*** DEVELOPMENT VERSION FOR TESTING AVAILABLE HERE ***
Time for a more detailed preview of the big new features coming in 1.22: Tenets and Faith. A big topic, worthy of it's own thread.
Faith
Faith replaces Priest/Prophet
. It is accumulated civilization-wide with a progress bar on the main UI, much like the Great General progress bar. The main sources of faith will be religious buildings/wonders and priest specialists. Some Tenets will provide additional ways to obtain faith. Every time the faith progress bar is filled, you receive a Great Prophet.
Reformation
Unlike Civics, Tenets cannot be changed whenever you wish. Instead, Great Prophets have a new ability called 'Reformation' which will allow you to change them once. A Reformation causes anarchy, just like a Revolution does, and if you wish to change your Tenets again you need another Great Prophet.
Another vital distinction from civics is that a Reformation can also change the Tenets of other civilizations with the same state religion as you. I'm still experimenting with the details of this mechanic, but leaders' favourite tenets and relative levels of faith will probably be the major factors. I'll post more on how it will work at a later time.
Religious Similarities and Differences
In BTS and HR thus far, civilizations tend to stick together in religious factions thanks to attitude bonuses you get for having the same religion, and attitude penalties you get for having different ones. Some leaders aren't too bothered by religion and have small attitude adjustments, others, like Isabella, take it very seriously.
In 1.22, this is all changing and attitude bonuses/penalties will come instead from Tenets. The more tenets you have in common with another player, the higher the attitude bonus they have towards you. The more tenets you have that are different to that player, the higher the attitude penalty they'll have towards you. Leader personality will still adjust how extreme these attitude changes can be, but to a lesser extent than in current HR or BTS.
What this ultimately means is that while there'll still be religious blocs, there will also be times where civilizations with different state religions will actually be friendlier to each other than civilizations with the same state religion. Diplomacy becomes much more varied and interesting, and more historical to boot.
Religious Civics
These will be removed in 1.22, replaced entirely by Tenets. I plan to add a new civic category to replace them, but I only have a vague concept of this at this stage. Might happen after 1.22, shall see. Only thing I'll say for now is that the new category will be focused primarily on the late game.
Divinity Tenets
This category is about how a religion perceives the divine. Divinity tenets cannot be reformed like other tenets; each religion has a defined Divinity Tenet, and the only way to change them is to change to a state religion with the one you want. The one exception to this is Humanism - once you've discovered Scientific Method you can switch to Humanism during a Reformation, or back from Humanism to the tenet defined for your state religion (if you have one).
Aspiration Tenets
This category is about what the people believe their religion will do or provide for them. Like the Divinity category, each tenet here provides a method of generating faith. All other bonuses require the religion's Temple. The first three Aspiration Tenets are available straight away, the other 3 require techs to unlock.
Morality Tenets
This category concerns what a religion values and how it's hierarchy expects it's followers to act and think. It has most of the more military themed bonuses. Each tenet here has a bonus that is only useful for cities with your religion's Great Temple (which still require a Great Prophet and a particular number of Temples to construct).
Revelation Tenets
This category describes how followers of a religion seek knowledge and understanding of both the world and the divine. Many of the bonuses here are connected to Monasteries (which will no longer go obsolete, but will require a Temples to be built - half as many as Great Temples do). Of particular note are the tenets that add a commerce to Monasteries when Great Prophets emerge. These provide an additional reward for investing in faith.
Tolerance Tenets
This category is concerned with spreading religions and how a religion interacts with others, both domestic and foreign. Because I'm still finalizing some related mechanics, this is the category least finished and most subject to further iteration. You'll notice a couple of bonuses are currently missing. There will be no tech requirements for any of these tenets however.
Worship Tenets
You didn't think you'd get all these cool bonuses for free did you? This category is about what followers have to endure to get the benefits of their religion. There are no bonuses here, only penalties. Note that Apostasy has no tech requirement - this is the tenet for those that wish to have no state religion. You don't suffer the heftier penalties of the other Worship tenets, but most of the tenets in the other categories have bonuses that only apply to a state religion. So you'll miss out on those instead.
Currently I have most of this coded. Key exceptions are the aforementioned 'international' aspect of Reformations, most of the Tolerance tenets, and the tenet selection code for the AI. Once those are done, I'll need to do a bunch of testing and then I'll release a development version for everyone to try out. In the meantime, please post your thoughts and questions.
Time for a more detailed preview of the big new features coming in 1.22: Tenets and Faith. A big topic, worthy of it's own thread.
Faith
Faith replaces Priest/Prophet

Reformation
Unlike Civics, Tenets cannot be changed whenever you wish. Instead, Great Prophets have a new ability called 'Reformation' which will allow you to change them once. A Reformation causes anarchy, just like a Revolution does, and if you wish to change your Tenets again you need another Great Prophet.
Another vital distinction from civics is that a Reformation can also change the Tenets of other civilizations with the same state religion as you. I'm still experimenting with the details of this mechanic, but leaders' favourite tenets and relative levels of faith will probably be the major factors. I'll post more on how it will work at a later time.
