abbamouse
Rodent
- Joined
- Aug 3, 2002
- Messages
- 177
Edit November 17: I posted the finished (beta) mod in the file forums. Please post any questions or comments there, since I won't be following this thread any more (many of the discussions are no longer relevant due to changes I've made in the mod).
I understand the sensitivity that led Firaxis to make every faith the same, but in some ways treating all religions as identical (as opposed to equal) is insensitive. Should Muslims and Jews really have to watch as a civilization of "their" faith eats pigs? There has to be some way of making religion a bit more historically accurate without slandering anyone. Here are a few sensible ground rules for the mod I'm trying to design:
1. For every limit or disadvantage, there needs to be an equally useful advantage. No religion should be any "better" to play that any other.
2. In general, people should not have to be offended by the portrayal of their own religion. Now that doesn't mean nobody can be offended (some will take offense at how positively another faith is portrayed), but it means that Hindus ought to be OK with Hinduism, Christians with Christianity, etc.
3. Some weight should be given to history, but we should avoid portraying some religions as "peaceful" and others as "warlike." I study civil wars for a living and I can point to plenty of bitter internecine struggles within each and every one of these faiths.
4. There ought to be something different about each religion in the game, so that they aren't completely homogenized but retain a postive character of their own.
5. The game shouldn't express an opinion about whether the teachings of a religion are correct or not, i.e. by trying to model redemption, reincarnation, nirvana, etc. The point is to model the outward features of a religion, observable even by those who don't agree with the faith.
Now without further ado, here's the mod's current status:
1. Confucianism is replaced by Zoroastrianism. Confucianism is much more of a philosophy of ethics than a theology per se, so I've replaced it with the immensely influential Zoroastrianism. This is the faith that pioneered a dualistic monotheism, and it influenced nearly every other major world religion. Wikipedia has a pretty good summary of the faith, which was once that state religion of the sprawling Persian Empire, but is now limited to a few hundred thousand to a few million adherents. For now, their Cathedrals are Fire Temples and their Shrine is Adur Burzen-Mihr, their holiest fire.
I'm using the buttons and skin for the Fire Temple from the Greek World mod on the CD, but I lack a graphic for the Zoroastrian Temple and the button still looks like Confucianism on the city labels. I can deal with the Confucian Missionary graphic, since Zoroastrianism did indeed breifly spread to parts of China. Oh , the symbol used in the game is called the faravahar.
2. Renamed Missionary units. What would we call someone who went into an area where a faith was not established and started teaching others? In some faiths, there are words for those who are spreading the faith to those who don't know it. Other religions have special words for teachers of the faith.
Christianity = Missionary
Islam = Imam
Hinduism = Swami
Taoism = Sage
Zoroastrianism = Magi (should this be Magus? I don't know if Magi is both singular and plural)
Buddhism = Acariya
Judaism = Rabbi (BUT cannot be constructed; see below)
3. Added advantages and disadvantages to each religion. These generally involve spread speed, missionary units, and adding effects to Temples to change how resources affect a civ.
Judaism
Disadvantages: No benefit from Pigs, Crabs, and Clams: Jewish Temples produce 1 unhappy face for each of these resources. Cannot build Jewish Missionaries (it's just not a missionary faith).
Advantages: (unleavened) Wheat, (kosher) Cows, and (gefilte) Fish produce an extra health in cities with Jewish Temples. Much faster rate of spread (There may not be missionaries, but there is a diaspora, and this helps simulate that.) Spread rate = 50 instead of 100, which is really quite a bump. I think it means the chance of spread is doubled. Actually it seems to spread out of control in my playtests so I 'd like to figure out the formula for spread chance.
Islam
Disadvantage: No benefit from Pigs and Wine: Pigs produce -1 health and Wine produces -1 happiness in cities with Islamic Temples. I also removed the free missionary unit (Imam) because of the advantageous spread rate I gave Islam. Finally, Islam's ban on usury leads to a small amount of economic inefficiency: -15% trade route income in cities with Islamic Temples.
Advantage: Extra health from (halal) Cows and Sheep in cities with Islamic Temples. Increased spread rate (Islam spread incredibly quickly after its founding): Right now I have it set to 133, which is a major boost from the default of 100. Holy City produces extra three commerce (to simulate the hajj).
Hinduism
Disadvantage: Cows produce -1 food in cities with Hindu Temples.
Advantage: Cows produce +1 happiness in cities with Hindu Temples.
Zoroastrianism
I can think of many ideas for advantages, but few for disadvantages. Offerings of fragrant woods like sandalwood or incense are sometimes made in the Fire Temples, so perhaps incense could generate extra happiness. There are no specific dietary rules for this faith.
