Gooblah
Heh...
- Joined
- Jun 5, 2007
- Messages
- 4,282
Currently (IIRC) Religion spread is basically random...as long as two cities are connected by trade routes, the religion has a chance of spreading, increased by control of that Shrine.
How about this:
1) Religion v Population. In a given city, there is a population of 10. Two religions are present: Hinduism and Buddhism. About 80% of the city is Hindu, the other 20% Buddhist. These percentages show up below the religion icons in the city screen. How are these percentages determined?
.....a) Length: The longer a religion is in a city, the higher the percentage of people who are of that faith (this could be implemented through a GPP-like system; each religion contributes 1 Religion Point per turn, leading to percentages). A base score of 10 'neutral' points are given to the city at founding, then 2 at every population growth. When any given religion exceeds 500 (?) points, the neutral points are removed, representing a steady decline in atheism due to the prevalence of religion.
.....b) Trade: The cities that the given city trades with are also included. Each trade route contributes 1 point of the largest religion in that city to the other city. Thus, if Rome is connected to Antium, and Hinduism is the largest religion in Rome, per turn one Hindu point is given to Antium. This would simulate the spread of religion by trade (and the amount of trade to the most profitable points). However, there is a catch. The most profitable trade route contributes as many points as there are trade routes (thus, if Rome is the most profitable city to trade with, and Antium also trades with Neapolis, Antium recieves 2 Hindu points). This goes down by 1 point when the routes are ranked by profitability (i.e in the above example, if Neapolis is majority Confucian, it would only contribute 1 Confucian point).
2) Religious Spread: Now, the above mechanics touch spread lightly. Let's delve a bit deeper, shall we?
.....a) Trade: Again, trade occurs most with the places that produce the most money. This is represented by mechanic 1b. However, when the amount of RP for a certain religion exceeds (city's population x 10), that religion officially 'spreads' to the city, making it eligible for Shrine GPT.
.....b) Missionaries: Again, based on RP %. If I tried to spread Judaism to Delhi (which has no Jewish RP), I would only have a 5% chance. However, each 'failure' by a Missionary contributes 2 RP to that city, increasing the likelihood that the city will be more hospitable to a Jewish Missionry the next time. Every time the amount of RP increases by 1%, the rate of success for the Missionary would increase by...i dunno, 10%? However, the rate cannot go below 5% and above 95%.
3) Religious Profits: Hehe, the most fun part.
......a) Shrine: Same as usual.
......b) Miracles: If a Great Prophet passes through a city, there is a chance it will perform a 'miracle'. This involves the RP again. The % of RP is equal to the chance the Great Prophet will produce a miracle of that religion. If such a miracle occurs, a building "Minor Shrine" will be built in that city, producing 2 GPT and 2. The Great Prophet would still exist for usage. This would make them (IMO) more relevant after all the religions have been founded and all shrines have been built.
Basically, each religion contributes 1 RP (religious point) similar to GPP to a city. That is the mechanic on which the entire idea is based on.
Please offer any thoughts, comments, or criticism!
How about this:
1) Religion v Population. In a given city, there is a population of 10. Two religions are present: Hinduism and Buddhism. About 80% of the city is Hindu, the other 20% Buddhist. These percentages show up below the religion icons in the city screen. How are these percentages determined?
.....a) Length: The longer a religion is in a city, the higher the percentage of people who are of that faith (this could be implemented through a GPP-like system; each religion contributes 1 Religion Point per turn, leading to percentages). A base score of 10 'neutral' points are given to the city at founding, then 2 at every population growth. When any given religion exceeds 500 (?) points, the neutral points are removed, representing a steady decline in atheism due to the prevalence of religion.
.....b) Trade: The cities that the given city trades with are also included. Each trade route contributes 1 point of the largest religion in that city to the other city. Thus, if Rome is connected to Antium, and Hinduism is the largest religion in Rome, per turn one Hindu point is given to Antium. This would simulate the spread of religion by trade (and the amount of trade to the most profitable points). However, there is a catch. The most profitable trade route contributes as many points as there are trade routes (thus, if Rome is the most profitable city to trade with, and Antium also trades with Neapolis, Antium recieves 2 Hindu points). This goes down by 1 point when the routes are ranked by profitability (i.e in the above example, if Neapolis is majority Confucian, it would only contribute 1 Confucian point).
2) Religious Spread: Now, the above mechanics touch spread lightly. Let's delve a bit deeper, shall we?
.....a) Trade: Again, trade occurs most with the places that produce the most money. This is represented by mechanic 1b. However, when the amount of RP for a certain religion exceeds (city's population x 10), that religion officially 'spreads' to the city, making it eligible for Shrine GPT.
.....b) Missionaries: Again, based on RP %. If I tried to spread Judaism to Delhi (which has no Jewish RP), I would only have a 5% chance. However, each 'failure' by a Missionary contributes 2 RP to that city, increasing the likelihood that the city will be more hospitable to a Jewish Missionry the next time. Every time the amount of RP increases by 1%, the rate of success for the Missionary would increase by...i dunno, 10%? However, the rate cannot go below 5% and above 95%.
3) Religious Profits: Hehe, the most fun part.
......a) Shrine: Same as usual.
......b) Miracles: If a Great Prophet passes through a city, there is a chance it will perform a 'miracle'. This involves the RP again. The % of RP is equal to the chance the Great Prophet will produce a miracle of that religion. If such a miracle occurs, a building "Minor Shrine" will be built in that city, producing 2 GPT and 2. The Great Prophet would still exist for usage. This would make them (IMO) more relevant after all the religions have been founded and all shrines have been built.
Basically, each religion contributes 1 RP (religious point) similar to GPP to a city. That is the mechanic on which the entire idea is based on.
Please offer any thoughts, comments, or criticism!