So to keep you updated, I'm currently working on religion spread. The goal is to make automatic spread more accurate while avoiding determinism.
Right now I'm in the process of taking apart and understanding the code. One interesting observation is that it was completely impossible for natural spread to bring more than one religion to a city. I wasn't aware of that before, so that'll probably be removed.
I will also introduce region-specific spread modifiers that are intended to partially replace civ specific modifiers. That should allow realistic spread even if the "correct" civ in the area is collapsed or has been conquered.
The code is also really inefficient as far as I can tell, maybe I can achieve some speed improvements here too.
Right now I'm in the process of taking apart and understanding the code. One interesting observation is that it was completely impossible for natural spread to bring more than one religion to a city. I wasn't aware of that before, so that'll probably be removed.
I will also introduce region-specific spread modifiers that are intended to partially replace civ specific modifiers. That should allow realistic spread even if the "correct" civ in the area is collapsed or has been conquered.
The code is also really inefficient as far as I can tell, maybe I can achieve some speed improvements here too.