Dev Diaries: More Religion

Leoreth

Bofurin
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Further religion changes

As promised a quick update on the religion changes.

From the reaction to the update changelog it seems that people already get the idea behind the new Catholicism founding condition, i.e. that Orthodoxy is supposed to spread in Rome and that when Rome collapses the 50% threshold will be exceeded and the schism occurs. This evokes how the collapse of secular power in the west enabled the papacy to establish its privileged position. The possibility of Catholicism (and by extension, Protestantism) never appearing is now an intentional aspect of the game. Test games suggest that this works out most of the time, but the alternate history is still an option in a minority of games. People who want to play in a world with the other denominations can still play 600 AD. I will of course be open to future feedback on how both the initial spread of Orthodoxy and the Schism play out in your games and adjust accordingly.

There's still a couple of things left for religions I want to do over the next days:
- religious building and missionary names: I think we can adopt individual names for the temples, monasteries and missionaries of most religions, to give them additional personality and in some cases accuracy. There will be a thread for discussion soon
- make sure that Congo can complete its first UHV goal with the new spread rules
- improved implementation for missionary spread chance and persecutor remove chance (I think they can use similar code) that reflects religion spread factors in the affected city
- independents cannot have state religions
- observe how barbarians razing European cities affects the schism, and if necessary do something about that

Religion in the future

I still have further plans for religions that also have been discussed in some detail here. I think they are not as pressing as the recent changes have been, and some are dependent on other stuff I want to do first. To give you my updated thoughts on that:

Additional (minor) religions

I went over which possible religions to add in some detail in this thread. Since then, I have revised my thoughts a bit. I'm still considering the following (rough order of priority):
- Tengrism
- Jainism
- Shinto
- Sikhism

Judaism is now already in and provides a good model of how to handle this kind of religion. The changes I have made to region based spread will also vastly help to quickly implement this type of religion that needs more custom rule to work historically, so less awkward scripting is required which initially turned me off from their implementation.

Shia Islam is also a strong possibility, since I also got to practice denominational splits with Christianity now and have laid some conceptual ground work to implement this.

The Mediterranean and Native American religions will not make it into the mod as by my current plans. I still think the Pantheon + Pagan Temple combination works well for them, mechanically.

However, I think it would be great to have more flavor for this kind of choice. So what I plan to do instead is to give most civilizations a (text and graphical only) unique building for Pagan Temples (e.g. a Mastaba for Egypt or a Ziggurat for Babylonia). This makes sense because those planned religions were very civ centered anyway. I know this affects various already existing unique buildings for the Pagan Temple, but I think I can work around that after I am done with some yet unannounced changes. Maybe those religious Pagan Temple replacements can even have slightly diverse effects, but that's another topic.

Encouraging state religion centered play over multiple religion centered play

I think that strategies that rely on getting all religions are still too powerful. The most important factor is that having a religion still gives you access to wonders, and wonder stacking seems to feature in most OP strategies. It's also a problem that religions with a lot of wonders (Pantheon, Catholicism) are privileged over others. While it is true that there are also more civs competing over these wonders, the player is usually able to beat the AI to most of them and still has the advantage.

My current idea for this is to introduce a religion based resource called for example "piety". You have a piety value for all religions in your civilization (if you do not have the religion, it's simply 0) that depends on its spread in your cities, the existence of other (non-tolerated) religions and the existence of buildings of that religion. This treats "no religion", i.e. Pantheon, as a religion for piety purposes.

To build a wonder of a religion, you need to "spend" a certain amount of piety. After that, piety recovers to its original value over time. Having a higher original piety value means you can construct more wonders of that religion over time, and that the piety will recover faster.

This system could also be extended to include other aspects of the game. For example, priests and great prophets could be used to refill state religion piety faster. Stability also uses a concept similar to this so this would make religion stability more transparent.

Another idea is to modify the shrine income by piety so that it becomes harder to combine multiple shrines within the same empire, because currently shrines make civ balance harder in some respects.

Religion specific powers

Something that could tie in with piety is religion specific powers, i.e. with a high original piety you receive additional benefits that depend on your state religion. For balance purposes Pantheon could receive a similar deal. As above the purpose of this is too make focusing on one religion more worthwhile, and to make religions more distinct.

This religion individualization can also apply to religious buildings, in particular monasteries. Not sure if that should also depend on piety or simply take the form of different innate monastery effects.

