Peacemongerer
Prince
So one huge problem I've seen in the last month or so of playing Civ 6 is that religious units are incredibly tedious, even if you don't want to pursue a religion. They often clutter-up the map and make it harder to move combat units through your own territory, religious combat often feels like spamming doomstacks at the other side and the sheer volume of missionaries some civilizations can produce at once just makes the whole experience awful for a lot of people
With this in mind, I'm proposing we make standard religious units behave more like trade units / espionage units, where pay some amount of faith upfront to send them on a mission and have all conversion be done in the background. Holy sites increase the number of units you can support at once, and faith generated is use to purchase new units and maintain missions the existing ones are sent on.
Some ideas:
Missionary:
Proselytize (5 turns) - High-risk, high-reward. Exerts high level of continuous religious pressure on the city for mission's duration, converting unbelievers to your faith. Costs a lot of faith to maintain. Random chance missionary is killed by an angry mob.
Perform Charity (10 turns) - Low-risk, low-reward. Exerts lower level of religious pressure on the city than proselytize, but missionary is less likely to be killed while pursuing this mission. Costs a little faith to maintain. City receives buffs to growth and amenities while mission is active.
Inquisitor:
Uproot Heretics (5 turns) - High-risk, high-reward. Exerts high level of negative pressure for other religions throughout mission's duration and an increased chance to kill enemy missionaries. City receives maluses to growth and amenities while mission is active. Chance of starting an armed rebellion (killing the inquisitor and spawning rebel units). Costs a lot of faith to maintain.
Theological Debate (10 turns) - Low-risk, low-reward. Exerts lower level of negative religious pressure for all other religions, but does nothing to stop active missionaries. Costs a little faith to maintain.
Apostle:
Perform Miracles (5 turns) - Exerts absurd levels of pressure for your religion in the target city; can easily convert all citizens in target city to your faith if done unchallenged. Random chance apostle is martyred, killing the unit but creating a relic in your capital. Costs an absurd amount of faith to execute.
Support Evangelism (10 turns) - Makes all missionaries coming from your empire more effective for X number of turns, but costs extra faith to maintain.
Support Inquisition (10 turns) - Makes all inquisitors within your empire more effective for X number of turns, but costs extra faith to maintain.
With this in mind, I'm proposing we make standard religious units behave more like trade units / espionage units, where pay some amount of faith upfront to send them on a mission and have all conversion be done in the background. Holy sites increase the number of units you can support at once, and faith generated is use to purchase new units and maintain missions the existing ones are sent on.
Some ideas:
Missionary:
Proselytize (5 turns) - High-risk, high-reward. Exerts high level of continuous religious pressure on the city for mission's duration, converting unbelievers to your faith. Costs a lot of faith to maintain. Random chance missionary is killed by an angry mob.
Perform Charity (10 turns) - Low-risk, low-reward. Exerts lower level of religious pressure on the city than proselytize, but missionary is less likely to be killed while pursuing this mission. Costs a little faith to maintain. City receives buffs to growth and amenities while mission is active.
Inquisitor:
Uproot Heretics (5 turns) - High-risk, high-reward. Exerts high level of negative pressure for other religions throughout mission's duration and an increased chance to kill enemy missionaries. City receives maluses to growth and amenities while mission is active. Chance of starting an armed rebellion (killing the inquisitor and spawning rebel units). Costs a lot of faith to maintain.
Theological Debate (10 turns) - Low-risk, low-reward. Exerts lower level of negative religious pressure for all other religions, but does nothing to stop active missionaries. Costs a little faith to maintain.
Apostle:
Perform Miracles (5 turns) - Exerts absurd levels of pressure for your religion in the target city; can easily convert all citizens in target city to your faith if done unchallenged. Random chance apostle is martyred, killing the unit but creating a relic in your capital. Costs an absurd amount of faith to execute.
Support Evangelism (10 turns) - Makes all missionaries coming from your empire more effective for X number of turns, but costs extra faith to maintain.
Support Inquisition (10 turns) - Makes all inquisitors within your empire more effective for X number of turns, but costs extra faith to maintain.