Mod in Works, Looking for Ideas - Balancing Religion

AltarisGreyhawk

Chieftain
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Jul 6, 2006
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I've been playing around with a mod for balancing the way Civ4 handles religion, and I wanted to throw some ideas around here to get some input from anyone else interested in seeing changes in this area of the game.

I really like the concept of religion in Civ4, but unfortunately, once you learn the in's and out's of the religion system, it's way too easy to take advantage of stockpiling the religions in the game. This has two bad side effects IMO. First, the player gains a heavy advantage over the AI by being able to manipulate AI attitudes through religion spread and racking up gold/espionage benefits via holy cities. Secondly, there tend to only be 2-3 dominant religions, the others being overwhelmed by the dominant religions, typically the early ones the player spreads.

Now, I like the role religion plays in the game for spicing up foreign relations. However, I feel like religion should be a largely uncontrolled force, one that the player can play upon, but can't directly manage, as tends to be the case in the vanilla system.

So, here are the ideas I'm working on at the moment:

1. Gaining Religions To help better distribute religions, I am looking at changing the way religions are gained. Instead of being side effects of tech gains, religions would be granted randomly at certain turn intervals in the game. When the time comes for a religion to be founded, all players would be cycled through, and one chosen at random to found the religion. Civs with spiritual traits would be checked first, and would receive a 50% to 100% bonus to the chance to receive a religion. Also, religious techs (Mediation, Polytheism, Monotheism, etc.) would grant a bonus to the chance to gain a religion, giving them some purpose in this functionality. The chance to gain a religion would drop drastically if a Civ already had a religion, in the effort to keep a Civ from having 2 or more religions to a minimum. The idea here is that spiritual Civs would typically receive religions, and religions would be distributed widely around the globe, much like it is in the real world.

2. Spreading Religions To keep religions from running rampant like they currently do, religions would gradually spread out from the holy city. Population and culture would directly effect how far a city can spread its religion to other cities, even within the religions civ. Once the religion spreads to another city, its culture and population would determine how far it can spread from that city. That way, large cultural cities would extend greater chance of religion spread, while small cities would have little effect on their neighbors. In such a way, religion spread would be gradual, and in a large empire, it would be quite possible that other religions would take hold in its border territories, away from the religious holy city center.

Also, a religions Spread Factor would be used to determine how far and easily it can spread. Early religions would have lower SF's, while SF's would go up the later a religion appeared. I feel this is fair, as later religions such as Christianity and Islam rarely have much effect in vanilla, while Buddhism and Hinduism often dominate the map. The new system would localize early religions, while giving later religions a stronger, farther reach. This also mirrors the real world more closely, having the early religions closer to their origination points, while later religions spread in various spots throughout the globe.

3. Controlling Religion Spread As a city gains religions, each subsequent religion becomes exponentially difficult to acquire. Each religion's Spread Factor would also serve as a sort of shield factor, with higher SF's making it less likely for new religions to appear in the city. So, cities with Islam or Christianity would be less likely to acquire new religions than cities with Buddhism or Hinduism. Again, this is in the interest of making the timing of the religion appearances more balanced, so that by the end game, religions are more equally distributed throughout the world.

I'm also thinking of taking out missionaries completely, as they give the player an unfair advantage in distributing his/her religion(s). Instead, monasteries would grant a bonus to a city's chance to spread that religion to another city in reach.

4. Putting the "Spirit" back in "Spiritual" Since Spiritual Civs now have the higher precedence of gaining religions, they will likely become the centers for civ relations in the first 2/3 of the game. As it stands in vanilla, a smart player can easily outmaneuver Spiritual Civs by quickly taking most of the religions, robbing them of much of their strength. Now, though, that power will be distributed back to the Spiritual Civs, and the human player will lose the advantage of controlling AI behaviour largely through religion.

5. Holy Wars!! My theory is that combining all these factors will create better tensions between civs, both human and AI. With a wider range of religions spread around the globe, I hope to see the level of AI bickering and warmongering increase. In most of my games, the AI tends to be too passive towards one another, and that often makes for slow, boring games at times. With these changes, I hope to see an end to all that, and see AI civs fight and compete more often.

I've been doing a lot of calculations in Excel up until now, trying to fine tune the numbers and get a good idea of how to handle this. I've implemented several versions in-game, but haven't quite gotten the results I'm looking for. Each version gets better, though, and the above ideas seem to be very feasible to implement.

I'm interested in seeing what others think of this. Religion plays such a large factor in the game, and I think with a little fine tuning, it can be made into a very dynamic system that can really shake up the events ingame and make them quite interesting. Please feel free to share any ideas in regarding or in addition to the ones above.
 
I think these are all interesting ideas... my only beef is with the random founding of religions. Randomness for something this significant kind of pulls Civilization away from a strategy game. Randomly assigning a religion is as significant as randomly assigning a Wonder, if not moreso.

Perhaps there is a better way to spread the religions out, so it doesn't always go to someone on a technological breakaway. It doesn't have to be random to get that variety.
 
Prestidigitator said:
Have a look at Rhye's of Civilization...
I don't really know what you're refering to here. Rhye's of Civ hasn't really done anything at all with religion (I'm assuming that you're talking about the Civ4 version.)
 
I suppose he has at least done something about the spreadrate. Once christianity is founded it explodes like a bomb leaving no room for anyother religion. And of course I meant Civ4. Or am I wrong and this was just an effect of later civfounding?
 
Okay, I've been working on this mod idea quite a bit over the last two weeks, and I believe I'm getting close to a pretty nice system.