So as you can see there is a lot for religion in the future, but unfortunately there are other things that are more pressing. Also I want to get some stuff done first that will make such a system work better. More information on that coming soon.

Progress on v1.14

I think I'm close enough to release to disclose the remaining to do list until that point:
- religion stuff as mentioned above
- slight improvement to the culture spread rules (e.g. unreachable tiles cannot be covered anymore)
- civ balance as mentioned in the other thread
- fixes for some minor bugs (e.g. ships finish their turn after unloading units)
- include some additional dynamic names
- make GPs for some remaining civs era sensitive

More information on what comes after v1.15 when we're closer to release.
 
A suggestion I got from Realism Invictus: Depending on your state religion, you don't get :) or :health: from certain bonus. Think of Islam not receiving :health: from pig and :) from wine. See the spoiler for the list used in RI.

This is probably best implemented when the religious UP will be included.

Spoiler :
Judaism:
No :health: from clam, pig, crab

Islam:
No :health: from pig
No :) from wine

Hinduism:
No :health: from cow

Toasim:
No :) from gems, gold, silver, pearls
 
Thanks, something to keep in mind for when we reach that point.
 
I would prefer religious health/happiness not being implemented. The range of available resources dont reflect the global range of substitutes.

A religious bonus would be nice, but please keep the bonuses a bit generic and not to many varities.
 
Encouraging state religion centered play over multiple religion centered play

I think that strategies that rely on getting all religions are still too powerful. The most important factor is that having a religion still gives you access to wonders, and wonder stacking seems to feature in most OP strategies. It's also a problem that religions with a lot of wonders (Pantheon, Catholicism) are privileged over others. While it is true that there are also more civs competing over these wonders, the player is usually able to beat the AI to most of them and still has the advantage.

My current idea for this is to introduce a religion based resource called for example "piety". You have a piety value for all religions in your civilization (if you do not have the religion, it's simply 0) that depends on its spread in your cities, the existence of other (non-tolerated) religions and the existence of buildings of that religion. This treats "no religion", i.e. Pantheon, as a religion for piety purposes.

To build a wonder of a religion, you need to "spend" a certain amount of piety. After that, piety recovers to its original value over time. Having a higher original piety value means you can construct more wonders of that religion over time, and that the piety will recover faster.

This is quite an interesting change. Previously, religion was actually a history/geography condition. Some wonders are for East Asia, while some are for pre-early modern Western Europe. There was even a Corn test for Native American wonders. This is more like Faith Points, so if you are a good Catholic who conquers infidels and spreads the religion quickly, you can build the Leaning Tower.
 
Could wonders only function when their religion is followed?It would make you really commit to them, and totally negate wonder stacking. Later wonders could require specific civics to be active instead...

This piety sounds interesting, but a lot of work no!? I am in favour of anything that makes wonders more special, as you say atm most OP games seem to revolve around religion collecting.
 
This is quite an interesting change. Previously, religion was actually a history/geography condition. Some wonders are for East Asia, while some are for pre-early modern Western Europe. There was even a Corn test for Native American wonders. This is more like Faith Points, so if you are a good Catholic who conquers infidels and spreads the religion quickly, you can build the Leaning Tower.
Sure, the idea is quite comparable to RFCE's faith points.

Tlönitte;14227710 said:
Could wonders only function when their religion is followed?It would make you really commit to them, and totally negate wonder stacking. Later wonders could require specific civics to be active instead...
Yes!

This piety sounds interesting, but a lot of work no!? I am in favour of anything that makes wonders more special, as you say atm most OP games seem to revolve around religion collecting.
How much work it's going to be depends on how involved and integrated into other systems it's going to be. But I have a pretty good idea of how to do it already and the basic implementation shouldn't be too complex.
 
I think that strategies that rely on getting all religions are still too powerful. The most important factor is that having a religion still gives you access to wonders, and wonder stacking seems to feature in most OP strategies. It's also a problem that religions with a lot of wonders (Pantheon, Catholicism) are privileged over others. While it is true that there are also more civs competing over these wonders, the player is usually able to beat the AI to most of them and still has the advantage.

I'd argue that two civs do deserve to play multiple religions for accurate reasons, Persia & Mongolia. In the case of Persia, it was key component of Cyrus's politics to promote religious freedom. Also, while Tangerism is the religion being aimed for the Mongols, after Genghis Khan led a campaign into Balasagun (in modern-day Kyrgyzstan), he declared religious freedom in all his lands. And Genghis's successor Ögedei built Buddhist, Muslim, Christian, and Taoist houses of worship.

