Aussie_Lurker
Deity
OK, I should point out-from the get-go-that this model is based on three very important assumptions:
1) That religious culture-and Secular culture-will move from city to city, and nation to nation, in an organic and osmotic fashion.
2) That factions and seccessionism will be in the game.
3) That some form of Social Engineering will exist in the game.
So how would it work?
i) All religious buildings would produce 'Religious Culture' (Ankhs)-and some will produce secular culture as well.
ii) Religious Specialists and Theism levels would also effect the Ankhs produced by a city-and nation.
iii) There would be a few 'generic' religions-though new ones could be added, and existing ones renamed and edited, via the editor.
iv) Each religion would, very simply, have an 'Influence' (multiplier to ankh production) and 'Stability' (multiplier to schism and sectarianism chance)-as well as a Most/Least likely Sect.
v) Highly Influential religions will tend to have Low stability, and vice versa.
vi) Within a city, the ratio of your faith's ankh number vs another faith's ankh number will determine the % chance of a conversion occuring. Also, the higher the # of converts in a city, the more likely the city is to undergo a 'religious schism'.
vii) If a city has very low levels of Ankhs, compared to the national average, is very unhappy and/or has high levels of 'foreign' ankhs-amongst other factors-then a new 'sect' may arise in that city. Exactly what sect might appear will depend on the base religion of the nation, and its current civics/Social Engineering setting. So, for instance, a highly militaristic civ might have a higher chance of having cities developing a militant sect of its religion.
viii) You can choose to 'supress' a foreign religion or sect-or even choose to embrace it as the new state religion. How high your theism levels are effect how many 'foreign' ankhs enter your nation, the % chance of conversions, and how unhappy converts are within your society-the middle and last, even more so, if combined with very low levels of Libertarianism. These factors also, however, increase the chance of Sectarianism and Schisms.
ix) If you belong to the exact same religion as one-or a group-of other nations, then you recieve a % of their base ankhs added to your own-and vice versa-making it better, sometimes, to embrace a pre-existing faith than create one of your own.
x) Along with Culture Group and Government type, shared religion is also an important determinant in diplomatic and economic relations.
There are other, minor elements, I haven't mentioned here (like creating a 'mission', in a foreign city, in order to channel ankhs directly there)-but these are more about 'nuances', wheras I felt it was more important to stick to the very basic model. Anyway, I hope that all makes sense, and I look forward to any comments or suggestions (just no flaming, OK?
)
Yours,
Aussie_Lurker.
1) That religious culture-and Secular culture-will move from city to city, and nation to nation, in an organic and osmotic fashion.
2) That factions and seccessionism will be in the game.
3) That some form of Social Engineering will exist in the game.
So how would it work?
i) All religious buildings would produce 'Religious Culture' (Ankhs)-and some will produce secular culture as well.
ii) Religious Specialists and Theism levels would also effect the Ankhs produced by a city-and nation.
iii) There would be a few 'generic' religions-though new ones could be added, and existing ones renamed and edited, via the editor.
iv) Each religion would, very simply, have an 'Influence' (multiplier to ankh production) and 'Stability' (multiplier to schism and sectarianism chance)-as well as a Most/Least likely Sect.
v) Highly Influential religions will tend to have Low stability, and vice versa.
vi) Within a city, the ratio of your faith's ankh number vs another faith's ankh number will determine the % chance of a conversion occuring. Also, the higher the # of converts in a city, the more likely the city is to undergo a 'religious schism'.
vii) If a city has very low levels of Ankhs, compared to the national average, is very unhappy and/or has high levels of 'foreign' ankhs-amongst other factors-then a new 'sect' may arise in that city. Exactly what sect might appear will depend on the base religion of the nation, and its current civics/Social Engineering setting. So, for instance, a highly militaristic civ might have a higher chance of having cities developing a militant sect of its religion.
viii) You can choose to 'supress' a foreign religion or sect-or even choose to embrace it as the new state religion. How high your theism levels are effect how many 'foreign' ankhs enter your nation, the % chance of conversions, and how unhappy converts are within your society-the middle and last, even more so, if combined with very low levels of Libertarianism. These factors also, however, increase the chance of Sectarianism and Schisms.
ix) If you belong to the exact same religion as one-or a group-of other nations, then you recieve a % of their base ankhs added to your own-and vice versa-making it better, sometimes, to embrace a pre-existing faith than create one of your own.
x) Along with Culture Group and Government type, shared religion is also an important determinant in diplomatic and economic relations.
There are other, minor elements, I haven't mentioned here (like creating a 'mission', in a foreign city, in order to channel ankhs directly there)-but these are more about 'nuances', wheras I felt it was more important to stick to the very basic model. Anyway, I hope that all makes sense, and I look forward to any comments or suggestions (just no flaming, OK?

Yours,
Aussie_Lurker.