What I'd like to do (if I can figure out how) is let the player decide via a game option. Those that want to play with fewer religions than civs can, as can those who'd like to play with more. Perhaps then the default should be 1 religion per civ.
This would be very good.
Three options for the expected number of religions per civilizations:
1/2, 1, 3/2.
The options would presumably be described verbally rather than numerically, such as:
few, average, lots.
I like such player options!
As long as we are discussing this, I would like a player option to change the rate of science for all civilizations in the game. (I would like it to be somewhat slower.)
In its simplest form it would just result in a factor applied to the cost of all techs. A factor greater than one for slower than average science, and a factor less than one for faster than average science. Probably better would be to have a factor of one for Ancient Techs, and factors that got successively further from one as we went to later eras.
I do not understand.
In BTS when a religion is founded by a civilization doesn't the program have to check for which city becomes the holy city?
(I am ignorant of the programming.)
While this might work, I think it is inherently very tricky.
Assume you want solely for discussion an average of 1.5 religion per civilization, and assume there will be on average 30 culture checks per civilization.
Then the average probability of success would have to be 5%.
A Binomial Distribution with parameters 30 and 5% has a mean of 1.5 and a standard deviation of 1.19.
As you point out the probability of success would vary.
Solely for discussion, let us take the sum of two Binomials, one with parameters 5 and 20%, and the other with parameters 25 and 2%.
Again the mean is 1.5 and now the standard deviation is 1.14.
While the standard deviation would vary somewhat for adding up several different Binomials, you still have a relatively large amount of random fluctuation.
It is inherent in having a large number of checks to see if a religion is founded and a desired small mean.
The negative feedback, the more religions have been founded the less likely additional ones will be founded, will cut down on the randomness somewhat. I think you would have to make this negative feedback effect very, very big in order for what you are proposing to work reasonably well.
Reviving this topic since it's what I'm currently working on. I think I've finally got a much simpler and more realistic solution that will work. It's much closer to what you were proposing too, Howard. Here's a quick rundown:
• A religion is founded when a Great Prophet is born in a city
• That city becomes the holy city for the chosen religion
• The Great Prophet can then be used as normal
• All Shrines will require a certain tech so that they can't be built too early
• Maximum number of religions will scale with number of civilizations on map (probably 1:1 by default)
• I hope to add a setting so the player can define a different maximum number of religions (0 - 18) if they wish
• I'll also add a 'one holy city per civilization' option
• I'm considering having Great Prophets build Cathedrals too, to give them more late game use
• I haven't yet decided on a way for GPP to be generated from game start but there are plenty of possibilities (specialists, buildings, civics, wonders, etc)
The most important aspect of all this is that the AI will understand it (because it's a result of the Prophet being generated rather than from any action of the Prophet itself). Let me know what you think or if you have any suggestions.
Assuming that the automatic holy city when a Great Prophet is born is the best way to get the AI involved, is there some way for the Great Prophet to then also "vanish."
Otherwise, your proposal would make Great Prophets too strong in the early game.
I like the idea of more for Great Prophets to do in the later game.
Given the relatively small cost in shields for a Cathedral, I am not sure this option would be used very often, but then it would just be an option.
Perhaps something to help spread the religion. A possibility would be using up the Great Prophet spreads the religion to X cities. (There are random events that do this; maybe half yours and half foreign cities.) This ability might require a certain tech or civic, so it could only be available later in game (Middle Ages.)
Let me know when you have zeroed in more on how to generate Great Prophet Points early in the game.
I decided that adding GPP directly to buildings such as the Monument would be unbalanced; they'd still be generating GPP long after all religions have been founded, and because you can build one in each city that means a LOT more great people overall. I think achieving it via Priest specialists is the way to go.
In my mind the buildings that could make sense to attach priest slots to are the Palace, Monument, Cemetery and/or Baths (I plan on adding the latter two). All are available early. Spiritual leaders already get a free Priest slot in each city which helps them get an early start.
