Ztaesek
Chieftain
I enjoyed religions, but they ultimately became an early game must have, not matter the civ or leader. As a game mechanic, either having founded your own and spreading it, or joining a neighbors and spreading their religion always created a nice barrier and usually have a city specifically focus on that task.
Aussie_Lurker, I'd take this a slightly different direction depending on other game mechanics (that's always the trouble with limited knowledge of other changes). Using core values like you have laid out, let us create a system based more on in game choices and less on technology progression. This would allow a backwards civilization found a religion.
At map generation, each religion type would have its combination of values randomized within a preset range (hopefully exposed to the mod community). As you play, like you've stated above, your civs values increase. Once the values are reached, a group of your citizens founds a religion. Afterwards, the state can decide how to utilize it. This would lead to some interesting experiences, as your opponents' actions could push your people to found a religion that wasn't expected as your reaction to threats or unexpected overtures of peace or trade.
Whatever the implementation, I'd like the civs' Culture and social policies to have more influence in the spread of the religions and less on nationalist units. Random rolls to convert a population was always a little undesirable. Again, social policies could help here.
-for the sake of argument, lets say one of the "Social Policy" settings are 'Values', namely the core values of your civilization (e.g. Survival, Faith, Power, Wealth, Liberty, Knowledge, Tolerance, Asceticism, Nationalism). The values of your civilization at the time you found a religion would dictate the nature of the religion & the benefits it would confer to cities which have that religion-both within & without your civilization.
Aussie_Lurker, I'd take this a slightly different direction depending on other game mechanics (that's always the trouble with limited knowledge of other changes). Using core values like you have laid out, let us create a system based more on in game choices and less on technology progression. This would allow a backwards civilization found a religion.
At map generation, each religion type would have its combination of values randomized within a preset range (hopefully exposed to the mod community). As you play, like you've stated above, your civs values increase. Once the values are reached, a group of your citizens founds a religion. Afterwards, the state can decide how to utilize it. This would lead to some interesting experiences, as your opponents' actions could push your people to found a religion that wasn't expected as your reaction to threats or unexpected overtures of peace or trade.
Whatever the implementation, I'd like the civs' Culture and social policies to have more influence in the spread of the religions and less on nationalist units. Random rolls to convert a population was always a little undesirable. Again, social policies could help here.