Civilization IV: Religious Victory

it occurs to me there may be value in changing the victory conditions to require all of the following:

(a) 66% of population is your relgion
(b) 66% of cities in each civ have your religion
(c) 66% of civs have your religion as the national religion

this would require both breadth and depth for your religion, and lead you to have to consider alternative strategies when dealing with different civs.

for example, suppose that i am the largest civ, by population, and with the moderate spread of my religion I have achieve victory condition (a). furthermore, I have spread my religion to 3 civs (of 5) to the extent that they've made it their national relgion, to achieve victory condition (c), i'll need to convert one more civ to my religion, or eliminate a civ. however, even if I do so, I may find that the fifth civ is a theocracy and not allowing my religion to expand in their borders. therefore, i'll need to find some way to open their borders, or eliminate the cities in their borders that do not have my religion, or conquer cities and convert them myself....

interesting decisions indeed. and if it doesnt sound easy, then good. it shouldnt be - it's a victory condition :D

ew
 
Here's a thought ..I think you actually should "try" the Mod "before" you are critical or make numerous suggestions ;)
 
Tried it out and I like it alot...:goodjob:
Just adding a different route to Victory adds a new dimension to the game.
Thanks for making it !!!
 
Alright, so far I've got a few basic ideas for the next version.

-Add Inquisitors (Movement=2); can be built from a national wonder (have yet to decide what it would be called); can be used on cities and removes non-state religions 50% of the time (cannot remove religions from their holy city); always causes +2 :mad: for ten turns in target city; causes a -2 modifier if used on a rival Civ ("You need to accept different religions!") - cannot remove state religions of other civs either.

- Bump up the win percentage to 66% in an attempt to avoid inadvertent religious victory when trying to win by domination or conquest.

- Non-state relgions in Theocracy will cause +1 :mad: in cities(because Theocracy is much better with relgious victory enabled, so it needs to be balanced).

- Tweak the religions, as religions that take longer discover will need to be able to be spread faster to complete with the first three religions; the following is a tentative plan - spread rates in parenthesis: Buddism and Hinduism (100, extra +1 :)), Judaism (100, +1 Commerce in Cities), Confucianism (115, +1 Health), Taoism (133, extra +1 :)), Christianity (133, missionaries cost 50%), Islam (150, missionaries cost 50%). I may ditch those extra things besides spread rate, depending on feedback on the ideas.
 
There's already a mod for Inquisitors here. Like Rodman49 said, if you add those to a game, you can bump up the percentage a bit higher. I'd even go as high as 75%, then, so that you can't possibly hit it by accident. The problem, of course, is that you'd pretty much only get that if you occupied the majority of the planet and purged the other religions from your own cities, which would almost definitely trigger the Domination victory.

But honestly, I've never liked the Domination victory, even though I understand why they added it. Just having the population shouldn't be enough, you should have to DO something with it, like concentrate on diplomacy (U.N.), religion (this one), or military (conquest); sure, once you hit a certain point a win is guaranteed, but I dislike how the Domination sneaks up on you. So, if you were to disable the Domination win and add more things like this, I think it'd be much better.
 
Spatzimaus said:
There's already a mod for Inquisitors here. Like Rodman49 said, if you add those to a game, you can bump up the percentage a bit higher. I'd even go as high as 75%, then, so that you can't possibly hit it by accident. The problem, of course, is that you'd pretty much only get that if you occupied the majority of the planet and purged the other religions from your own cities, which would almost definitely trigger the Domination victory.

But honestly, I've never liked the Domination victory, even though I understand why they added it. Just having the population shouldn't be enough, you should have to DO something with it, like concentrate on diplomacy (U.N.), religion (this one), or military (conquest); sure, once you hit a certain point a win is guaranteed, but I dislike how the Domination sneaks up on you. So, if you were to disable the Domination win and add more things like this, I think it'd be much better.

Hmm, I had never thought of eliminating the domination victory . . . very ingenious idea Spatzimaus, going to have to try that out and also get some feedback.
 
I think two-thirds is a good choice..
Something poetic about a religious victory requiring a number like the sign of the devil 666.. !!!! LOL:D
 
How about in addition to requiring a certain % spread, also you need to build something else (in addition to the shrine you probably already have) in the holy city?
 
I had just been working on a religious victory mod when I stumbled across this...
For people that are saying it's too easy to just sit in one place and spread your religion like crazy, another option is to add an additional victory requirement. For example, add a 30-40%% of the world population requirement, so it's kind of like the religious version of the domination victory--forcing you to actually spread your cities as well as your religion. You could also add a total land space requirement instead.

Also, I've been playing around with happiness penalties, to try and make it more interesting. For example, adding -1 happiness to any city that contains a non-state religion, and another happiness pentalty for any non-state religion's building. To offset the penalties, I want to give Priest and Great Priest specialists a happiness bonus, but I haven't figured out how to add that in yet... :confused:
 
I feel like a good constaint would be converting X% of your opponents to your state religion as well. Either you would do so by buttering them up... or more likely, by threatening them. "Convert to Buddhism or else!" If they say no, you'd just kill them off and take their cities anyway. Could actually be kind of fun.
 
Something occured to me, and it seemed like this would be as good a place to profer the idea as any (since I have neither the time nor the resources to implement it myself).

Currently, each city is evenly divided between each religion present in it. eg, a city with both hinduism and buddhism is 50% each way. Is there any way to modify this so that it's possible to adjust that with various buildings and units? (temples, monasteries, missionaries, etc) That would add a whole new aspect to the religious victory.

Possible ideas interrelated to it:
Buildings of a certain religion will increase the number of people of that religion in a city, similar to how culture works. Trade with a city with a religion would add a minimum amount of religious "influence" to the city, while buildings would increase the religious influence. Missionaries would either add a fixed amount of influence to a city, or would create a new "mission" building which would increase influence.

Unfortunately, I don't have the time to flesh out the ideas (tests coming up), but it seemed like it would work well to flesh out the religious victory.
 
Just wanted to add if you are into the enjoyment of the game vs being exactly correct to the letter to match real history, you should consider having all the religions as the first tech.

I have modded my tech tree to add the 7 religious techs at the start of the tech tree. This makes religion discovery occurr at the start of the game and completely eliminates religion monopoly by spirituals. It also makes spreading your religion MUCH more difficult(lucky to get 30%). In addition, it adds a GREAT diminsion to international relations as they are likely to be a different religion.

This is a completely different game when played as I described:goodjob:
 
just wanted to let you know that this is such an awesome idea ;)

now it only needs to be balanced with the rest of the game, and it's gonna be an awesome addition to civ4!
 
Has anyone tested this to see if the AI can comprehend this victory and if they are actually smart enough to win this way? Becuase I'm guessing that the AI will just go for a cultural or domination victory instead of trying to do a religous victory.

Paulk
 
Frankly, if you remove Spaceship I don't think the AI is smart enough to win ANY other type of victory.

The only times I lose is when barb hordes and iminent military defeat, thanks God for Swiss bank accounts and a loyal population willing to sacrfice itself to buy me time to escape :)
 
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