My current idea for this is to introduce a religion based resource called for example "piety". You have a piety value for all religions in your civilization (if you do not have the religion, it's simply 0) that depends on its spread in your cities, the existence of other (non-tolerated) religions and the existence of buildings of that religion. This treats "no religion", i.e. Pantheon, as a religion for piety purposes.

To build a wonder of a religion, you need to "spend" a certain amount of piety. After that, piety recovers to its original value over time. Having a higher original piety value means you can construct more wonders of that religion over time, and that the piety will recover faster.

This system could also be extended to include other aspects of the game. For example, priests and great prophets could be used to refill state religion piety faster. Stability also uses a concept similar to this so this would make religion stability more transparent.

I wonder if maybe we can incorporate certain bonuses to offset the number of wonders. For example, what would a Jewish civ gain from being especially pious? Well maybe they get discounts in the costs of Courthouses & libraries as long as piety is at a certain threshold?

Another idea is to modify the shrine income by piety so that it becomes harder to combine multiple shrines within the same empire, because currently shrines make civ balance harder in some respects.

I'll be honest. I actually feel like we should incorporate more complex shrines. Like, Protestant Civ's should have a national Wonder called "National church" which provides gold for each city (of only your civ). Much like the national church, Orthodox Civs can build a "Seat of the Patriarch" . On the other hand, Catholic, Hindu, Buddhist, and Sunni Civ's can build pilgramage routes to the Shrine, bringing in gold. These can all be incorporated into the Piety system. Finnally, the Shinto, Jewish, Taoist, and Confucian civs have piety thresholds.




One last thing, I still stand on the belief that a wonder named "Santa Maria Rotonda" should be included, it requires Catholicism OR Orthodoxy to be built. The owner can then build Classical Wonders as though they had Polytheism.
 
I'd argue that two civs do deserve to play multiple religions for accurate reasons, Persia & Mongolia. In the case of Persia, it was key component of Cyrus's politics to promote religious freedom. Also, while Tangerism is the religion being aimed for the Mongols, after Genghis Khan led a campaign into Balasagun (in modern-day Kyrgyzstan), he declared religious freedom in all his lands. And Genghis's successor Ögedei built Buddhist, Muslim, Christian, and Taoist houses of worship.
Sure, both going wide and going tall should be possible. But you also don't see Persia and Mongolia building all wonders associated with these religions. Access to multiple religious buildings is already a benefit on its own.

I wonder if maybe we can incorporate certain bonuses to offset the number of wonders. For example, what would a Jewish civ gain from being especially pious? Well maybe they get discounts in the costs of Courthouses & libraries as long as piety is at a certain threshold?
That's the kind of thing I am getting at when talking about religious powers.
 
By the way, I am open to suggestions for Jewish URV goals.
 
Maybe one goal could be tied to corporations, for example to make sure that at least 50% of the world's cities have a corporation, or to have at least 4 offices of each modern corporation present in your empire? Or maybe Judaism being the minor / major religion in at least 20 / 10 cities?
 
By the way, I am open to suggestions for Jewish URV goals.

The promised land: Move capital to Jerusalem. Complete Temple of Solomon, a jewish synagogue and settle 3 great prophets there.
The chosen people: Have the highest produced gold per capita ratio.
The kingdom of heavens: Run Theocracy for 1000 years. 100 turns.
 
URVs can be stereotypical so let's be careful here... In particular, Judaism UHVs shouldn't be solely based on the idea of a diaspora or a religious minority (e.g. doing mercantile/banking), because we're talking about a Jewish state-religion civ here!

Prophets / Second Temple: Something about settling X great priests or statesmen.
Rabbis: Something about having the world's best Libraries or research.
Zionism: Return to or retain the holy city for a sufficient length of time (though not necessarily rebuilding the Temple!). Maybe make Congresses more likely to give Jerusalem to a Jewish civ after a while (Balfour Declaration). Perhaps this should also require having a large population in the holy city, or some other condition?
 
I agree with Panopticon. With the current rules, you will be a civilization with Jewish state religion which already controls Jerusalem (or whatever other Jewish holy city). Jewish tropes associated with the diaspora are not necessarily fitting, and tropes associated with Jewish stereotypes or outright antisemitism are problematic. For example, even while a goal associated with commerce is not entirely without historical grounds (assuming a diaspora perspective), the global and extreme way most goals have to be formulated to fulfill their role as a goal, they can come across as endorsing propaganda about Jewish control over global commerce or culture.

