, the IMPORTANCE of religion will diminish, you won't be able to spread religion easily, and the diplomatic effect will decrease. that's it.
To continue playing devil's advocate, why? That sounds like a great idea for a scenario but why force it into every game? Why can't there be a way for its diplomatic effect to increase instead of decreasing? If we focus on something (population, culture, production, military, policies, etc.), we can improve upon anything of them as the game progresses. Why can't it be the same for religion (which is a similar mechanic to culture and policies)? Conversely, why can't we have a game where the importance of religion has been diminished from the start?
I would assume that they are trying to mimic the real world, where religion was extremely important in the earlier days of civilization, but significantly less important from around 1850 AD onwards.
Yes but that has nothing to do with a civiization game. We are building a National College by 2400bc to boost science in the so-called ancient age. Or we can have games where culture and social policies play minor roles. Why should religion follow different rules?
Does religion always have to be dominant in a game or perhaps by circumstances, they all add up to a minor set of bonuses? Or by alternate circumstance, religion becomes very dominant, even till the end? Can these two extremes happen (I hope)? That's why quotes like "by Renaissance, religion will be on the decline at the expense of science" sounds scary for the main game. What if I and the AI opponents focus on science from the start, choosing to make religion irrelevant? What if I want to put a lot of effort into spreading my religion in order to get more gold/bonuses and keep it that way into modern? Don't tell me the main game will become like a scenario.
Yes but that has nothing to do with a civiization game. We are building a National College by 2400bc to boost science in the so-called ancient age. Or we can have games where culture and social policies play minor roles. Why should religion follow different rules?
Or Atheism. Let's say Atheism for the benefit of the new explanation.
Choose beliefs you don't thing relate to religion (or relate to not having religion), such as scientific bonuses, florishing of the arts, etc.
Build a complete "Atheist Inquisition". Just purgue all those cities whose stupid citzens decide to believe in gods and not in Atheism.
If you feel so... build a Missionary army to spread the truth: that there is no God.
Take over the world with Atheism and you will be sure noone believes in god anymore.
No no no. I am not against turning off religion or anything. I'm asking if the devs compensate you for not playing with religion. This is just like you don't have to pick Piety policy. If you don't pick Piety does it mean your people are not religious??? If no one had a problem with NOT picking religious "Piety" tree before then so why start now?
If you choose to not build buildings to produce Faith, you are inherently going to produce more Culture/Science/Production then those who do. If you want to focus on science rather than religion, then build science buildings. Sure, religions may still spread to your lands, but they won't really affect how you run your civ. You aren't "penalized" for not founding a religion.
And also, Atheism will most lilely provide a science boost, just like you can't possibly be pious and rational, surely you can only be scientific as an atheist, just like Einstein, Newton and Descartes were!