Related to:
OP proposes to remove Inquisition while adding a new belief entirely. This proposal is to rework Inquisition instead, removing the overlap with Spies.
These two proposals are independent but related.
Proposal:
Inquisition (Enhancer belief)
Inquisition is on the weaker side, all things considered. The belief is so diluted, and what it does do well (converting foreign followers into gold) only provides up-front spikes in gold; if you manage to clean out all foreign pressure in your empire, you stop receiving rewards! That's a terrible feedback loop.
Here we swap the cheaper Inquisitors for more powerful ones. Currently, if you use an Inquisitor on a city you reduce the foreign followers by 50%, if you hit it again that's 75% total reduction, at the cost of two Inquisitors (costing 400
before era modifiers). By jumping straight to the 75% reduction, the belief makes it cost only 300
, and reduces the amount of clicks needed to achieve this bigger swing in numbers. Win-win.
By replacing the instant-yields of with yields per turn we similarly remove the negative feedback loop from removing heresy, creating a reverse-Universalism kind of effect. In this way being ahead in the followers game in owned cities isn't a drawback, it's a benefit (as it should be). It also interacts positively with Indulgences, which is a flavor win.
The Spies component is removed entirely to sharpen Inquisition's focus. There's no need for this effect on an Enhancer belief, and the OP's proposed alternative is similarly focused on the Spies directly, which is better for both beliefs. Incidentally, this also reduces the number of ability lines from 4 to 2, matching the majority of other Enhancers.
[Complex] - (7-NS) Remove Inquisition, New Reformation "Underground Sects"
Proposal: Remove the Inquisitor enhancer from the game. This would open up a slot for a new enhancer to be crafted. New Reformation Underground Sects Gain 100 spy points Spies generate +50 religious pressure in cities, +2 happiness if the city is foreign. +5 Network Points per turn, if your...
forums.civfanatics.com
These two proposals are independent but related.
Proposal:
Inquisition (Enhancer belief)
Inquisitors cost 33% less=> Inquisitors remove 25% more pressure when Removing Heresy.faith.
Inquisitors generate 25gold for each converted
Citizen when Removing Heresy.
- Your cities generate 1
faith per turn for each Follower of your religion, reduced by 1 for each Follower of a foreign religion, and generate 10
gold per turn if
Religious Strife is 0.
- [Fallback if Religious Strife bonus cannot be implemented as-written: "Your cities generate 1
faith and
gold per turn ...", and ignore the Religious Strife clause]
- [Fallback if Religious Strife bonus cannot be implemented as-written: "Your cities generate 1
Spies exert 52 Religious Pressure on Cities they occupy.2Happiness for spies stationed in Foreign Cities.
Inquisition is on the weaker side, all things considered. The belief is so diluted, and what it does do well (converting foreign followers into gold) only provides up-front spikes in gold; if you manage to clean out all foreign pressure in your empire, you stop receiving rewards! That's a terrible feedback loop.
Here we swap the cheaper Inquisitors for more powerful ones. Currently, if you use an Inquisitor on a city you reduce the foreign followers by 50%, if you hit it again that's 75% total reduction, at the cost of two Inquisitors (costing 400


By replacing the instant-yields of with yields per turn we similarly remove the negative feedback loop from removing heresy, creating a reverse-Universalism kind of effect. In this way being ahead in the followers game in owned cities isn't a drawback, it's a benefit (as it should be). It also interacts positively with Indulgences, which is a flavor win.
The Spies component is removed entirely to sharpen Inquisition's focus. There's no need for this effect on an Enhancer belief, and the OP's proposed alternative is similarly focused on the Spies directly, which is better for both beliefs. Incidentally, this also reduces the number of ability lines from 4 to 2, matching the majority of other Enhancers.
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