The best models for a Jewish URV are the ancient and modern states of Israel. We can also somewhat extrapolate on the ideals of Rabbinic Judaism and how a state would look like if organized according to them, something which is only partially realized in the State of Israel. The diaspora would better be represented in how a Jewish state could interact with other civs that have Jewish communities, e.g. good relations or something like that.
 
Some suggestions for Jewish UHV. The ones about Jerusalem isnt so fitting if you play a far away civ.

Rabbis: Settle 3 great prophets in Jerusalem
Holy city: Build some wonders, Temple of Salomon/Rock Mount
Torah: Run scholasticism for 100 turns
The holy city: Control Jerusalem for 100 turns
Zionism: Control all cities with Judaism
 
I think there was a mechanic for Judaism in particular in RFC Europe where the religion moved to another city/civ when it was removed/persecuted out of one. Perhaps this is a mechanic that could be integrated in the future to make religions more unique from each other.
 
When should the civ win? By that I mean, who are we aiming for? Is this to give Babylonia, Egypt, Phonecia, and (maybe) Persia a religious victory option? (A secondary one for Persia?). I feel that if that is the case, then whatever goals are necessary, they should be accomplished before the Alexander the Great event kicks in, so before 330s b.c.e.

What does that mean for Judiasm? Well forget Rabbis, that institution may have roots in the first temple diaspora, but they won't be the dominant faction until the establishment of Yavneh in 69 c.e. (Saul Liberman would argue that Rabbinic Judiasm wouldn't be domminant till the 3th to 4th century c.e.)

This is a Judaism with three established institutions. The monarchy, the priesthood, and the prophets. It is a Judaism built around sacrifice, with a struggle between the Jerusalem cult of Yahweh (which prevailed in the end) and other local cults. Even the restoration movement under Cyrus attempted to bring back the threefold leadership template of king (Sheshbazzar and Zerubbabel), high priest (Joshua, descended from the priestly line), and prophets (Haggai, Zechariah). However, around 450 b.c.e., the kings and prophets had disappeared and only the high priest and civil administration remained. The unification of Priest and King occurs with the Hasmonean dynasty; (Aristobulus I, in 104 b.c.e., uses both the title of king and high priest, the opposition to him would be named "set apart, separated" or Pharisaios in ancient greek, modern day spelling is Pharisees); this unification sets the ground for what would become a rabbinate that (in prekei avot 1:1) argue for being inheritors to the prophets.

So what is Ancient Judaism missing from modern day Judaism? Well the scholarship focus of the Rabbis, the altruistic universalism of Tikkun olam, any nationalistic form of Zionism, Spiritual Messianism (Messiah had a different meaning in that point, refering to actual living humans of Davidic descent), and heck, no Talmud.

Based on these I'm thinking along these lines:

Torah, Nevi'im, and Ketuvim: Build a courthouse in every city you control, Settle 3 great prophets in your cities, and own a library in every city you control.
Bet HaMikdash: Control or Build the Temple of Solomon. Connect the Jewish Holy city to 5 sources of any combination of sheep and cattle and two sources of incense
Melech Chai VeKayam Vassalise or conquer two other nations, spread judaism into their core areas.
 
Converting to Judaism is certainly an alt-history event so I consider its URV mostly an easter egg or a special/outlandish challenge people can impose on themselves. So I don't really want to include it to accomplish any particular goal in terms of historical representation, I just want to people to be able to win in a way that approximates Judaism in some way.

That means that the URV should reflect Jewish tenets in some way without necessarily having a specific civ in mind that is "supposed to" complete this goal.
 
Converting to Judaism is certainly an alt-history event so I consider its URV mostly an easter egg or a special/outlandish challenge people can impose on themselves. So I don't really want to include it to accomplish any particular goal in terms of historical representation, I just want to people to be able to win in a way that approximates Judaism in some way.

That means that the URV should reflect Jewish tenets in some way without necessarily having a specific civ in mind that is "supposed to" complete this goal.

So the goals are something that either carthage or colombia could accomplish?
 
Yes, this is a general principle for URVs though. Of course civs that are more closely associated with the religion can have a better chance at completion.
 
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