I need more details about how religion works, is there combat between missionaries anymore? Is there a manual?

Oddible

signal / noise > 1
Joined
Apr 7, 2002
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Vancouver, BC
The civilopedia is woefully incomplete. Is the only way to fight religious encroachment to just make more missionaries? Are missionary units of a specific religion? (they don't have an icon to represent which religion they are). Or are they always your founded religion? Can missionaries fight eachother? How do I prevent a nearby civ from converting my cities? What do the little icons mean below the city - urban / rural?
 
The whole religion system is weird. Yes, the icons below the city represent urban/rural (although don't ask me to remember what order they are in). The game seems to incentivize converting foreign cities much more than your own. And I think only the first conversion counts so you really don't want to waste time re-converting a city you already converted but got converted to something different.

The entire system is just... weird. It's weird.
 
At least for now, there doesn't seem to be any way for missionaries to fight each other, and no way for you to protect your cities. I made a few missionaries and tried to use them to expand my religion to some of my cities/towns that didn't have it (I had a social policy that gave *my* cities following my religion a boost), but my neighbors just spammed more missionaries to switch them back again. After a few of those I just gave up and left it alone.

Someone on the Steam forums suggested missionaries could work like spies, where you could assign them to cities either to spread religion or defend against other missionaries. If they don't want a more full-fledged religious combat system, that seems a lot nicer to me than just cranking them out and going back and forth.
 
The religion system, so far, feels to me like more busywork. I think the designers of VI and VII have strayed far from Sid Meier's "Games are a series of interesting choices" principle. Too many choices that don't have much (or any) impact in these last two in the series.
 
First think to understand is that religion is much less important as it spans in only one age (with some legacy options).

In general, religion is divided into some parts:
1. Main function is to win cultural legacy path. Pick how you're going to get those great works and get them.
2. Secondary is to help with military legacy path. Settlements fully converted to your religion count as double in its calculations, so unless you actively conquer distant lands, it helps.
3. The rest is completely optional and depends on policy card, etc. You could just ignore it.

Now, for the rest - there are 2 icons, one for urban and one for rural population. If settlement didn't have a religion, one missionarie action fills both. If it does, activating missionaire on the settlement tile converts urban population and on rural tile converts rural population.
 
Religious isn‘t that necessary if you have good culture output for the legacy path. Just get 2 missionaries, convert a few selected cities, and get the free relics from events and the civic tree. If necessary, build the house of wisdom. Then build another 1-2 for the military path. You can coordinate the conversion in the DL so that you don‘t lose out on points in case another civ converts your cities there.

Otherwise: the % bonus from the two policies can be quite nice! But they require many clicks to make the most of them. Still, it can be substantial. I never worry for the bonuses from foreign cities.
 
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