one religion. I forget which, though.

That would be a great mod, in my opinion. I agree with the OP that religion in the hands of the AI can be totally overbalancing. And don't underestimate the power of shrine income. Play a couple games where you are the one to found an early religion or two and get it spread (especially tasty is snaking an early religion or two and then spreading them to a zealot, who then spends their hammers sending out missionaries for you), and watch how much easier the game becomes when you have a city or two generating 20 or 30 gpt just from shrines before anyone even has feudalism.

-Sinc
 
As an aside note, i also think that the player should lose the ability to decide what religion he/she chooses to be. I think it should be automatic (the < number of cities with a religion present is the state religion).

I completely disagree, remember that historically it was generally the leader that determined state religion, not the number of people. Religion is not democratic.

Besides the US has no state religion despite being dominated by christianity.

I think the state religion mechanic in the game works as it should, mostly.
 
I completely disagree, remember that historically it was generally the leader that determined state religion, not the number of people. Religion is not democratic.

Besides the US has no state religion despite being dominated by christianity.

I think the state religion mechanic in the game works as it should, mostly.

Im not approaching this topic from a realism perspective im coming at it from a gameplay perspective. How things are in real life is largely irrelevant. Game mechanics are there to make the game better or more workable. As a game developer, in my opinion, you should include what you can thats realistic, but change everything else to make the game play better. At the end of the day civ is a game, not a simulation (a point well worth remembering).
 
That would be a great mod, in my opinion. I agree with the OP that religion in the hands of the AI can be totally overbalancing. And don't underestimate the power of shrine income. Play a couple games where you are the one to found an early religion or two and get it spread (especially tasty is snaking an early religion or two and then spreading them to a zealot, who then spends their hammers sending out missionaries for you), and watch how much easier the game becomes when you have a city or two generating 20 or 30 gpt just from shrines before anyone even has feudalism.

-Sinc

Yes and the point is that the AI/human gets that shrine income AND all the diplomatic perks that go with it. This is particularly so when confronted with a Zealot, who will spam whatever religion, whether its theirs or not. I wouldnt mind so much if religions were equal in value. But lets be honest. How much is hinduism and buddism worth compared with Islam?
 
As an aside note, i also think that the player should lose the ability to decide what religion he/she chooses to be. I think it should be automatic (the < number of cities with a religion present is the state religion).

You know there's an option for that, right? But yeah, I do agree that religions can be pretty unbalanced. Especially in the case of Maya, frickin Pacal founding at least 3 religions in every single game :mad:
 
You know there's an option for that, right? But yeah, I do agree that religions can be pretty unbalanced. Especially in the case of Maya, frickin Pacal founding at least 3 religions in every single game :mad:

what option is this? I dont mean just choosing the name of you religion. I mean when one of your cities converts to a religion, this forces your empire to convert to that religion whether you want to or not. Then your religion is dictated by whichever religion is more numerous in your empire in the future. This could provoke anarchy, or it could not. Im not sure about that.
 
First, I would like to say that you've really hit upon something with identifying the religiously-isolated Monty phenomenon. Most people think that AI Monty lags simply because all he does is build jaguars and DoW on random people...and while this is admittedly true, the fact that Monty often ends up diplomatically isolated due to his early religion that he subsequently ignores also contributes to his backwardness.

In my mind, there should be an AI script for gung-ho missionary spam (for the full-on zealots like Justinian), and then an AI script for limited missionary spam for AI's like Monty. This limited missionary spam strategy would look at one's contacts/neighbors in the early game and see if any of one's neighbors were still without a state religion. Then this script would make it a high priority for the limited-zealot AI to get an initial missionary to that civ. However, once the neighboring civ had gotten the same state religion (through the limited missionary effort, or through auto-spread), or once the neighboring civ had gotten a different religion spread to it, then the limited-zealot script would be abandoned. This, I think, would improve gameplay for an AI like Monty who is set up well for getting an early religion, but who isn't set up well for going full-on missionary spam like Justinian or Ghandi. And infecting neighboring civs with that first missionary is oh-so important, so it would be nice to see AI's prioritize this a bit more.

