Oberst Kraft
Abwehrschule
- Joined
- Jan 20, 2025
- Messages
- 102
I really like the idea as a concept for a more serious strategy game, but it's too rich and too complicated for the nature of a Civ game IMHO.I’ve never been particularly a fan of the implantation of religion in any of the civilization games. In past iterations, beliefs had been exclusive to a single religion, and selected merely on the basis of what would ultimately produce the most yields. Religion in VII’s base game has been so scaled back that we have to assume it’s merely a placeholder for a much more robust system in one of the major expansion packs. Currently, there is too narrow a focus on evangelism and relics, to the exclusion of other aspects of real religions like rituals, faith, theology, morality, and more. I have a proposal for more robust religion mechanics that try to model these to an extent.
Pantheons
Once Mysticism is researched, the player is given a choice as to whether they wish to engage in the Religious gameplay or not in the form of deciding between Monotheism or Polytheism. If the latter is chosen, instead of developing a Religion, the player will build a Pantheon that primarily helps develop Culture.
If a player has a Pantheon, each city can build a Temple dedicated to a different god. Depending on the god, the Temple will offer a Cultural adjacency with different tiles, representing the Temples’ purely aesthetic value. For example, Zeus would have a Cultural adjacency bonus for tiles fertilized by a thunderstorm, Vulcan would have a major adjacency bonus with Volcanoes, and Tyr could have an adjacency bonus with Barracks and Fortifications.
A Pantheon can only select a single god in a given domain. For example, both Neptune and Poseidon would be part of the Water domain, and give the same adjacency bonus for Marine tiles. If a civ already has a Temple of Neptune and conquered a city with a Temple of Poseidon, the later Temple would be destroyed. However, by completing a Polytheism-exclusive Civic called Interpretatio, conquering a city with a god of the same domain would not raise the Temple.
In addition to Temples, Polytheism would have access to several unique Wonders and Great Works. Only a Polytheistic civ could build the Statue of Zues, the Temple of Artemis, or get the Iliad, Odyssey, or Aeneid Great Works of Writing, among other exclusives.
Religions
If at Mysticism a player chooses Monotheism, a Religion is immediately founded. Religions have three main gameplay components: Rituals, Morals, and a Corpus Doctrinae.
Rituals
Rituals are the main means of generating a resource called Zeal. While Relics and religious buildings such as Churches, Cathedrals, Synagogues, Mosques, etc. (each exclusive to a different Religion, but mechanically all the same) generate a small amount of Zeal per turn, the main means of generating Zeal is through Rituals, which all require the player to actively do something. Rituals, like religious buildings, are exclusive to a Religion.
Example Rituals would be:
Morals
- Baptism - generates a large amount of Zeal when adding population to a tile on or adjacent to a River
- Circumcision - generates a large amount of Zeal when assigning a Specialist to a Settlement following this Religion
- Communion - Wine slotted in Settlements following this Religion grants large amounts of Zeal during Celebrations
- Pilgrimage - generates a large amount of Zeal when completing a Trade Route between two cities with the religious building of this Religion
Morals are a special type of Doctrine (more on those in a minute). Morals prescribe certain behaviors for the player (human or AI). Following these generate Influence for each follower of your Religion in foreign Settlements, and Happiness for each follower in your Settlements. Violating these results in penalties to Influence and Happiness in foreign and domestic Settlements, respectively. When choosing Morals, a binary choice is offered.
Examples of Morals could include:
- Pacifism vs. Holy Wars - Pacifism is rewarded when a relationship with another civ becomes Friendly or when a hostile Independent Power is Befriended, and is penalized when the player declares War against another civ or clears an Independant Power; Holy War is rewarded when capturing a Settlement following a foreign Religion and is penalized when agreeing to Endeavors with a civ following a foreign Religion.
- Rationalism vs. Romanticism - Rationalism is rewarded when completing Tech Tree masteries and penalized when producing Great Works of Writing, Art, and Music; Romanticism is rewarded when producing Great Works and settling Natural Wonder tiles and penalized when slotting Specialists onto Science buildings.
- Traditionalism vs. Progressivism - Traditionalism is rewarded for having Traditions slotted into policy slots and penalized for researching Civic masteries; Progressivism is rewarded and penalized for exactly the opposite.
Corpus Doctrinae
You Corpus Doctrinae is your body of doctrines, the set of beliefs held by your Religion. Doctrines have no inherent bonuses, and different Religions can all adopt the same Doctrines. Doctrines come in binary pairs, such as Divine Immanence vs. Transcendence, Fate vs. Free Will, Natural Law vs. Divine Command, General Revelation vs. Special Revelation, etc., with twenty pairs of binaries in total (including Moral Doctrines). Each time a Theologian is purchased with Zeal, four Doctrines may be chosen. Later, Reformers may be purchased with Zeal, allowing one Doctrine to be changed to its binary opposite.