My original idea did not work as well as planned, so I've made some adjustments to it:

1) Religions are still gained by techs; however, a time limit has been put in to auto-grant a religion if it has not been founded after a period of time. On marathon speed, this begins at turn 100 for Buddhism, and increments by 40 turns for each religion after that (140 Hinduism, 180 Judaism, 220 Conf, 260 Tao, 300 Christianity, 340 Islam). So, a player can still get religions via tech rush, but this time limit keeps it in the realm of reason, and keeps a quickly advancing civ from hogging all the later religions unless they beeline straight for the necessary techs. It also keeps Christianity and Islam from entering the game at such a late time.

2) Missionaries are still in, as I found it was sometimes necessary to make them to help force a religion into an area. After some thought and testing, they did not seem to disrupt balance, so I thought it best to leave them ingame.

3) The natural spread of religion has been completely revamped from vanilla. Now, when a city acquires a religion, it receives religion influence points each turn, in an equation of (1 * Religion Spread Factor / 100). For example, Buddhism has a SF of 60, so a city acquires 6 points per turn of religion influence after Buddhism spreads to it. This number maxes out at 1000.

4) The chance of spreading religion has a wide variety of factors. The most important ones are: the # of religions the receiving city already has (exponentially decreases chance of gaining a new one), the distance between cities (population and culture increase the maximum range religion can spread from a city), and the religion influence from 3) above (the total chance to pass religion is multiplied by (Passing City Religion Influence / 10). What this does is keep religion spread from running rampant, and it becomes a gradual thing. Once a city acquires a religion, it takes 30-70 turns (marathon speed) for it to start spreading that religion out.

5) To help later emerging religions take hold in civs that already have another religion, I built a system to mirror religious oppression. If a city has the civ's state religion, but has another religion with higher influence, there is a 5% chance per turn of religious oppression. There is a 50% chance that the state religion will be removed from the city, otherwise, the higher influence religion is removed.

All in all, this seems to be working well. The religions get distributed in more sensical fashion, while it is still possible to make use of the early religion benefits so greatly needed in the first part of the game. In my last game, there were 5 dominant religions, each with about 15-18% of the population. The other 2 (Taoism and Judaism) were isolated when they were founded, so never got a chance to really spread.

It definitely kept me on my toes a bit more, as I couldn't control 50-75% of the civs through religion. Little wars broke out very often from 100 AD - 1500 AD, which was the main goal I was after all along.

I'm still fine-tuning a little, but I can see the end goal close in sight now. I'll keep posted here as to any new developments.
 
This is pretty interesting. I still think it might be better to come up with another system besides random distribution, however. Makes it more strategic if there's SOMETHING you can do to get the religion to you, rather than waiting for random luck.

The religious opression mechanism makes sense and is pretty natural. Good idea.
 
You stated that in Religion Oppresion their is a 50% chance for STATE religion to be removed. This seems odd as anything with the athority of the state behind it is what will win unless its hopelessly overpowered. I cant think of a single situation in history inwhich a goverment wasn't able to force its state religion on a group of people not in ACTIVE REBELION. And as your mechanism is designed to be for situations inwhich the newer religions invade the established Cities of the older religions, at best a new religion could get a foothold, it couldn't push out a State Religion.

I would model it like this.

Cities in Rebelion gain no influence for any of its religions
Cities not in Rebelion gain influence in each religion based on spread factors just as you have it now
The State Religion has its influence gain doubled, tripled under Organized Religion Or Theocracy (this will greatly excelerate state religion spread)

Each turn theirs a random roll inwhich non State Religions with low influences can be removed, taking into account the spreadrate as a kind of "saving roll" so late religions are harder to lose.
 
I like the direction you've got going here. I can't decide if I like the idea of "random" religion founding or not, though I think the spiritual civs having a better chance of gaining religions makes a lot of sense.

I had toyed with the idea of granting a couple of religions by tech, one or two by culture (i.e., first city to 1000 culture), one maybe by great person...that kind of thing.

It's a tough thing to balance out, but it seems like you're on the right track.
 
First, as a caveat, religion in the real world and religion in CIV4, are two seperate things, this said so when I start throwing out real world examples in a second nobody hangs me from a sour apple tree.

one idea I've been playing with is giving each Civ it's own religous tree, a main religion and then several sects thereafter, or a patheon situation where it is more to the flavor of the civ.

--you could create a 'civ tech' per civ, then let it be a requirement for the civ's religons'/sects and freely design the sects any way you chose. You'd have to redesign the religous screen, but a 2nd civ could gain another's religion but without the civ-tech, could never do much with it outside a temple.

or you could put missionaries into the goody-huts which again would make things a pain randomwise but would distrute things fairly since there would be no 'holy cities' and/or assuming you can get the AI to play along you could have N. wonders which would found holy cities or more accurately steal to refound holy cities. which from a little civs standpoint inside the game on a pilligramage finnally gets to london to worship at the holy bull (think mithras people, don't write letters) only to find out he has to now travel to washington

both of these water down the concept of religion to me, and being more a utopian by nature I really like Sevo's idea of a great person who founds religon based on...gold, culture, maybe even corruption which Rworld is the inspiration for at 3 of the 7 religions in the game....though it would be interesting with 2 hardcore players racing to be the most debauched....and least productive.

or put in 50 religions, their techs based on the logical path of the flavor of diverse Civs, then put the temples/monostaries as N. Wonders, with small :) shrines that cost enough to make it a real investment so you don't end up with shrineland, (com'n down folks and visit Shrineland in the Tennessee mountains, we have rides, games, the kids will love it)

or (and this is my favorite) give everybody missionaries close to the start of the game and give the barbarians the holy city(ies) if I understand what I am reading in python you could set up a holy see for the barbarians at the start of the game which would have every religion so no other player gets the benifit of 7 holy cities just a comp. player who hates everybody anyway....so kinda like new york but without the lights.
 
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