Disadvantage: Keeping an eternal flame lit is expensive in the ancient world. Zoroastrian Temples and Fire Temples cost 20% more than other faiths' Temples.
Advantage: To represent its influence on culture and faith, Zoroastrianism adds culture to a city even when it is not the state religion. Fire Temples increase cultural output by 60% instead of 50%.
Taoism
Taoism is in many ways an anti-state belief system, focused on the individual. Of course, it could be promoted by the state like any other faith, but it often coexisted uneasily with beliefs about proper social roles (such as Confucian philosophy). Moreover, Taoist beliefs were often kept secret by families and small shrines might be hidden from the authorities.
Disadvantage: Because the faith is anti-state, it becomes harder to mobilize people for state efforts. Right now, this means that each city with a Taoist Temple experiences +10% war weariness. This helps to keep the faith from becoming a warmonger's religion, given the advantage below. In addition, Taoist Cathedrals do not generate extra happy faces if Taoism is the state religion.
Advantage: Taoist Temples (but not other buildings) survive capture of a city, unlike any other religion's Temples. In addition, they make the period of anarchy following a city's capture twice as long as it would otherwise be. It's hard for the state to use Taoism to generate compliance. Finally, Taoist Cathedrals generate one happy face, regardless of the state religion.
Christianity
The most striking feature of Christianity is its missionary nature.
Disadvantage: -75% spread rate (I think: I set it to 25 instead of 100, which I think reduces the chance by a factor of 4 = 25% of originial chance)
Advantage: Christian Temples allow Missionary building, Missionaries are 50% cheaper, and a player may have up to 10 Missionaries at once instead of 3.
Buddhism
Disadvantage: Buddhism spreads slowly, except for periods when Missionaries (Acariya) are built (Example = Rule of Ashoka's Mauryan Empire in India): Slower spread rate (70 instead of 100, which seems to be around 25% less spread).
Advantage: The image of the "laughing Buddha" is designed to remind believers of the path to happiness. Buddhist Temples produce + 1 happy face for Stone and Marble (think of the giant carved Buddhas in Afghanistan that were destroyed by the Taliban).
EDIT: This is rapidly approaching beta status. I'll post a new thread when I actually release it. In the meanwhile, what advantages and disadvantages should I give Taoism and Zoroastrianism, and is there a way to implement Islamic banking (which eliminates usury at the price of some economic inefficiency)?
I understand the sensitivity that led Firaxis to make every faith the same, but in some ways treating all religions as identical (as opposed to equal) is insensitive. Should Muslims and Jews really have to watch as a civilization of "their" faith eats pigs? There has to be some way of making religion a bit more historically accurate without slandering anyone. Here are a few sensible ground rules for the mod I'm trying to design:
1. For every limit or disadvantage, there needs to be an equally useful advantage. No religion should be any "better" to play that any other.
2. In general, people should not have to be offended by the portrayal of their own religion. Now that doesn't mean nobody can be offended (some will take offense at how positively another faith is portrayed), but it means that Hindus ought to be OK with Hinduism, Christians with Christianity, etc.
3. Some weight should be given to history, but we should avoid portraying some religions as "peaceful" and others as "warlike." I study civil wars for a living and I can point to plenty of bitter internecine struggles within each and every one of these faiths.
4. There ought to be something different about each religion in the game, so that they aren't completely homogenized but retain a postive character of their own.
5. The game shouldn't express an opinion about whether the teachings of a religion are correct or not, i.e. by trying to model redemption, reincarnation, nirvana, etc. The point is to model the outward features of a religion, observable even by those who don't agree with the faith.
Now without further ado, here's the mod's current status:
1. Confucianism is replaced by Zoroastrianism. Confucianism is much more of a philosophy of ethics than a theology per se, so I've replaced it with the immensely influential Zoroastrianism. This is the faith that pioneered a dualistic monotheism, and it influenced nearly every other major world religion. Wikipedia has a pretty good summary of the faith, which was once that state religion of the sprawling Persian Empire, but is now limited to a few hundred thousand to a few million adherents. For now, their Cathedrals are Fire Temples and their Shrine is Adur Burzen-Mihr, their holiest fire.
I'm using the buttons and skin for the Fire Temple from the Greek World mod on the CD, but I lack a graphic for the Zoroastrian Temple and the button still looks like Confucianism on the city labels. I can deal with the Confucian Missionary graphic, since Zoroastrianism did indeed breifly spread to parts of China. Oh , the symbol used in the game is called the faravahar.
