Barak said:
All valid points. In games of Civ it is the differentiation of state religions that make for the fun of war. Perhaps we could have the US and Euro nations prefer free religion over all other religion civics.
Of course some of the Civ religion's are not religions at all but instead philosophies or ways of life
Perhaps we have to simply introduce a new aspect to the game: cultural affiliation. It can be either static (each civ gets cultural affiliation set by us and it stays that way) or dynamic (we set factors that affect how affiliation is created). Then it should affect diplomacy. If you are affiliated with a rival, you will not as readily declare war on them, but the hit to diplomacy when you get to war with them is greater. On the other hand, the more foreign civs you aren't affiliated with are an easier target for you, but when they declare war on you it doesn't infuriate you as much (you never trusted them in the first place). There can also be associated affects on war unhappiness.
If we go with a static model, there are a few ways to go about it.
(1) One way is the simplest and most similar to Civ3. There are a few cultural groups: Western, Mesoamerican, Eurasian, Middle-Eastern, African, Far East. Each civ belongs to one. End of story.
(2) Another way is slightly more complex but perhaps more reflective of history: overlapping cultural affiliations, some triggered by tech. You would still have the generalized cultural groups from (1), right from the start, but then, for example, once each religion is founded there is also a cultural group for the civs that historically followed that religion. This affiliation will change to reflect how, for instance, many civs arround the world slowly succumbed to Christianity and Islam and became more closely affiliated with cultures they once found foreign.
I would imagine we can think of other static ways to do it. Far more interesting are the options if we go dynamic. We could set up a bunch of rules that create cultural affiliation between two civs (and this would work on a civ-by-civ basis, never in groups).
(A) Neighbors: The first two (three?) civs you contact are automatically affiliated as neighbors, after, say, five turns of contact. Later, any civ you share a border with for 30 turns straight without war becomes affiliated as a neighbor as well.
(B) Brothers in faith: Any civ you know that shares your state religion for ten turns straight without war becomes affiliated as brothers in faith.
(C) Political affiliation: Any civ you share three non-basic civics with for ten turns straight without war becomes affiliated as a political ally. The strenght of this affiliation (or basically, how many affiliations it counts on) depends on how many civics are shared.
(D) Latent affiliation: For every thirty turns of affiliation with a civ, you get one count of latent affiliation with them. Whenever A, B, or C gets cancelled out by circumstances, a count of D is added. D decays more slowly than it is gained - every twentieth game turn (counting from the start), every civ has a 50% chance of losing a count of D with each affiliated civ.
This setup gives you a dynamic where dynamic bonds are slowly built up and then become a major force in diplomacy. The entire mechanics would be hidden. Their only effects would be strengthening and weakening diplomatic hits and bonuses (and yes, I realize A, B, and C are reflective of existing diplomatic bonus) and thus creating a more dynamic interaction between civs.
As usual, this may be too complex for implementation, but it could be a very interesting change to the game, perhaps for Trebuchet.