Balancing religion based on map

Lazaroth

Chieftain
Joined
Jul 4, 2012
Messages
42
There is one major map/religion based exploit that I feel needs to be addressed somehow, and that is faith on desert on a desert map and faith on tundra on a cold map.
I don't know if there is some way to disable that specific religion based on map type?
 
In a desert/tundra map, there are small landmasses with good terrain, with are very disputed. Faith to bad terrain is the balancing that it received.

What is the point in placing a city in the middle of tundras if it will take ages to grow?
 
Also, on maps with bad terrain, the cities are further apart and less dense, and so religion spread is slower.

I think map type is always going to affect the game in a number of ways, and it is impossible to balance for every map type.
 
I balance the game for standard size, normal speed, prince/king/emperor, continents or pangaea and their plus varieties, with default advanced game settings. Changing away from those is invariably going to produce balance issues, and it's not feasible to account for all the possible varieties of maps. :)
 
It would in my view make sense that if the entire world is desert or tundra (in effect), that people would not advance much beyond faith-reliant societies dependent on the local ecology because of subsistence issues anyway.

I don't think that's imbalanced because you have other problems as a trade-off.
 
It was mainly for the desert map (forgot the name of the map) I made the suggestion. Since that map is 90% desert, faith on desert is overpowered. On standard maps, it's defiantly not OP.

However, cold climate produces an awful lot of tundras as well.
 
It was mainly for the desert map (forgot the name of the map) I made the suggestion. Since that map is 90% desert, faith on desert is overpowered. On standard maps, it's defiantly not OP.

However, cold climate produces an awful lot of tundras as well.

The food penalty on desert maps is so severe that even a faith bonus for them may be not so good enough to compensate that . Of course that I'm not considering cities with Petra . Tundra maps doesn't have such severe food penalty,but the faith bonus there isn't so strong either,because it doesn't work on Forest tundra .
 
The food penalty on desert maps is so severe that even a faith bonus for them may be not so good enough to compensate that .
If you get that much faith, you're dominating religion. You're the first to create a religion and the first to enhance it. You also get ALOT of prophets/missionaries easy. If I get it, all other religions are no more, without any problems, even on deity.
Given that there exists 1 gold / 4 followers and 1 happiness / 5 followers, you have no problem building things like crazy. Such as buying fast granary, afford all those irrigations, afford conquered cities (happiness) etc.

The food penalty on desert maps is so severe that because it doesn't work on Forest tundra
But it works on mines and on tundras next to a river. Just as I mentioned in my previous post with desert, if 90% is tundra you will also dominate religion.
 
If you get that much faith, you're dominating religion. You're the first to create a religion and the first to enhance it. You also get ALOT of prophets/missionaries easy. If I get it, all other religions are no more, without any problems, even on deity.
Given that there exists 1 gold / 4 followers and 1 happiness / 5 followers, you have no problem building things like crazy. Such as buying fast granary, afford all those irrigations, afford conquered cities (happiness) etc.

VEM eliminates farming on deserts. Yes you could win the game, but you'd have almost zero food except for flood plains, petra city, and oasis. And then city buildings or coastals. So you'd have a tiny empire. Just getting to 1/5 type beliefs or using the full power of the tithing one would be difficult in some cases.

Tundra one is, as I recall, on non-forested. So it's not as big a deal as those tiles are equally bad to plain desert. I don't think either of these are a high priority because you'd have to use a non-standard map to have any chance to exploit it.
 
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