Now, as for whether religion is "overpowered," I find that hard to believe, considering how I've heard a similar weight of opinion that argues that going for early religions and/or missionary spam hampers AI (or player) growth. And if your religion is going to be influential, it preferably needs to be one of the earlier ones. Islam doesn't cut it, and hardly ever do Christianity or Taoism amount to much either. On the other hand, the extremely early religions (Buddhism, Hinduism, and Judaism) divert from early worker techs and hamper growth. That's why Confucianism falls right in the sweet spot--early enough to still be influential, but late enough that you have a decent economy under your belt to allow you to spread the religion. And it comes with an economic recovery tech that you'd want anyways as well.

So if there's one conclusion that I'd put forth, it is that Confucianism is maybe a bit "overpowered," or rather that it is a very strong strategy to shoot for it time and time again. (And it is easily oracle-slingshotted by teching the cheap religious techs (Meditation/priesthood) after a few essential worker/defense techs are in (bronze-working + archery if no copper + whatever 1 or 2 resource techs you need), and then tech writing while you are building (or more likely chopping out) the oracle. This entails usually foregoing pottery, sailing, masonry (unless you can hook up marble pronto, otherwise just chop it out), and non-essential worker techs. But the payoff is an empire with an early religion + a decent economic base (better than if you had tried to get Buddhism/Hinduism right off the bat and failed, and then tried for Judaism), + courthouses, + caste system (really nice for quick border pops if you are spiritual--switch in for 5 turns, run artist, switch out), + good trade fodder once someone researches alphabet.

Alternatively, since the AI loves to research stuff like iron working and horseback riding early on, it is quite common in my games for Confucianism to go quite late, allowing me to stumble into it through the longer economic tech line, which usually sets oneself up with an even stronger position than the oracle slingshot (and it's hard to say which approach towards Confucianism is riskier--depending on the oracle (which goes pretty early), or hoping that the AI's don't tech towards Confucianism manually through the shorter religious line so that you can get there much longer afterwards through the economic line.

In any case, these considerations are why I feel that getting Confucianism (or if you have "choose religions" on, whatever religion you pick from COL) tends to be a strategy that I find myself relying on time and time again. It almost gets a little boring after a while.
 
what option is this? I dont mean just choosing the name of you religion. I mean when one of your cities converts to a religion, this forces your empire to convert to that religion whether you want to or not. Then your religion is dictated by whichever religion is more numerous in your empire in the future. This could provoke anarchy, or it could not. Im not sure about that.

Ohhh....I thought you were talking about an option to choose your religion upon founding one, which yeah there's an option for. Sorry for the confusion. :)
 
First, I would like to say that you've really hit upon something with identifying the religiously-isolated Monty phenomenon. Most people think that AI Monty lags simply because all he does is build jaguars and DoW on random people...and while this is admittedly true, the fact that Monty often ends up diplomatically isolated due to his early religion that he subsequently ignores also contributes to his backwardness.

In my mind, there should be an AI script for gung-ho missionary spam (for the full-on zealots like Justinian), and then an AI script for limited missionary spam for AI's like Monty. This limited missionary spam strategy would look at one's contacts/neighbors in the early game and see if any of one's neighbors were still without a state religion. Then this script would make it a high priority for the limited-zealot AI to get an initial missionary to that civ. However, once the neighboring civ had gotten the same state religion (through the limited missionary effort, or through auto-spread), or once the neighboring civ had gotten a different religion spread to it, then the limited-zealot script would be abandoned. This, I think, would improve gameplay for an AI like Monty who is set up well for getting an early religion, but who isn't set up well for going full-on missionary spam like Justinian or Ghandi. And infecting neighboring civs with that first missionary is oh-so important, so it would be nice to see AI's prioritize this a bit more.

Now, as for whether religion is "overpowered," I find that hard to believe, considering how I've heard a similar weight of opinion that argues that going for early religions and/or missionary spam hampers AI (or player) growth. And if your religion is going to be influential, it preferably needs to be one of the earlier ones. Islam doesn't cut it, and hardly ever do Christianity or Taoism amount to much either. On the other hand, the extremely early religions (Buddhism, Hinduism, and Judaism) divert from early worker techs and hamper growth. That's why Confucianism falls right in the sweet spot--early enough to still be influential, but late enough that you have a decent economy under your belt to allow you to spread the religion. And it comes with an economic recovery tech that you'd want anyways as well.