2. Renamed Missionary units. What would we call someone who went into an area where a faith was not established and started teaching others? In some faiths, there are words for those who are spreading the faith to those who don't know it. Other religions have special words for teachers of the faith.
Christianity = Missionary
Islam = Imam
Hinduism = Swami
Taoism = Sage
Zoroastrianism = Magi (should this be Magus? I don't know if Magi is both singular and plural)
Buddhism = Acariya
Judaism = Rabbi (BUT cannot be constructed; see below)
3. Added advantages and disadvantages to each religion. These generally involve spread speed, missionary units, and adding effects to Temples to change how resources affect a civ.
Judaism
Disadvantages: No benefit from Pigs, Crabs, and Clams: Jewish Temples produce 1 unhappy face for each of these resources. Cannot build Jewish Missionaries (it's just not a missionary faith).
Advantages: (unleavened) Wheat, (kosher) Cows, and (gefilte) Fish produce an extra health in cities with Jewish Temples. Much faster rate of spread (There may not be missionaries, but there is a diaspora, and this helps simulate that.) Spread rate = 50 instead of 100, which is really quite a bump. I think it means the chance of spread is doubled. Actually it seems to spread out of control in my playtests so I 'd like to figure out the formula for spread chance.
Islam
Disadvantage: No benefit from Pigs and Wine: Pigs produce -1 health and Wine produces -1 happiness in cities with Islamic Temples. I also removed the free missionary unit (Imam) because of the advantageous spread rate I gave Islam. Finally, Islam's ban on usury leads to a small amount of economic inefficiency: -15% trade route income in cities with Islamic Temples.
Advantage: Extra health from (halal) Cows and Sheep in cities with Islamic Temples. Increased spread rate (Islam spread incredibly quickly after its founding): Right now I have it set to 133, which is a major boost from the default of 100. Holy City produces extra three commerce (to simulate the hajj).
Hinduism
Disadvantage: Cows produce -1 food in cities with Hindu Temples.
Advantage: Cows produce +1 happiness in cities with Hindu Temples.
Zoroastrianism
I can think of many ideas for advantages, but few for disadvantages. Offerings of fragrant woods like sandalwood or incense are sometimes made in the Fire Temples, so perhaps incense could generate extra happiness. There are no specific dietary rules for this faith.
Disadvantage: Keeping an eternal flame lit is expensive in the ancient world. Zoroastrian Temples and Fire Temples cost 20% more than other faiths' Temples.
Advantage: To represent its influence on culture and faith, Zoroastrianism adds culture to a city even when it is not the state religion. Fire Temples increase cultural output by 60% instead of 50%.
Taoism
Taoism is in many ways an anti-state belief system, focused on the individual. Of course, it could be promoted by the state like any other faith, but it often coexisted uneasily with beliefs about proper social roles (such as Confucian philosophy). Moreover, Taoist beliefs were often kept secret by families and small shrines might be hidden from the authorities.
Disadvantage: Because the faith is anti-state, it becomes harder to mobilize people for state efforts. Right now, this means that each city with a Taoist Temple experiences +10% war weariness. This helps to keep the faith from becoming a warmonger's religion, given the advantage below. In addition, Taoist Cathedrals do not generate extra happy faces if Taoism is the state religion.
Advantage: Taoist Temples (but not other buildings) survive capture of a city, unlike any other religion's Temples. In addition, they make the period of anarchy following a city's capture twice as long as it would otherwise be. It's hard for the state to use Taoism to generate compliance. Finally, Taoist Cathedrals generate one happy face, regardless of the state religion.
Christianity
The most striking feature of Christianity is its missionary nature.
Disadvantage: -75% spread rate (I think: I set it to 25 instead of 100, which I think reduces the chance by a factor of 4 = 25% of originial chance)
Advantage: Christian Temples allow Missionary building, Missionaries are 50% cheaper, and a player may have up to 10 Missionaries at once instead of 3.
Buddhism
Disadvantage: Buddhism spreads slowly, except for periods when Missionaries (Acariya) are built (Example = Rule of Ashoka's Mauryan Empire in India): Slower spread rate (70 instead of 100, which seems to be around 25% less spread).
Advantage: The image of the "laughing Buddha" is designed to remind believers of the path to happiness. Buddhist Temples produce + 1 happy face for Stone and Marble (think of the giant carved Buddhas in Afghanistan that were destroyed by the Taliban).
EDIT: This is rapidly approaching beta status. I'll post a new thread when I actually release it. In the meanwhile, what advantages and disadvantages should I give Taoism and Zoroastrianism, and is there a way to implement Islamic banking (which eliminates usury at the price of some economic inefficiency)?