Religions as Ideologies

GeoModder

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An idea that popped up last night: how about using the "religions" for starting (terran) ideologies of the factions? When we link them to a tech, and let the factions have them as starting techs (a tech per one/two factions or so of course) they start with this ideology. So then we only have to link some typical civic stuff to the ideologies and they start with the benefits/disadvantages. :)
Of course, that could turn the other way since some ideology can't be implemented properly on the Moon. :D
I realize that more then half the factions wouldn't start with a ideology then, but some of them aren't outright ideologist anyway.
So capitalism, communism, socialism, independanism,... could be represented this way. I included independanism as an example of a later upstart ideology.
 
That sounds cool Geo. Start a thread about it so we can hammer it out. We always wanted Ideology to use the religion system and this works well.

We have 12 civs right now (5 agencies, 4 corporations, and 3 other). This could really differentiate them.

How will we decide who "founds" the religion or won't that matter?
 
How will we decide who "founds" the religion or won't that matter?

Well, if for instance ESA or NASA (or even an Asian one) have the same starting tech, and if by chance all of them are in a game, the one which is the "purest" follower of said ideology will have it. Let's think of it that in the year these mooncolonies are established this or that society/nation which NASA, ESA,... is an offshoot of is the one who implements it the utmost in its institutions on Earth.
 
How would the game decide who is the purest follower?

I'm going to take the last four posts and put them into a new thread.
 
That's just random. ;)
This to keep players choosing a faction purely to be sure having an ideoloy from the start.
 
Good, I was hoping it was random.

Do you want to XML up these ideas or do you want to jot them down and have me do it? Nothing done today will affect the big file I hope to upload at some point today.
 
Okay, a first shot at the ideologies. Feel free to propose some benefits/ideologies yourself.

Industrial Capitalism: + :mad:, + :gold:
Bureaucratic Communism: increased city maintenance, +1 :food: from city food-producing facilities
Corporate Mercalitism: no foreign :traderoute:, free specialist
Universal Socialism: + :health:, + :hammers:, increased city maintenance
[insert something] Science: + :science:, - :commerce:
Lunar Independency: + :), + :yuck: + :gp:, - :traderoute:
Lunar Hegemony: mmm, + :strength:, + :mad: perhaps? Not sure...


So, here's something jotted down. I'm still busy typing/polishing in this BtS techtree stuff. So if you could take a look at the above stuff? :mischief:
 
I'll look into tonight and tomorrow. I didn't bring any SotM stuff to work today.

Do you ever notice trade route +/- 's? I know they add up, but I never notice them in game.

Any idea how to add :food: to buildings that already produce :food:? I'll have to dig for that one.

As I add it into XML I'll have loads of questions...
 
You're AT WORK on second Easter day? :eek:
As on the :food: thing: it can be done for improvements (see State Propery on workshops and water wheels). But I'll try to locate the xml files for it after my BtS write-up.

Note I didn't jot down +1, +2 or whatever number in most cases. This is just to give you a general idea on how I see the ideology properties. Feel free to comment/suggest.
 
Is that unusual? :confused:

Besides, I get more accomplished at work since my "Honey-DO" list is miles long.
 
After looking at the Civ4Religion XML file I think we'll be able to use Ideologies as religions easily enough and the spread will be perfect for this mechanism, but to get the above effects we'll need to tie a Civics column into having a State Religion which doesn't bother me one bit. FfH does this well and so will we!
 
Doesn't that mean a player can choose one of the other ideology civics without having a single base with this particular ideology?
 
No, you have to have switched to that Ideology.

I guess I forgot to type in the fact about requiring the State Religion to use that civic. So a column with 6-7 choices, but you need to have a state religion to use any other than the default.
 
And I definitely recall wanting to add one later on based on Lunar Preservation, ala Deirdre of SMAC fame.
 
And I definitely recall wanting to add one later on based on Lunar Preservation, ala Deirdre of SMAC fame.

So, it boils down to the fact that any given civ needs 2 turns of anarchy (when not spiritual) to get into its ideology. One for the ideology change, and one for the civic change.
Any chance that choosing an ideology (religion so to speak) doesn't need a turn of anarchy without using a trait? On the other hand, we could put it in as a "hidden" trait I suppose, so the player never needs to be aware of it.
 
I never thought in terms of the 2 turn anarchy, but that's cool by me. It'll happen at the beginning of the game for most of the civs.

Or your hidden trait could work, but off hand I'm not sure how to do it.
 
It looks like in the Civics XML I can change anarchy length. Maybe adding a zero won't break the game!
 
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