But what are the benefits of Doctrines (especially the non-Moral kind), and why would one want to reform them? The Corpus Doctrinae is a mechanic that models the fact that followers adhere to a Religion because they believe it to be true. Theologians and Reformers don’t believe in doctrines because they give certain yields; they believe them to be true. Importantly, Civ VII would be making no statements as to the nature of God; it’s only making reference to the sincerity of religious adherents searching for Truth.
As such, at the start of every game, it’s randomly determined which of the Doctrines are true and which are false. When picking four new Doctrines through a Theologian, you will not initially know if they are true or false.
However, when subsequently performing a Prayer (more on that below), its chance of success will be modified by the number of correct Doctrines. Reformers allow you to modify chosen Doctrines in order to change them to the correct one, but because multiple Doctrines were chosen at a time through Theologians, it might not initially be obvious what needs correction, and trial and error are involved.
Every time a Doctrine is reformed, Heretics are spawned and try to convert your Settlements. Heretics function similarly to hostile Independent Powers but with religious combat, and are named after historic heresies such as Marcionism, Pelagianism, and Arianism.
Because Morals are a type of Doctrine, a player might choose for strategic reasons to stay with a Moral which is false because it better fits their strategy. For example, a player with a militaristic Leader might keep the Holy Wars Doctrine for most of the game, only choosing to Reform it at the very end in a type of deathbed conversion.
Completing the Corpus Doctrinae completes the Summa Theologica Religious Legacy Path for the Exploration Age, with Religious Legacy Points awarded for seven and fourteen Doctrines (whether correct or not).
Zeal
Zeal replaces Faith as the religious currency. Whereas Faith has a positive connotation, Zeal is more neutral; it’s possible to Zealously believe in all the wrong doctrines and morals. But a zealous population is still more likely to produce theologians and reformers than a population which is blasé about religion.
Prayer
Prayer is one of the primary mechanical benefits of Religion. By spending a set amount of Zeal, certain matters can be prayed for (often related to Crises and Disasters):
Prayers are never guaranteed to be efficacious. Upon praying, a D20 die pops up, and the player rolls it, a la Baldur’s Gate III, needing to get a certain number or higher, depending on the severity of the situation. The roll is modified by the number of correct Doctrines held by the Religion followed by the Settlement.
- Pray for Peace - Ends Rebellions in low Happiness Settlements
- Pray for Deliverance - Stops hostile Barbarians from continuing to attack a Settlement
- Pray for Safety - Prevents Natural Disasters from destroying districts, buildings, and improvements for a set number of turns
- Pray for Healing - Ends the Plague in a Settlement
The randomness of the die roll is meant to represent the *seeming* randomness of Divine intervention. Some prayers are answered “Yes”, and some are answered “No”, and no man knows the mind of God and can say for certain why. Moreover, no man can force the arm of God; thus why Prayer is not depicted as efficacious simply by spending enough Zeal. Nevertheless, the prayers of those walking in Truth (as modeled by the Corpus Doctrinae) are represented as more efficacious than those walking in darkness.
Religious Units
In addition to Prayer, the other use for Zeal is purchasing religious units. The function of Theologians and Reformers is to complete and correct the Corpus Doctrinae. The first civ to get a Religion is rewarded with a special Theologian known as a Prophet. It’s come with one Doctrine already chosen correctly.
Apologists are extremely effective at defensive religious combat, especially within Settlements following your Religion and against Heretics. Evangelists are used to spread your Religion. They’re essential for completing the Modern Age Religious Legacy Path, Great Commission.
Religious Legacy Paths
The Antiquity Age path is called Mystery Rites. It requires a certain amount of Zeal to be generated from Rituals.
The Exploration Age path is called Summa Thologica. It requires your Religion to have twenty Doctrines.
The Modern Age path is called The Great Commission. It requires you to convert a number of foreign or Distant Lands Settlements for the first time in the Modern Age.
The standard Religious Victory is won by completing a project called Revival. However, if all twenty Doctrines in your religion are correct and the Great Commission is complete, a special project called “Immanentize the Eschaton” is available. Pursuing it makes the Modern Age crisis much, much more intense, but completing it unlocks a unique victory video called Parousia, in which the End of History is reached.
Exploration Age Cultural Path
Because Religion would get its own Legacy and Victory type, the Exploration Age Victory would be reworked to become Renaissance. It would reintroduce Great Works of Writing, Art, and Music, and require a number of such to be displayed.