So if there's one conclusion that I'd put forth, it is that Confucianism is maybe a bit "overpowered," or rather that it is a very strong strategy to shoot for it time and time again. (And it is easily oracle-slingshotted by teching the cheap religious techs (Meditation/priesthood) after a few essential worker/defense techs are in (bronze-working + archery if no copper + whatever 1 or 2 resource techs you need), and then tech writing while you are building (or more likely chopping out) the oracle. This entails usually foregoing pottery, sailing, masonry (unless you can hook up marble pronto, otherwise just chop it out), and non-essential worker techs. But the payoff is an empire with an early religion + a decent economic base (better than if you had tried to get Buddhism/Hinduism right off the bat and failed, and then tried for Judaism), + courthouses, + caste system (really nice for quick border pops if you are spiritual--switch in for 5 turns, run artist, switch out), + good trade fodder once someone researches alphabet.

Alternatively, since the AI loves to research stuff like iron working and horseback riding early on, it is quite common in my games for Confucianism to go quite late, allowing me to stumble into it through the longer economic tech line, which usually sets oneself up with an even stronger position than the oracle slingshot (and it's hard to say which approach towards Confucianism is riskier--depending on the oracle (which goes pretty early), or hoping that the AI's don't tech towards Confucianism manually through the shorter religious line so that you can get there much longer afterwards through the economic line.

In any case, these considerations are why I feel that getting Confucianism (or if you have "choose religions" on, whatever religion you pick from COL) tends to be a strategy that I find myself relying on time and time again. It almost gets a little boring after a while.

Ok i guess maybe my post wasnt really about religion in itself being over powered. I spose I am trying to say that Zealots are over powered. So, we agree on the need to introduce an AI script for AI's like monty who really suck at spreading their religion? I personally think they should send more than 1 missionary. I think 4/5 is plenty, and at least gives them a 90%+ chance to monopolize that particular civ religiously. But this is splitting hairs.

What about the idea that the human cannot choose what religion he/she decides to be. From a realism perspective this perhaps isnt so accurate. But from a gameplay angle i think this would be one area where the human has a distinct advantage over the AI. The AI is essentially coded to choose the religion that is most populace within its empire, with the exception of it is the founding member of that religion. I think the same rules should apply to the human too. Unless you have the holy city, you cannot convert away from your most populace religion, unless you invest in missionaries to convert your remaining cities. You could complicate this by adding random events, which would allow you to convert to a minority religion. Or have various religious quests (like build 4 monastaries before anyone else and convert 8 random cities to your state religion). Even though something l;ike this would benefit the shrine owner, which invariably will not be you, getting more civs to have the same religion makes for a more peaceful game (and more boring). I once played an emperor game where everyone (and i mean eveeryone) was the same religion. Somehow pacal managed to found every religion bar one. And that was monty on my island with pacal and someone else. Needless to say monty didnt do very well in that game either.

As an aside note, dont you think its a bit odd to be arguing for monty to be more powerful?
 
Im not approaching this topic from a realism perspective im coming at it from a gameplay perspective. How things are in real life is largely irrelevant. Game mechanics are there to make the game better or more workable. As a game developer, in my opinion, you should include what you can thats realistic, but change everything else to make the game play better. At the end of the day civ is a game, not a simulation (a point well worth remembering).

And in what way does providing more choise and enabling religion to be a strategy instead of just some realistic fluff factor lessen the gameplay?

In any case players tend to chose whatever religion is most prominent in their cities anyway because that brings the better benefit. The exception is when you want to please another civilization by converting to their faith, which is probably only doable for spiritual civs without losing alot of productivity and commerce.
 
And in what way does providing more choise and enabling religion to be a strategy instead of just some realistic fluff factor lessen the gameplay?

In any case players tend to chose whatever religion is most prominent in their cities anyway because that brings the better benefit. The exception is when you want to please another civilization by converting to their faith, which is probably only doable for spiritual civs without losing alot of productivity and commerce.


