Hey guys, first post, so hi all!
I've noticed that religion is a very powerful tool in-game for sustaining a good research rate while building huge empires. While that has been true in many cases in the real world, there's also another real-world phenomenon that reverses that effect: Fundamentalism.
For example, the Arab nations were arguably the scientific powerhouse of the world until the 1100's, when a fundamentalist sect took over and reversed the philosophy that one comes to know God by learning about and describing the universe, saying that now it was a sin to look too closely at God's work. Had that not happened, the present-day power positions of the Middle East and the West might have been switched (we were in the Dark Ages while the Arabs were naming 2/3 of the stars now known to science and inventing Algebra). A similar thing might happen to the US if the Intelligent Design movement wins.
This is a semi-random type event in history, so I think an interesting BTS mod would be a random event that occurs during any revolution when the religious civic of the new government is Organized Religion or Theocracy (20% or 35% chance of occurrence respectively). When fundamentalism takes hold, all domestic cities with the state religion lose 30% research. This penalty is reduced by 10% for each other religion in the city.
Harsh, right? Well, the plus side of it is that, since state-supported fundamentalism tends to be an internally unifying phenomenon (even with the repressive cultural standards that come with it) we can give a bonus to the fundamentalist government that promotes expansion. Maybe a +2 bonus to the shrine-generated gold, or a reduction in the city maintenance. I also think a reduction in war-weariness would be appropriate.
This balances the power of religion a bit. Religious states run the risk of losing their research in return for rapid expansion, while secular states can more reliably stay ahead in research, but will tend to be smaller and less eager to go to war, at least until they are advanced enough to try conquering the religious states. This also checks the power of the AP a bit, because Org.-Rel. and Theocracy are the best ways for the owner of the AP to spread their faith early in the game.
Now, a fundamentalist state can still keep up in the tech race, but they have to manage it well. They need multiple religions, and they need to take advantage of the ability to spread so they generate as much science as possible. Later in the game, if they've built enough courthouses, banks, and marketplaces, they can secularize through revolution and get a HUGE boost in science from the sheer number of cities they have.
Part of my desire to do this is that, except for the diplomacy effects (sometimes convenient, sometimes inconvenient; Isabella greatly annoys me so I tend to be glad that she always gives me an excuse to wipe her civ out) religions are something of a no-brainer in CIV4, and I think that the decision to be a religious state should be a little harder to make.
So, what do you think? If I've missed something in the dynamics of the game that would make or break this mod, please give me your thoughts on it.
Thanks all.
I've noticed that religion is a very powerful tool in-game for sustaining a good research rate while building huge empires. While that has been true in many cases in the real world, there's also another real-world phenomenon that reverses that effect: Fundamentalism.
For example, the Arab nations were arguably the scientific powerhouse of the world until the 1100's, when a fundamentalist sect took over and reversed the philosophy that one comes to know God by learning about and describing the universe, saying that now it was a sin to look too closely at God's work. Had that not happened, the present-day power positions of the Middle East and the West might have been switched (we were in the Dark Ages while the Arabs were naming 2/3 of the stars now known to science and inventing Algebra). A similar thing might happen to the US if the Intelligent Design movement wins.
This is a semi-random type event in history, so I think an interesting BTS mod would be a random event that occurs during any revolution when the religious civic of the new government is Organized Religion or Theocracy (20% or 35% chance of occurrence respectively). When fundamentalism takes hold, all domestic cities with the state religion lose 30% research. This penalty is reduced by 10% for each other religion in the city.
Harsh, right? Well, the plus side of it is that, since state-supported fundamentalism tends to be an internally unifying phenomenon (even with the repressive cultural standards that come with it) we can give a bonus to the fundamentalist government that promotes expansion. Maybe a +2 bonus to the shrine-generated gold, or a reduction in the city maintenance. I also think a reduction in war-weariness would be appropriate.
This balances the power of religion a bit. Religious states run the risk of losing their research in return for rapid expansion, while secular states can more reliably stay ahead in research, but will tend to be smaller and less eager to go to war, at least until they are advanced enough to try conquering the religious states. This also checks the power of the AP a bit, because Org.-Rel. and Theocracy are the best ways for the owner of the AP to spread their faith early in the game.
Now, a fundamentalist state can still keep up in the tech race, but they have to manage it well. They need multiple religions, and they need to take advantage of the ability to spread so they generate as much science as possible. Later in the game, if they've built enough courthouses, banks, and marketplaces, they can secularize through revolution and get a HUGE boost in science from the sheer number of cities they have.
Part of my desire to do this is that, except for the diplomacy effects (sometimes convenient, sometimes inconvenient; Isabella greatly annoys me so I tend to be glad that she always gives me an excuse to wipe her civ out) religions are something of a no-brainer in CIV4, and I think that the decision to be a religious state should be a little harder to make.
So, what do you think? If I've missed something in the dynamics of the game that would make or break this mod, please give me your thoughts on it.
Thanks all.