dagriggstar
King
I'm sure everyone has their own opinions about how best to worship Sid. Here are my thoughts
1) Each religion has an opinion to you (similar to civ 5 city-states). Religions with favourable opinions make followers happy, religions with unfavourable opinions make followers unhappy. Religion in the early game should be the primary way to keep your citizens happy.
2) Opinion is based on completing or ignoring requests. For example, a religion may hold a particular bonus resource as sacred, giving you a choice of whether to continue to use the resource (make the religion unhappy with you) or stop using it (making the religion happy with you).
3) Religions can put down stuff on the map. For example - you may give territory to a religion for them to build an abbey, which gains gold per turn for that religion. That is, unless it is "sacked" by a foreign power or perhaps you yourself decide to take the territory back.
4) Religious spread is not handled by the player. Religions are sort of playing their own game against each other. The player can influence them, for instance by adopting a state religion making it easier for that religion to spread to your cities.
5) No faith as a resource
1) Each religion has an opinion to you (similar to civ 5 city-states). Religions with favourable opinions make followers happy, religions with unfavourable opinions make followers unhappy. Religion in the early game should be the primary way to keep your citizens happy.
2) Opinion is based on completing or ignoring requests. For example, a religion may hold a particular bonus resource as sacred, giving you a choice of whether to continue to use the resource (make the religion unhappy with you) or stop using it (making the religion happy with you).
3) Religions can put down stuff on the map. For example - you may give territory to a religion for them to build an abbey, which gains gold per turn for that religion. That is, unless it is "sacked" by a foreign power or perhaps you yourself decide to take the territory back.
4) Religious spread is not handled by the player. Religions are sort of playing their own game against each other. The player can influence them, for instance by adopting a state religion making it easier for that religion to spread to your cities.
5) No faith as a resource