onedreamer: if you remember that we balance the BIG picture, not civic vs civic, I think you can agree that while Sacrifice the weak is the strongest civic in its tree (maybe even in the game), it is tied into the whole being evil thing and can be offset not just by other civics, but by any kind of advantage that comes with being good. In the system QES proposes, this link would remain in place, it would just change in quality.
Thank you for saying more eloquently what I could not.
My ideas were simply to create possible mechanics that would solve the first issue - where an early religion dominates so very quickly.
I believe that mechanically - there should be some reward for a religion being older than others. However, in the current system, the first religion quickly becomes the only religion and a "world order" is fundamentally founded. Everyone quickly adopts the same philosophies throughout the game. It reduces tensions - leading (as i remember it) the player to be the one instigating military tensions.
If there was a higher amount of competition between religions, for various people, in various parts of the world - then these tensions might become more global, and add a dynamic to the game overall.
It occurs to me, that if one must have an alignment first - and this allows (or perhaps justifies) a religion, then both flavor and the mechanical issue of "Mono-religion worlds" might be solved.
I understand that players like freedom of choice. I know that players "want to have absolute choice." But - there is more strategy, and essentially more of a challenge if limits are introduced.
I like bringa's ideas of a slow evolution to and from alignments modifiers. I also think the "unhappiness" modifiers for choosing religions might be a good compromise - however, the fact that the AI still attempts to have a religion, any religion, that best suits its mechanics, it would still adopt one even if it got negatives. This not so much being out of preference, but simply code.
The essential problem we're dealing with here - is goals. How does one program "goals" for a computer? It is easy to suggest that conquering the world, or going for a specific victory might be plausible, but when there are multiple styles and paths for doing so, the computer will usually (as stated) make the same ones over and over. In this - there isnt, essentially, multiple choices except for human players.
If religions
require alignments, suddenly getting an independent religion (or a religion at all) for the computer becomes a
part of the math and process to achieve the "victory" conditions already established. The computer seems to understand "prerequisites" at least in margin, so if FoL has a world wide spread, and the computer cannot have that religion, in order to get one, it MUST seek another choice. The mere pursuit of another choice will increase the over all commitment to different religions throughout the world.
The reason that the "civics" would be so easily transferable - or really, why it's so easy to flip alignments, is to create a system of dynamics in the AI that dont normally exist. Also - it would give weight to civics that are normally not chosen for certain strategies.
If "sacrifice the weak" is always the strongest of it's choice, the mere exclusion of some stratagems for such a choice would mitigate the "power" of any one specific strategy - and holistic approaches would again be king.
-Qes