Aussie_Lurker
Deity
Are you saying my idea is COMPLEX Curt? If so, then I am afraid that you have failed to understand the fact that the underlying mechanics of my model are-in fact-incredibly simple. When it all comes down to it, different religions are a mix of their 'influence' (in terms of their ability to convert others to their beliefs) and 'Stability' (their ability to remain internally consistent). All religions tend to sacrifice one for the other. Both these elements act in a semi-predictable fashion-based on very simple algorithms.
The same goes with sects-they randomly appear along semi-predictive lines-based on the character of your nation, and how stable your religion is. Once more, the algorithms behind it are VERY simple. Admittedly, it is based on the assumption that a civil war mechanism will be in the game, but I don't think that is such an unreasonable assumption to make.
The thing about my model is that it gives the 'illusion' of complexity, whilst being very simple for the player to use and manipulate. If the designers simply choose to give religion a 'gloss-over', rather than a proper treatment, then-as DH_Epic says-they should simply not bother implementing it AT ALL, as there are other things they would be better off spending their time on.
Yours,
Aussie_Lurker.
The same goes with sects-they randomly appear along semi-predictive lines-based on the character of your nation, and how stable your religion is. Once more, the algorithms behind it are VERY simple. Admittedly, it is based on the assumption that a civil war mechanism will be in the game, but I don't think that is such an unreasonable assumption to make.
The thing about my model is that it gives the 'illusion' of complexity, whilst being very simple for the player to use and manipulate. If the designers simply choose to give religion a 'gloss-over', rather than a proper treatment, then-as DH_Epic says-they should simply not bother implementing it AT ALL, as there are other things they would be better off spending their time on.
Yours,
Aussie_Lurker.