pre-release info New Civ Game Guide: Abbasid

pre-release info
That way you could have say 2-4 “religions”* but each Exploration civ would eventually have their own sect that they try to spread to IPs
I hope not. That worked badly in HK, and I found Civ6 much more satisfying when I set the number of religions to two or three. From what we've seen, I'm expecting religion to work more or less like Civ5/6, which is a little disappointing.
 
I hope not. That worked badly in HK, and I found Civ6 much more satisfying when I set the number of religions to two or three. From what we've seen, I'm expecting religion to work more or less like Civ5/6, which is a little disappointing.
I think we have nearly zero evidence about how religion works. The only things we know is what religion could be founded and, presumably, there's no faith resource.
 
I hope not. That worked badly in HK, and I found Civ6 much more satisfying when I set the number of religions to two or three. From what we've seen, I'm expecting religion to work more or less like Civ5/6, which is a little disappointing.
I'd agree that limit would be good (hence some civ uniques unlock religion, and some Wonders also), And it depends if different Sects are as fully different as different religions... ie Orthodox and Protestant would interact differently than Shia-Protestant. So you still only have a small number of religions, but there are some bonuses for having your own specific sect.
 
I think we have nearly zero evidence about how religion works. The only things we know is what religion could be founded and, presumably, there's no faith resource.
It's true we haven't seen much, but what we've seen does not give me confidence. I'm hoping it gets an overhaul in an expansion...

I'd agree that limit would be good (hence some civ uniques unlock religion, and some Wonders also), And it depends if different Sects are as fully different as different religions... ie Orthodox and Protestant would interact differently than Shia-Protestant. So you still only have a small number of religions, but there are some bonuses for having your own specific sect.
That still won't solve a major problem with Civ6, which is the lack of religious blocs (religion needs to have a larger influence on diplomacy IMO). If there are schisms, they feel like they should be a Modern mechanic just in terms of pacing.
 
Whether or not limit is good (and which limit) depends a lot on the gameplay goals. If each civilization founds a religion, it means all civilization participate in religious play, meaning it could be more integrated path of the game than separated mechanics. Having small number of religions means some civs are excluded from religious game.

Since Civ7 doesn't have religious victory (which requires focus on religion) and religious buildings provide happiness (meaning no civ could ignore them), it's totally possible "religion for each civ" would work better there.
 
Whether or not limit is good (and which limit) depends a lot on the gameplay goals. If each civilization founds a religion, it means all civilization participate in religious play, meaning it could be more integrated path of the game than separated mechanics. Having small number of religions means some civs are excluded from religious game.

Since Civ7 doesn't have religious victory (which requires focus on religion) and religious buildings provide happiness (meaning no civ could ignore them), it's totally possible "religion for each civ" would work better there.
Most civs IRL didn't found religions. If every civ founds a religion, it will be the worst take on religion in the franchise, and Civ6's was already not great. They could make plenty of interesting ways to interact with religion without making every civ found a religion.
 
I feel like there is less incentive to have religion being basically a bonus building set (as it was in the two previous games), because there is much more individual bonus building in civ 7 by design. Hence, religion could be a bit more empty (until expanded later on) or pre-defined historical packages. E.g., found Islam = gain 2 specific religious policies/traditions, unlock a wonder, a specific missionary bonus, a specific unique building, and a bonus for the second age - all of which could be packed in an Islam civic tree.

I wonder how religion helps with economic, scientific, and military golden age conditions.
For culture, I can see the goal being something like have 25% of the world population follow your religion.
 
Most civs IRL didn't found religions. If every civ founds a religion, it will be the worst take on religion in the franchise, and Civ6's was already not great. They could make plenty of interesting ways to interact with religion without making every civ found a religion.
Most civs didn't found world religions, but some local religions could be found in nearly every civ.
 
E.g., found Islam = gain 2 specific religious policies/traditions, unlock a wonder, a specific missionary bonus, a specific unique building, and a bonus for the second age - all of which could be packed in an Islam civic tree.
That feels like a landmine but could be interesting if done well. (CK3 did pretty well with this...except when it didn't, e.g., unmarried Orthodox priests, literally everything about "Insular Christianity," and some pure fantasy takes on Zoroastrianim.)

Most civs didn't found world religions, but some local religions could be found in nearly every civ.
Right, that's what your pantheon represents (rather poorly).
 
