Aussie_Lurker
Deity
I think that compromise is on the right track Sir Schwick. If you look at some earlier posts of mine (in either this or the 'Religious Thoughts' thread) you will see that there has been the suggestion that, whether or not your have Real World or Generic Religions, you can have a method to make an initially Generic religion develop its own unique traits. This could be done via techs, civics settings or both (I prefer the latter option myself).
For instance, if the Germans found Islam, and their civics settings mark them as very authoritatian and very theistic, then its likely that Islam in this game will have the Fundamentalist Trait (resistance to outside conversion, increased conversion of citizens within your nation, low tech rate and poor relations with nations of differing religions). If they were Militaristic and Theistic, then it would have the Militant trait (greater chance of converting citizens of captured cities, lower war weariness from war with differing religion, poor relations with 'non-believers', greater chance of religious schisms and sectarianism within your boundaries).
Of course, no religion would be set in stone, and if the founder changed their civics settings for long enough (or if head of the faith passed to a different civ) then these traits may be lost and new ones gained.
Another interesting possibility would be that, if the civics settings that lead to the traits of a religion are wildly different from the civics settings of a nation which adopts the faith-then there should be an increased chance of a new Sect of that religion appearing within that nation. For instance, lets say the English have a low Theism and Authoritarianism levels, but adopt Germanic Islam, after a while, there may be an increased risk of a Reformist Islamic sect appearing within one of the English cities-this could lead to the formation of a breakaway English religion, with its basis in Islam.
Hope all that makes sense.
Yours,
Aussie_Lurker.
For instance, if the Germans found Islam, and their civics settings mark them as very authoritatian and very theistic, then its likely that Islam in this game will have the Fundamentalist Trait (resistance to outside conversion, increased conversion of citizens within your nation, low tech rate and poor relations with nations of differing religions). If they were Militaristic and Theistic, then it would have the Militant trait (greater chance of converting citizens of captured cities, lower war weariness from war with differing religion, poor relations with 'non-believers', greater chance of religious schisms and sectarianism within your boundaries).
Of course, no religion would be set in stone, and if the founder changed their civics settings for long enough (or if head of the faith passed to a different civ) then these traits may be lost and new ones gained.
Another interesting possibility would be that, if the civics settings that lead to the traits of a religion are wildly different from the civics settings of a nation which adopts the faith-then there should be an increased chance of a new Sect of that religion appearing within that nation. For instance, lets say the English have a low Theism and Authoritarianism levels, but adopt Germanic Islam, after a while, there may be an increased risk of a Reformist Islamic sect appearing within one of the English cities-this could lead to the formation of a breakaway English religion, with its basis in Islam.
Hope all that makes sense.
Yours,
Aussie_Lurker.