Religion Development

To be perfectly honest, number of religions is good enough to balance the "10-hex" pressure, because there is more religion existing and exterting pressure.
I mean that with a fixed distance you could convert half the map with a single city if you play on a small map.
Or you could have many cities that cannot reach any of the others on huge maps.
But I see what you mean.

by the way Bonci i was just ion italy for the last three weeks Firenze Napoli and finally Roma

hope you enjoyed your stay! I should actually visit those cities myself some day, I think :P

Luckily you didn't go to Emilia, there was a pretty bad earthquake there...
 
I mean that with a fixed distance you could convert half the map with a single city if you play on a small map.
Or you could have many cities that cannot reach any of the others on huge maps.
But I see what you mean.

This is precisely what struck me when I read about the 10-hex spread. It makes no sense to use the same number of hexes on different sized maps, especially when those sizes range from tiny to huge.
 
I think the 10 hex spread is only for your civ and city-states and it would be pretty slow.
 
This is precisely what struck me when I read about the 10-hex spread. It makes no sense to use the same number of hexes on different sized maps, especially when those sizes range from tiny to huge.

Why not? If you let the number of civs scale with map size, the number of religions scales as well, and the percentage of religious citizens will be roughly the same, just spread out over more religions.
 
Another interesting aspect to this is whether it provides a new reason to settle cities. Rather than looking for resources you might start thinking about establishing religious outposts in strategic locations to help extend your religion's reach.

It also seems to support growing tall empires over wide, since the more citizens you have in a city following your own religion the less likely it is to concede to the pressure of enemy religions.
 
Why not? If you let the number of civs scale with map size, the number of religions scales as well, and the percentage of religious citizens will be roughly the same, just spread out over more religions.

uhm yeah but what if I want to play a huge map with less civilizations? :crazyeye:
 
Well then that's sort of a silly thing to change a core feature over.

For example, if you played a standard map with two Civilizations, you'd have the same issue.

I think it's fair to balance features for how most people are playing or a little differently, not hugely different.
 
Missionaries are for island or in the middle of no where cities. Getting Them Cost Faith and i dont want to have to sacrifice religion to spread a Religion i already found.

Firaxis should realy get some G&K Changes. The Number of tiles away should depend on how many people are there.

Well then that's sort of a silly thing to change a core feature over.

For example, if you played a standard map with two Civilizations, you'd have the same issue.
Your Right Albie standard with two is is a problem:eek: Because you will only be able to get 1 its just pure luck.:dunno::gripe:

I dont see lots of religion coming out there:bowdown:

Moderator Action: 3 posts merged. Please use the "edit post" function, if nobody has posted after you.
 
I don't think the ten tile influence is a problem even on small maps. I think the influence system will be like purchasing tiles or the border growth of cities. The farther away the tile is the more time it will take to get your religion that far. If a city is 4 tiles away it will be converted a lot faster then a city 10 tiles away so i don't think it will spread like wild fire unless you have a ton of missionaries.
 
If minimum city distance changed by map size, I think there would be a good point. But, since it doesn't, a fixed religious influence distance makes sense too.
 
i'm surprised no one has been wondering how the piety tree will change with the religion mechanic. i would guess that it would improve the amount of faith one generates from religious buildings, population, etc. and that faith would take over culture on that tree
 
I don't think the ten tile influence is a problem even on small maps. I think the influence system will be like purchasing tiles or the border growth of cities. The farther away the tile is the more time it will take to get your religion that far. If a city is 4 tiles away it will be converted a lot faster then a city 10 tiles away so i don't think it will spread like wild fire unless you have a ton of missionaries.



I think that it's confirmed the opposite. Distance, in the 10 range of a city, doesn't influence the pressure.
 
i'm surprised no one has been wondering how the piety tree will change with the religion mechanic. i would guess that it would improve the amount of faith one generates from religious buildings, population, etc. and that faith would take over culture on that tree

Nope, Faith and Culture are mixed together. I believe either a screenshot of video has demonstrated that.
 
I have noticed that Firaxis may have done some good coding but if i were the dude who thought of makiing a mod Then i would be dead meet!
 
Nope, Faith and Culture are mixed together. I believe either a screenshot of video has demonstrated that.

oh they have? i haven't seen that yet but i was on hiatus from the boards so i'm a little behind. mixing culture and faith makes sense, i can't complain.
 
Coding for this Expnsion must of been hard

See Its not what you think my Coding is there Civilization Type is CEL but there inuit!

Easy way because the CEL tab wont come up in game.

You're a totally off-topic, that's first.. and huh? Coding for the EP isn't hard because they're professionals, and have professional programs do code and stuff.
 
In civ 4 players liked to add religions in there mods.
One idea is adding a civ and then add there religion
 
Missionaries are for island or in the middle of no where cities. Getting Them Cost Faith and i dont want to have to sacrifice religion to spread a Religion I already found.

I see this as a fair drawback of founding a religion . If Founders get too much advantages over non-founders,the main problem of religion in Civ4 will return even worse .
 
Your Correct Genji It is a problem. Sacrificing one religion can be problematic. So sometimes religion could be a waste of time.
 
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