That feels like a landmine but could be interesting if done well. (CK3 did pretty well with this...except when it didn't, e.g., unmarried Orthodox priests, literally everything about "Insular Christianity," and some pure fantasy takes on Zoroastrianim.)
The good thing about CK3 is that you can just change the things you don't like as it's all modular ;). My package proposal for civ 7 wouldn't be modular, but potentially you could switch in and out of packages by changing your religion and researching the respective civics for both.

re: religious blocks, I think a diplomatic bonus/malus for same/differing religion à la EU4 would be sufficient. While religious blocks "worked" together at points (e.g., Catholics for the first Crusades), it don't find it necessary that all people of same religion would have to get along well (which surely they didn't in history) nor that different religions make alliances impossible, as cross-religious alliances/partnerships existed relatively often, even between Reformed/Protestants and Catholics in the "religious" reformation wars (France and the Protestant League) and between Catholics and Muslims (e.g., France and Ottomans). Well, maybe the France examples just show that their result-oriented diplomats valued other things higher than religion...
 
re: religious blocks, I think a diplomatic bonus/malus for same/differing religion à la EU4 would be sufficient. While religious blocks "worked" together at points (e.g., Catholics for the first Crusades), it don't find it necessary that all people of same religion would have to get along well (which surely they didn't in history) nor that different religions make alliances impossible, as cross-religious alliances/partnerships existed relatively often, even between Reformed/Protestants and Catholics in the "religious" reformation wars (France and the Protestant League) and between Catholics and Muslims (e.g., France and Ottomans). Well, maybe the France examples just show that their result-oriented diplomats valued other things higher than religion...
Yes, chiefly what I meant was a bonus/malus to diplomacy. Civ5's worked; Civ6's was negligible.
 
I could see
1. Small numbers of Religions, most bonuses aren’t to the Founder of the religion, but to the Followers (so “your” religion is any one you adopt)…so you can get blocs

2. Toward the end of Era, (possibly in the Crisis) you get the opportunity for schisms and “nationalizing” your religion …adding a few unique benefits, and breaking up the blocks
 
I really didn’t like the race for religion in VI… completely changed and forced your game start into a pattern, no matter what civ you took, unless you just decided NOT to do the race…

OTOH I installed a mod to be able to decide how many religions were available in the last year I played VI, and played most of my games with one religion for every civ in the game, and the end result was that… religion became pointless, not a single game came close to a religion victory for anyone, and faith became solely an economy thing…

So I guess limiting it was the right call… I just hope they find a better way of making religion work in VII
 
I really didn’t like the race for religion in VI… completely changed and forced your game start into a pattern, no matter what civ you took, unless you just decided NOT to do the race…

OTOH I installed a mod to be able to decide how many religions were available in the last year I played VI, and played most of my games with one religion for every civ in the game, and the end result was that… religion became pointless, not a single game came close to a religion victory for anyone, and faith became solely an economy thing…

So I guess limiting it was the right call… I just hope they find a better way of making religion work in VII
I used the same mod to set the number of religions to two or three. You ended up with a much more interesting situation where religion divided the world into camps, especially if the religions spawned on different continents.
 
I juggled some concepts a bit in my head, and the best thing for religion I see so far is to drop the importance of founder to minimum. The idea is what you spread your current religion not to get founder bonuses and, surely, not to win the game by this, but to have better diplomatic relations and some other potential interaction bonuses like better trade. Imagine ideologies just based on "follower" mechanics.
 
I juggled some concepts a bit in my head, and the best thing for religion I see so far is to drop the importance of founder to minimum. The idea is what you spread your current religion not to get founder bonuses and, surely, not to win the game by this, but to have better diplomatic relations and some other potential interaction bonuses like better trade. Imagine ideologies just based on "follower" mechanics.
Strongly agree.
 
How about a system where it is easy to found, but the spread is balanced in such a way that at some point only 2-3 religions survive?
 
How about a system where it is easy to found, but the spread is balanced in such a way that at some point only 2-3 religions survive?
The challenge to implement this is that within the ~150 turns of the 2nd age, you need to have a full cycle of foundation, spread, competition, dominance, decline, crisis. I can see a religious-oriented crisis in the end of the 2nd age though that may wipe out or divide your religion. In the last age, there‘s possibly something else that takes over the main path for happiness - although religion might be possible to keep if you specifically choose so (e.g., a religious ideology) Yet, I think we were told that the main spot for religion is in the 2nd age.
 
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