I'm currently writing the AI for the new Religious Tenets system. Part of this involves leaders having favourite tenets, much like favourite civics but a bit more involved. Given there are 154 leaders in HR, your help with assigning these would save me a lot of time and effort. Please use this thread for suggestions. A few notes:
The list of tenets for reference (excluding Divinity tenets):
- Don't include Divinity tenets, these are determined by the religion not the player
- Multiple suggestions are very helpful; even though there'll only be one 'official' favourite, I can still use the others to help guide AI decision making
- In particular, a Tolerance tenet for each leader (in addition to other suggestions) would be immensely helpful. This is the toughest category to code AI for, and will need to be predetermined for the most part.
- Favourites are also about the civilization at the time of the leader, not just the leader's personal religious outlook. For example, Perikles might have Rationalism as a favourite, not because he was necessarily like that, but Athens in his era was.
- Sometimes it's unavoidable, but where practical I prefer to avoid having too many leaders from the same civilization having the same favourite, e.g. all Egyptian leaders with Preservation.
The list of tenets for reference (excluding Divinity tenets):
Spoiler :
Aspiration Tenets
This category is about what the people believe their religion will do or provide for them. Like the Divinity category, each tenet here provides a method of generating faith. All other bonuses require the religion's Temple. The first three Aspiration Tenets are available straight away, the other 3 require techs to unlock.
Morality Tenets
This category concerns what a religion values and how it's hierarchy expects it's followers to act and think. It has most of the more military themed bonuses. Each tenet here has a bonus that is only useful for cities with your religion's Great Temple (which still require a Great Prophet and a particular number of Temples to construct).
Revelation Tenets
This category describes how followers of a religion seek knowledge and understanding of both the world and the divine. Many of the bonuses here are connected to Monasteries (which will no longer go obsolete, but will require a Temples to be built - half as many as Great Temples do). Of particular note are the tenets that add a commerce to Monasteries when Great Prophets emerge. These provide an additional reward for investing in faith.
Tolerance Tenets
This category is concerned with spreading religions and how a religion interacts with others, both domestic and foreign. Because I'm still finalizing some related mechanics, this is the category least finished and most subject to further iteration. You'll notice a couple of bonuses are currently missing. There will be no tech requirements for any of these tenets however.
Worship Tenets
You didn't think you'd get all these cool bonuses for free did you? This category is about what followers have to endure to get the benefits of their religion. There are no bonuses here, only penalties. Note that Apostasy has no tech requirement - this is the tenet for those that wish to have no state religion. You don't suffer the heftier penalties of the other Worship tenets, but most of the tenets in the other categories have bonuses that only apply to a state religion. So you'll miss out on those instead.
This category is about what the people believe their religion will do or provide for them. Like the Divinity category, each tenet here provides a method of generating faith. All other bonuses require the religion's Temple. The first three Aspiration Tenets are available straight away, the other 3 require techs to unlock.
Fertility
• +2 food from state religion Temples
• +1 faith from Crop resources
Prosperity
• +3 commerce from state religion Temples
• +1 faith from Luxury resources
Order
• +3 production from state religion Temples
• +1 faith from Material resources
Preservation
Requires Property
• +1 health from state religion Temples
• +1 faith from Wonders
Salvation
Requires Priesthood
• +1 happiness from state religion Temples
• +1 faith from combat victory over heathen units
Enlightenment
Requires Ethics
• +25% GPP in cities with state religion Temples
• +5 faith from settled Great People
• +2 food from state religion Temples
• +1 faith from Crop resources
Prosperity
• +3 commerce from state religion Temples
• +1 faith from Luxury resources
Order
• +3 production from state religion Temples
• +1 faith from Material resources
Preservation
Requires Property
• +1 health from state religion Temples
• +1 faith from Wonders
Salvation
Requires Priesthood
• +1 happiness from state religion Temples
• +1 faith from combat victory over heathen units
Enlightenment
Requires Ethics
• +25% GPP in cities with state religion Temples
• +5 faith from settled Great People
Morality Tenets
This category concerns what a religion values and how it's hierarchy expects it's followers to act and think. It has most of the more military themed bonuses. Each tenet here has a bonus that is only useful for cities with your religion's Great Temple (which still require a Great Prophet and a particular number of Temples to construct).
Hedonism
• Free City Raider promotion in cities with state religion Great Temples
• +25% production of cultural buildings and wonders
Purity
Requires Medicine
• +2 health from Baths
• Free March promotion in cities with state religion Great Temples
Altruism
Requires Welfare
• Free Doctor in cities with state religion Great Temples
• +25% production of growth buildings and wonders
Honour
Requires Chivalry
• Can draft units each turn
• Free Leadership promotion in cities with state religion Great Temples
Duty
Requires Dogma
• Free Engineer in cities with state religion Great Temples
• +25% production of military buildings and wonders
Justice
Requires Humanities
• Free Spy in cities with state religion Great Temples
• -25% dissent in all cities
• Free City Raider promotion in cities with state religion Great Temples
• +25% production of cultural buildings and wonders
Purity
Requires Medicine
• +2 health from Baths
• Free March promotion in cities with state religion Great Temples
Altruism
Requires Welfare
• Free Doctor in cities with state religion Great Temples
• +25% production of growth buildings and wonders
Honour
Requires Chivalry
• Can draft units each turn
• Free Leadership promotion in cities with state religion Great Temples
Duty
Requires Dogma
• Free Engineer in cities with state religion Great Temples
• +25% production of military buildings and wonders
Justice
Requires Humanities
• Free Spy in cities with state religion Great Temples
• -25% dissent in all cities
Revelation Tenets
This category describes how followers of a religion seek knowledge and understanding of both the world and the divine. Many of the bonuses here are connected to Monasteries (which will no longer go obsolete, but will require a Temples to be built - half as many as Great Temples do). Of particular note are the tenets that add a commerce to Monasteries when Great Prophets emerge. These provide an additional reward for investing in faith.
