It's apparent from the discussions on this board that the current implementation of religion in the game doesn't work very well, for a variety of reasons. And discussion of how religion should work seems to upset some folks, especially those absolutely convinced that *their* religion would crop up in the world no matter which culture came to dominate the Earth.
There's a way to both avoid the problem of running afoul of the thin-skinned and at the same time solve the difficulties presented by how religion works in the game. And that essentially boils down to taking the seven Firaxis-defined religions and instead converting them into particular philosophies of thought. Specific religions are rolled into culture, which already exists and spreads in a manner more historical than in-game religion does anyway (i.e., through cultural dominance or violence). Thus each nation gets to keep its own religion, and can spread it as it spreads its culture across the globe.
The new philosophies of thought are instead approaches to how a society conducts itself, and what it wishes to impose on everyone else. Here are seven I whipped up as examples. Each gets its own technology so that you don't have to take it if you don't want to:
- Rationalism. The belief in the empirical and the rejection of the mystical. Rationalists tend to discount those things which can't stand up to the examination of science, or which are thought to be superstitious nonsense - e.g., psychic powers, ghosts, UFOs, crystals, pyramid power, and so on. Qualities: +25% to research, no other philosophies allowed. Technology: after Education.
- Evangelism. The belief that religion should be central to all things in society, including law and personal conduct. Heretics are in need of conversion, by force if necessary, and dissenters against the tenets of the religion aren't tolerated. Evangelists often believe it's perfectly accept to persecute others, even murder them, in order to 'save their souls'. Evangelical communities tend to be content wells of conformity, as the entrenched nonconformists have all been put to death. Qualities: +50% happy faces, -25% research. Technology: after Monotheism.
- Collectivism. The belief that individual human beings aren't as important as the group, and are obliged to make themselves subservient to the desires of the group. People who believe in collectivism often justify their arguments with the phrase "for the greater good", especially if they're about to personally screw someone for their own benefit. Qualities: +25% production, -25% gold. Technology: after Communism.
- Individualism. The opposite of collectivists, individualists believe that you can't do anything for the "greater good" without directing your efforts to the individuals that comprise the group. That is, it isn't possible to do good for a group if you're injuring the individuals that belong to that group. The emphasis is on personal achievement, choice, and happiness; the social contract doesn't extend to mandated sacrifice or subordination. Qualities: +50% happy faces, -25% production. Technology: after Democracy.
- Militarism. An emphasis on military achievement and endeavor, coupled with the belief that conquest is a perfectly acceptable tool for achieving the goals of the nation. National fervor and glory-seeking encourage the people who share this belief to launch military adventures at the drop of a hat. Qualities: -50% war weariness, +25% military production, -25% culture. Technology: after Monarchy.
- Ecotopianism. The belief that humans do not rule the Earth, but are merely it's caretakers. Ecotopians put the needs of human beings second to the needs of the Earth, whatever those needs are defined as by the people in charge. Ecotopians will pursue 'green' policies no matter what the cost in human labor or misery. Qualities: +50% health, -25% research, -25% growth. Technology: after Ecology.
- Commercialism. As militarists define self-worth through warlike activities, commercialists do the same through business ventures. They emphasize mercantile activities and profit-seeking, attempting to expand economically into every corner of the globe. Unfortunately commercialists aren't particularly concerned with the negative effects of their endeavors. Qualities: +50% gold, -25% health. Technology: after Corporation.
The qualities would take effect in a city when you built a 'temple' to that particular philosophy. For best effect the civics would be revamped to dovetail them to these philosophies so a player could 'fine tune' his civilization according to his whims (for example, 'Free Religion' would become 'Pluralism').
Max
There's a way to both avoid the problem of running afoul of the thin-skinned and at the same time solve the difficulties presented by how religion works in the game. And that essentially boils down to taking the seven Firaxis-defined religions and instead converting them into particular philosophies of thought. Specific religions are rolled into culture, which already exists and spreads in a manner more historical than in-game religion does anyway (i.e., through cultural dominance or violence). Thus each nation gets to keep its own religion, and can spread it as it spreads its culture across the globe.
The new philosophies of thought are instead approaches to how a society conducts itself, and what it wishes to impose on everyone else. Here are seven I whipped up as examples. Each gets its own technology so that you don't have to take it if you don't want to:
- Rationalism. The belief in the empirical and the rejection of the mystical. Rationalists tend to discount those things which can't stand up to the examination of science, or which are thought to be superstitious nonsense - e.g., psychic powers, ghosts, UFOs, crystals, pyramid power, and so on. Qualities: +25% to research, no other philosophies allowed. Technology: after Education.
- Evangelism. The belief that religion should be central to all things in society, including law and personal conduct. Heretics are in need of conversion, by force if necessary, and dissenters against the tenets of the religion aren't tolerated. Evangelists often believe it's perfectly accept to persecute others, even murder them, in order to 'save their souls'. Evangelical communities tend to be content wells of conformity, as the entrenched nonconformists have all been put to death. Qualities: +50% happy faces, -25% research. Technology: after Monotheism.
- Collectivism. The belief that individual human beings aren't as important as the group, and are obliged to make themselves subservient to the desires of the group. People who believe in collectivism often justify their arguments with the phrase "for the greater good", especially if they're about to personally screw someone for their own benefit. Qualities: +25% production, -25% gold. Technology: after Communism.
- Individualism. The opposite of collectivists, individualists believe that you can't do anything for the "greater good" without directing your efforts to the individuals that comprise the group. That is, it isn't possible to do good for a group if you're injuring the individuals that belong to that group. The emphasis is on personal achievement, choice, and happiness; the social contract doesn't extend to mandated sacrifice or subordination. Qualities: +50% happy faces, -25% production. Technology: after Democracy.
- Militarism. An emphasis on military achievement and endeavor, coupled with the belief that conquest is a perfectly acceptable tool for achieving the goals of the nation. National fervor and glory-seeking encourage the people who share this belief to launch military adventures at the drop of a hat. Qualities: -50% war weariness, +25% military production, -25% culture. Technology: after Monarchy.
- Ecotopianism. The belief that humans do not rule the Earth, but are merely it's caretakers. Ecotopians put the needs of human beings second to the needs of the Earth, whatever those needs are defined as by the people in charge. Ecotopians will pursue 'green' policies no matter what the cost in human labor or misery. Qualities: +50% health, -25% research, -25% growth. Technology: after Ecology.
- Commercialism. As militarists define self-worth through warlike activities, commercialists do the same through business ventures. They emphasize mercantile activities and profit-seeking, attempting to expand economically into every corner of the globe. Unfortunately commercialists aren't particularly concerned with the negative effects of their endeavors. Qualities: +50% gold, -25% health. Technology: after Corporation.
The qualities would take effect in a city when you built a 'temple' to that particular philosophy. For best effect the civics would be revamped to dovetail them to these philosophies so a player could 'fine tune' his civilization according to his whims (for example, 'Free Religion' would become 'Pluralism').
Max