Religion can still be a strategy, but the OP is about trying to level the playing field somewhat. The human has an unfair advantage in that they can choose to adopt a minority religion (or forego religion all together for a time). It would be better to remove this choice. If someone wants to convert away then they have to make an initial hammer investment and spend a period of time in the other religion first. This would make diplomacy far more interesting IMO. At present, if a religion spreads to your civ, you dont even need to make it your state religion (whereas the AI is coded so that it will). This is not so good for the AI and they start collecting diplomatic penalties/benefits earlier as a result. This makes the human choice much easier. because just by waiting 50 turns, the diplomacy pattern is laid out before you and its easy to choose the winning team. If im on a continent with 7 other players i wait until i know peoples relative positions, as well as their faith, then make my decision of what religion to be based upon those factors (as well as natural benefits of the AI in question, like being a good techer for instance).
 
I think the game is too overly biased towards religious zealots (they are all strong AI's usually), to the detriment of other types of AI leaders, specifically war mongerers (although everyone laments the appearence of monty, alex, toku and other leaders, once you are in to the medieval period they rarely present much of a problem).

Isabella, the ultimate zealot, is a rather weak AI.

The warmongers are not that strong because most of them are coded to be non-enthusiastic tech traders.
 
Isabella, the ultimate zealot, is a rather weak AI.

The warmongers are not that strong because most of them are coded to be non-enthusiastic tech traders.

Ive heard this before: That Isabella is weak. I dont think she is. She is certainly in the higher tier of AI's for me. Especially when she has monopolies on religions on her continent, she can be quite troublesome. I like her as an ally, as she is easy to bribe into attacking a neighbour of a different faith.
 
^ Apart from religion, she isn't very strong. In fact, that may be because of her preoccupation with religion. She spends time building missionaries when others are building military and buildings.

At least that's based on my experience playing against her...a lot does depend on the map and the position, though.
 
Ive heard this before: That Isabella is weak. I dont think she is. She is certainly in the higher tier of AI's for me. Especially when she has monopolies on religions on her continent, she can be quite troublesome.

Theology before Bronze Working :lol:
 
Religion can still be a strategy, but the OP is about trying to level the playing field somewhat. The human has an unfair advantage in that they can choose to adopt a minority religion (or forego religion all together for a time). It would be better to remove this choice. If someone wants to convert away then they have to make an initial hammer investment and spend a period of time in the other religion first. This would make diplomacy far more interesting IMO. At present, if a religion spreads to your civ, you dont even need to make it your state religion (whereas the AI is coded so that it will). This is not so good for the AI and they start collecting diplomatic penalties/benefits earlier as a result. This makes the human choice much easier. because just by waiting 50 turns, the diplomacy pattern is laid out before you and its easy to choose the winning team. If im on a continent with 7 other players i wait until i know peoples relative positions, as well as their faith, then make my decision of what religion to be based upon those factors (as well as natural benefits of the AI in question, like being a good techer for instance).

True, the playing field isn't level in that humans can choose which religions to run,and the AI "can't" (or rather, always does so predictably). So, yes, one way to level the playing field would be to take away choices from the human to behave strategically in ways that are smarter than the AI. One could do that with a lot of aspects of the game: AI's aren't good at specializing cities for national wonders, so get rid of national wonders...the AI doesn't bulb-&-trade like humans do...etc. One could "level the playing field" by taking those factors out of the game, but I think the only thing you'd get would be a shallower gaming experience.

As hackneyed as the AI's religion policies are, I don't think it is an excuse for removing strategic depth from the game (and right now the strategic depth comes from the trade-off of potentially running a minority religion for diplo purposes, or screwing diplo and running what will help you, or invest in a lot of missionaries to either spread the popular minority religion in your empire to all of your citie, or to spread the dominant religion in your empire to other empires to improve diplomacy that way. This system, in my opinion, works as it is right now. The only thing that I'd prefer to change would be teaching the AI how to adopt a religion for diplo reasons occasionally. (Also, does the AI have any code for spreading the AP religion within its own empire? Because it should. Those buildings with +2 base hammers really give a nice production boost).
 
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