Superstition
• State Monasteries gain +1 culture when a Great Prophet emerges
• +1 happiness from Cemetery
Occultism
Requires Alchemy
• State Monasteries gain +1 espionage when a Great Prophet emerges
• 25% chance for a free Merchant when constructing a Clinic
Scripture
Requires Writing
• State Monasteries gain +1 wealth when a Great Prophet emerges
• 25% chance for a free Priest when constructing a Library
Pilgrimage
Requires Compass
• +1 trade route in cities with State Monasteries
• +100% trade route commerce in city with State Religion Shrine
Discipline
Requires Aesthetics
• +2 experience for units trained in cities with State Religion Monasteries
• 25% chance for a free Artist when constructing a Stadium
Rationalism
Requires Education
• State Monasteries gain +1 research when a Great Prophet emerges
• 25% chance for a free Scientist when constructing a School
• State Monasteries gain +1 culture when a Great Prophet emerges
• +1 happiness from Cemetery
Occultism
Requires Alchemy
• State Monasteries gain +1 espionage when a Great Prophet emerges
• 25% chance for a free Merchant when constructing a Clinic
Scripture
Requires Writing
• State Monasteries gain +1 wealth when a Great Prophet emerges
• 25% chance for a free Priest when constructing a Library
Pilgrimage
Requires Compass
• +1 trade route in cities with State Monasteries
• +100% trade route commerce in city with State Religion Shrine
Discipline
Requires Aesthetics
• +2 experience for units trained in cities with State Religion Monasteries
• 25% chance for a free Artist when constructing a Stadium
Rationalism
Requires Education
• State Monasteries gain +1 research when a Great Prophet emerges
• 25% chance for a free Scientist when constructing a School
Tolerance Tenets
This category is concerned with spreading religions and how a religion interacts with others, both domestic and foreign. Because I'm still finalizing some related mechanics, this is the category least finished and most subject to further iteration. You'll notice a couple of bonuses are currently missing. There will be no tech requirements for any of these tenets however.
Insularity
• Unaffected by foreign reformations
• No unhappiness from defying Apostolic Palace or United Nations resolutions
Forbearance
• -50% negative attitude from religious differences
• ???
Proselytism
• Can train 100% more Missionaries
• Spreading state religion also constructs its Temple
Fundamentalism
• Can train Inquisitors
• No spread of non-state religions
Syncretism
• +50% positive attitude from religious similarities
• ???
Pluralism
• No unhappiness from non-state religions
• No dissent from non-state religions
• Unaffected by foreign reformations
• No unhappiness from defying Apostolic Palace or United Nations resolutions
Forbearance
• -50% negative attitude from religious differences
• ???
Proselytism
• Can train 100% more Missionaries
• Spreading state religion also constructs its Temple
Fundamentalism
• Can train Inquisitors
• No spread of non-state religions
Syncretism
• +50% positive attitude from religious similarities
• ???
Pluralism
• No unhappiness from non-state religions
• No dissent from non-state religions
Worship Tenets
You didn't think you'd get all these cool bonuses for free did you? This category is about what followers have to endure to get the benefits of their religion. There are no bonuses here, only penalties. Note that Apostasy has no tech requirement - this is the tenet for those that wish to have no state religion. You don't suffer the heftier penalties of the other Worship tenets, but most of the tenets in the other categories have bonuses that only apply to a state religion. So you'll miss out on those instead.
Idolatry
• Golden Age length reduced by 50%
• No access to Stone or Marble
Sacrifice
Requires Ritual
• No food stored after city growth
• Construction of Wonders sacrifices 1 population
Ceremony
Requires Astronomy
• +25% maintenance from number of cities
• -25% wealth in capital
Meditation
Requires Philosophy
• 50% slower production of Military Units
• +50% war weariness
Prayer
Requires Theology
• -50% Great Doctor emergence
• -50% Great Scientist emergence
Apostasy
• No state religion
• -2 attitude from civilizations with a state religion
• Golden Age length reduced by 50%
• No access to Stone or Marble
Sacrifice
Requires Ritual
• No food stored after city growth
• Construction of Wonders sacrifices 1 population
Ceremony
Requires Astronomy
• +25% maintenance from number of cities
• -25% wealth in capital
Meditation
Requires Philosophy
• 50% slower production of Military Units
• +50% war weariness
Prayer
Requires Theology
• -50% Great Doctor emergence
• -50% Great Scientist emergence
Apostasy
• No state religion
• -2 attitude from civilizations with a state religion