My main concern is that the AI won't value filling those priest slots early enough since it won't value priests as highly as a player (because the AI doesn't actually realize that's how religions are founded, just that Prophets are great to have eventually). Because of this I'm tempted to replace the priest specialist's +1with +1
. This would make them easier and more desirable to employ sooner. I'm still thinking through the wider implications of this though.
Finally, maybe it's worthwhile to have a couple 'backup methods' of founding a religion available as well. I could leave in 1 technology that founds a religion to the first civ to research it, and maybe a religion-founding wonder also.
I am not into programing so this might sound stupid but can you have hidden technologies that are not on the tec tree and the great profit can give you that technology which comes with the religion.
I think making the priest +1 food is a bad idea.
As a player +1 hammer is usually more valuable than +1 food.
Thus I would try the priest as is and see whether the AI founds religions.
I suspect they will.
As I understand it, you will make it so that a player can found at most one religion.
I do not particularly like the priest slot for palaces.
Not sure about Baths; seems more like a merchant slot if anything.
As has been discussed, adding a priest slot should increase the hammers to build the Monument.
I'm making good progress on getting this all implemented. However, due to some unavoidable technical restrictions I cannot make it so that the Great Prophet that founds the religion is deleted.
What I will do to compensate for this is make all the Shrines require X number of religious buildings (still deciding how many) before they can built - so you can't found a religion and get the shrine all in one turn.
The Great Prophet can still be used to help trigger a golden age, lightbulb or settle as a super specialist however and there isn't really any way of changing any of this. I don't think this will too much of an issue though, I'll see how it goes in testing.
Well I've been doing a fair bit of testing and I have a system that seems to be working well:
• Religions are founded when a Great Prophet is generated
• Maximum number of religions scales 1:1 with number of starting civs (civs can still found more than 1 religion)
• The Cemetery (requires Ceremonial Burial) costs 40, grants 1 health and a free Priest specialist and is necessary to generate the first Great Prophet
• The Cemetery currently obsoletes with Biology (but I might make this earlier)
• Shrines are no longer built by Great Prophets, instead they require 2 Great Temples (and thus 4 Temples) and cost 500to build
• Great Prophets build Great Temples (which still require Priesthood and 2 Temples) instead, making them more useful in the mid to late game
(Reminder: Great Temples are Cathedrals renamed to be less religion specific)
I decided to go with a free priest specialist rather than just a priest specialist slot because, as I suspected, the AI would rarely make use of such a slot as it stifles early growth. This way I didn't need to make any changes to the priest specialist and neither did I need to change the Monument or other building as 1 free priest per city was enough. Wonders like Stonehenge help as well.
I'd still like to make the maximum number of religions player adjustable but that might have to wait til after 0.9.
I need to redesign the Spiritual trait a bit as faster building of Great Temples becomes irrelevant in this new system. At the moment Philosophical leaders are quickest to found a religion due to their GPP bonus. I'll probably give them faster building of Cemeteries for sure, but I'm not sure if anything else is needed yet.
Ignoring the founding of religions, a Cemetery seems at least as useful as a Monastery (60 hammers), Temple (80 hammers) or Aqueduct (100 hammers).
You should consider raising the cost in hammers a lot from 40.
70 or 80 hammers seems worth a try.
I think that the health advantage of Cemetery should not obsolete, but I could see the free priest obsoleting, probably sooner than Biology.
Spiritual leaders could have faster building of Shrines
Currently you can build a Great Temple for Hammers, 300 on a standard map, double production with stone.
(I believe that the number of Temples needed for a Great Temple scales with map size. In any case, it is 4 on a huge map.)
If that will continue, it is unlikely that I would often use a Great Prophet to build a Great Temple.
I would not like Great Temples to only be able to built by a Great Prophet; I think this would be a bad change.
I think it would be better to find something else useful for Great Prophets to do.
As mentioned, an alternative is to a allow a Great Prophet to convert an appropriate number of cities (domestic or foreign) to the state religion. If you have tried this and it can not be made to work, I apologize for bringing it up again.
I am intending Great Temples to be built only by a Great Prophet. Why do you think this would be a bad change? The temple requirement is something easily changed/adjusted/removed.