Religion Overhaul
What sets RFC:Europe apart from RFC is the complete overhaul of the religion dynamics. We have four major religions (Catholicism, Orthodoxy, Protestantism and Islam) as well as Judaism as a minor religion. All religions are asymmetric, with each one providing unique befits. In order to simulate the complicated dynamics that existed between the religions, we have implemented The Great Schism, Reformation, Crusades, The Pope as a special player, Faith Points and Religious Prosecutions.
On the Five Religions
Catholicism, Judaism and Orthodoxy are founded at the start of the game, with Holy Cities at Rome, Jerusalem and Constantinople. Islam is founded on the turn that Arabia spawns, with Holy City at Damascus. Mecca is geographically not included and hence Damascus was chosen as the Arabic center of religious power (as well as the Arabic capital). Protestantism is founded by the first player to research the Printing Press, the Protestant Holy City is chosen at random, much like Holy Cities in regular BtS. Whenever a religion is founded, the Holy Shrine is automatically build in the corresponding Holy City.
Judaism
Unlike the other four religions, Jews never tried to spread their faith by the sword and quite often they were the victims of that sword. In RFC:Europe Jews spread throughout Europe in a semi-random manner, driven by trade and trade opportunities. Cities with Judaism can build Jewish Quarters that provide a boost of culture and gold.
The Great Schism
Prior to 1054AD, Catholics and Orthodoxes had many differences, but in more ways then not acted as a single religion. In RFC:Europe, there is no diplomatic penalty between Catholic and Orthodox players, until 1054AD.
Reformation
The discovery of the Printing Press and founding Protestantism trigger the Reformation. All Catholic players have the opportunity to convert to the new religion. Conversion changes Catholicism to Protestantism and all the religious buildings are converted to their corresponding counterparts, however, Catholicism is not completely removed from all the large cities. Some of the Faith Points are also generated. The AI's probability to convert is based upon the actual history of the corresponding nation.
Faith Points
Faith points are an abstract concept that determines the level of benefits that a player can obtain from the corresponding religion.
- Civilizations generally start with 0 faith points.
- Changing the state religion resets the faith points to 0.
- Spread of the state religion throughout the empire and building religious buildings (Temples, Monasteries and Cathedrals) generate faith points.
- Spread of a non-state religion decreases the amount of faith points.
- Faith points provide different benefit for every religion
- Large boost of Faith Points is provided by the Great Prophets to compensate for the fact that they can no longer build Holy Shrines
- The current number of Faith Points and the benefits thay provide can be seen in the Religious Advisor screen
Catholicism
The benefits of Faith Points for Catholic players are not as straight forward as those for the other religions. It all revolves around the Pope and his role as an absolute authority over the Catholic Church. Check the special section on the Pope and his role in the game.
Islam
Geographically Islam stretches well beyond the boundaries of our map. Thus, with strong faith (i.e. a lot of Faith Points), the Islamic nations receive a boost on their Growth as well as a hammer discount for new Units.
Orthodoxy
[PARAGRAPH:2]One of the key concepts of the Orthodox Church is the principle of Caesaropapism, that is the subjugation of the religious authority under the secular authority. As a result, strong faith boosts the stability of the Orthodox nations and lowers the civic maintenance cost.
Protestantism
The new liberal ideas and emphasis on personal freedom, grant the Protestant nations beaker discount for new techs and hammer discount on the production of Colonies and Wonders.
Religious Prosecutions and Stability
As ugly as they were, religious prosecutions were very common in medieval Europe. Thus, in RFC:Europe we present the Prosecutor unit that can be used to remove all non-state religions and buildings from a given city.
