So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are
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Ilkhanate(part of Mongol Empire)
Leader: Mahmud Ghazan
UA: Political Conversion
-Great Prophets cannot found religions (but can enhance them).
-When capturing a city with a majority religion for the first time, you found
a new religion with the same beliefs as the one of the captured city (applies
when no new religions can be founded). *Religion will be named 'New {religion}', e.g 'New Buddhism'
-When capturing a city, all surviving followers of the original version of your
religion are converted to your newer version. This third trait also applies to the
founder of the original religion (or any civilization with the original
religion as majority religion) if they capture your cities.
UU: Mongol Bowman
-Composite bowman replacement. ranged cavalry unit. Costs 1 horses.
-Can move after attacking if unit hasn't already moved this turn.
-When within 2 tiles of a Great Prophet, gain faith for the empire from units
killed.
*upgrades to crossbowman
UB: Sacred Training Ground
-Barracks replacement.
-No xp bonus unlike barracks it replaces
-Units built here gain +15% damage against cities following your religion or
the original copy of your religion.
-Units built here gain +15% combat strength when within 2 tiles of a Great
Prophet. (stacks with Great General and siege bonus)
-Costs no gold maintainance.
The Idea behind this Civ is to have people bring their great prophets to the front line of a battle. Too many prophets preach non violence,
you feel me?
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Kingdom of Jerusalem (Crusader state)
Leader: Baldwin I
UA: Religious Celebrations
-Gain +2 faith for the empire when founding cities.
-Every time a city increases in population, gain faith for the empire equal to
the new number of citizens in the city.
-Declarations of friendship with leaders who share a majority religion with you
decrease Great Prophet cost by 15%.
UU: Anointed Knight
-Knight replacement.
-Costs faith per turn instead of gold maintainance. (faith amount==gold amount,
decreases to half cost with mandate of heaven policy).
-Earn faith for the empire whenever unit is promoted.
+15% combat bonus against civilizations which don't share a majority religion.
+30% combat bonus against barbarians.
-Earn +5 xp when visiting a city with a castle(
UB) for the first time.
(garrisoned in or adjacent to city)
UB: Chivalric Order
-Castle replacement.
+1 faith per turn for every shrine, temple and castle in cities connected
to this city which share a religion with this city.
+1 CS and +3 City Health if city is connected to capital and shares religion
with the capital (in addition to castle base stats)
+2 gold per turn in captured cities (annexed or puppeted) which share a religion with the Holy City
This civilization is a typical crusader state. There are bonuses to playing small or wide and there is definitely a domination flavour here.
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Tibetan Empire
Leader: Dalai Lama
UA: Pilgrimage
+1 faith for the empire for each active Guru(
UGP)
-During Golden ages, Each Guru and Disciple(
UU) generates +1 Tourism.
-During Golden ages, Each Disciple gains +20% defensive combat strength and
+1 movement in friendly territory.
UGP: Guru
-Replaces both Great Prophet and Great General.
-Has the abilities of both above GP and is born when either would be born.
-When a Guru is born, two Disciples(
UU) are born with him.
-Cannot be destroyed through attrition (though it still affects spread religion
quantity). Using final spread religion quantity does expend the Guru but not
if it is lost through attrition.
-Great General aura only provides +10% combat strength but gives +30% for units
when defending.
-All non cavalry, preindustrial land units gain +1 movement when starting their
turn next to a Guru, bonus is doubled for Disciples.
UU: Disciple
-Has unique martial arts promotions. (could get quite creative here)
-Gains combat strength for each era before modern era (making it slightly weaker
than a contemporary melee unit in those eras).
+20% chance for converting defeated enemies into Disciples.
-When visiting a natural wonder, holy site or city with a World Wonder built in
it for the first time, gain xp and points towards a golden age. (amounts vary
depending on what is visited). Removing fog of war from the map also generates
points towards a Golden age (small amount, less for ocean and coast tiles).
This game just needs more kung-fu. Nuff said.
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I hope these ideas inspire a brave modder to try their hands at making my dreams a reality.