- non-state religion in your cities causes instability
- Prosecutions remove the non-state religion and buildings, but generate unhappiness and cause instability of their own, resulting in an even larger penalty
- Prosecution instability and unhappiness wear off over time, so the short term penalty creates a long term benefit
- Spain does not suffer from Prosecution penalty, however, they do suffer from unhappiness
- Prosecutions generate Faith Points
- The combined Prosecution instability vs added Faith Points and boost of Orthodox stability still generates short term instability
- Religion cannot be removed from its Holy City (i.e. no religion can be completely destroyed) and no religion can be removed from Jerusalem
- When Jews are being prosecuted from one city, they automatically move to another from the same or different nation
- Under the civic Free Religion, Prosecutions are impossible and no instability is generated by numerous religions in the same city
The Pope
The Pope is the head of the Catholic Church and has absolute authority over it. Every player that choses Catholicism would have to interact with the Pope in more than one way.
- The Pope can never control any city other than Rome and the Pope's culture cannot extend beyond Rome's BFC
- The Pope would gift money and units to faithful Catholic players
- Relations with the Pope play a major role in the Crusade dynamics
- To get any benefits from the Pope you must Open Borders with him
- If you Open Borders with the Pope, you will soon see an army of Missionaries spreading Catholicism for you
- On the same note, for a non-Catholic player, Open Borders with the Pope is probably not a good idea (see Prosecutions and Stability)
- The Pope would also randomly build Churches and Monasteries for the Catholic nations
- The Pope can remove non-Catholic religions from the cities of Catholic players (generating unhappiness and instability for the corresponding player)
Crusades
There are two types of Crusades: for the Holy Land that aim at capturing Jerusalem and Defensive that aim at reclaiming a city lost by a Catholic player.
Crusades for the Holy Land
- From the 1000AD on, the Pope may periodically call for a Crusade for the Holy Land
- A Crusade is called only if Jerusalem is controlled by a non-Catholic, non-Orthodox and non-Independent player
- Every Catholic nation can participate in the Crusade, sending some units at random (city defenders do not get send off, but other units leave)
- Teutonic Knights and Knight Templars are very likely to leave for the Crusade, Knights are also generally more likely to leave then Archers
- All participants get to vote on a Crusade leader, where the candidates are chosen for their high Faith Points, size of the Empire and good relations with the Pope
- The chosen leader of the Crusade declares war on whomever controls Jerusalem and a few turns later receives a stack of units next to the city
- The first Catholic player that captures Jerusalem (with or without a Crusade) receives a golden age as well as boost of stability and faith
- Refusal to participate in the Crusade decreases one's faith and relations with the Pope
- Sometimes, Crusades can be deviated to go not after Jerusalem, but the capital of any non-Catholic nation
- The richest Catholic player gets the opportunity to deviate the crusade for certain amount of gold
- If one uses gold to take over the Crusade, one can still aim it at Jerusalem
- Reformation makes the Catholic church turn to its own internal affairs and thus stops any further Crusades for the Holy Land
Defensive Crusades[\H2]
- If there is a non-Catholic and non-Orthodox player holding a city in a Catholic player's war map zone then a defensive Crusade can be called
- If the Catholic player is at war with the one holding the city, and if the Catholic player has good relations with the Pope, the Catholic player may get an opportunity for a Defensive Crusade
- Defensive Crusade means that some units would spawn at the Catholic player's capital
- Defensive Crusades cost faith points
- Faith points can be regained by conquering the other player's cities and converting them to Catholicism
Crusades and non-Catholic Religions
If you are an Islamic player, prepare for the Crusaders. Whether you are fighting against the Reconquista, defending Jerusalem or conquering Hungary, Crusaders will come to visit you. Meet them accordingly. Strong Islamic faith would help you build more units and successfully fight off the Crusaders.
Judaism is not meant to be anyone's state religion, however, it as vulnerable to Crusades as Islam.
Orthodox players are generally immune to Crusades, but beware of Balduin I, VI and IX (all numbers refer to the same person). Crusaders can always get greedy and attack you for purely economical reasons.
Reformation stops the Crusades for the Holy Land, however, if you are at war with a Catholic nation, you may still suffer from a defensive Crusade.
The Choice of Religion
The benefits from choosing one religion over another are tied to the individual civilizations' historical preferences. For example the Byzantines would definitely benefit more from Orthodoxy and Spain from Catholicism. Going with the historical setting is never a wrong decision, however, you are always free to experiment anyway you want.