Religious Similarities and Differences
In BTS and HR thus far, civilizations tend to stick together in religious factions thanks to attitude bonuses you get for having the same religion, and attitude penalties you get for having different ones. Some leaders aren't too bothered by religion and have small attitude adjustments, others, like Isabella, take it very seriously.
In 1.22, this is all changing and attitude bonuses/penalties will come instead from Tenets. The more tenets you have in common with another player, the higher the attitude bonus they have towards you. The more tenets you have that are different to that player, the higher the attitude penalty they'll have towards you. Leader personality will still adjust how extreme these attitude changes can be, but to a lesser extent than in current HR or BTS.
What this ultimately means is that while there'll still be religious blocs, there will also be times where civilizations with different state religions will actually be friendlier to each other than civilizations with the same state religion. Diplomacy becomes much more varied and interesting, and more historical to boot.
Religious Civics
These will be removed in 1.22, replaced entirely by Tenets. I plan to add a new civic category to replace them, but I only have a vague concept of this at this stage. Might happen after 1.22, shall see. Only thing I'll say for now is that the new category will be focused primarily on the late game.
Divinity Tenets
This category is about how a religion perceives the divine. Divinity tenets cannot be reformed like other tenets; each religion has a defined Divinity Tenet, and the only way to change them is to change to a state religion with the one you want. The one exception to this is Humanism - once you've discovered Scientific Method you can switch to Humanism during a Reformation, or back from Humanism to the tenet defined for your state religion (if you have one).
Animism
Shinto, Shamanism, Druidism, Vodun
• Free Priest in cities with a Natural Wonder
• +1 faith from Animal resources
Polytheism
Pesedjet, Anunnaki, Baalism, Olympianism, Asatru
• Unlimited Priests
• +25% production of religious buildings and wonders
Pantheism
Zoroastrianism, Hinduism, Teotl
• -2 Temples required to construct Great Temples
• Earn 50% faith from non-state religion buildings
Monotheism
Judaism, Christianity, Islam
• +25% GPP in cities with state religion
• -10% GPP from non-state religions in cities
• Earn 50% faith from state religion buildings in foreign cities
Ethicism
Buddhism, Taoism, Confucianism
• -1 Temple required to construct Monasteries
• +100% faith during Golden Ages
Humanism
Requires Scientific Method
• Faith can generate any Great Person
• +25% production of science buildings and wonders
Shinto, Shamanism, Druidism, Vodun
• Free Priest in cities with a Natural Wonder
• +1 faith from Animal resources
Polytheism
Pesedjet, Anunnaki, Baalism, Olympianism, Asatru
• Unlimited Priests
• +25% production of religious buildings and wonders
Pantheism
Zoroastrianism, Hinduism, Teotl
• -2 Temples required to construct Great Temples
• Earn 50% faith from non-state religion buildings
Monotheism
Judaism, Christianity, Islam
• +25% GPP in cities with state religion
• -10% GPP from non-state religions in cities
• Earn 50% faith from state religion buildings in foreign cities
Ethicism
Buddhism, Taoism, Confucianism
• -1 Temple required to construct Monasteries
• +100% faith during Golden Ages
Humanism
Requires Scientific Method
• Faith can generate any Great Person
• +25% production of science buildings and wonders
Aspiration Tenets
This category is about what the people believe their religion will do or provide for them. Like the Divinity category, each tenet here provides a method of generating faith. All other bonuses require the religion's Temple. The first three Aspiration Tenets are available straight away, the other 3 require techs to unlock.
Fertility
• +2 food from state religion Temples
• +1 faith from Crop resources
Prosperity
• +3 commerce from state religion Temples
• +1 faith from Luxury resources
Order
• +3 production from state religion Temples
• +1 faith from Material resources
Preservation
Requires Property
• +1 health from state religion Temples
• +1 faith from Wonders
Salvation
Requires Priesthood
• +1 happiness from state religion Temples
• +1 faith from combat victory over heathen units
Enlightenment
Requires Ethics
• +25% GPP in cities with state religion Temples
• +5 faith from settled Great People
• +2 food from state religion Temples
• +1 faith from Crop resources
Prosperity
• +3 commerce from state religion Temples
• +1 faith from Luxury resources
Order
• +3 production from state religion Temples
• +1 faith from Material resources
Preservation
Requires Property
• +1 health from state religion Temples
• +1 faith from Wonders
Salvation
Requires Priesthood
• +1 happiness from state religion Temples
• +1 faith from combat victory over heathen units
Enlightenment
Requires Ethics
• +25% GPP in cities with state religion Temples
• +5 faith from settled Great People
Morality Tenets
This category concerns what a religion values and how it's hierarchy expects it's followers to act and think. It has most of the more military themed bonuses. Each tenet here has a bonus that is only useful for cities with your religion's Great Temple (which still require a Great Prophet and a particular number of Temples to construct).
Hedonism
• Free City Raider promotion in cities with state religion Great Temples
• +25% production of cultural buildings and wonders
Purity
Requires Medicine
• +2 health from Baths
• Free March promotion in cities with state religion Great Temples
Altruism
Requires Welfare
• Free Doctor in cities with state religion Great Temples
• +25% production of growth buildings and wonders
Honour
Requires Chivalry
• Can draft units each turn
• Free Leadership promotion in cities with state religion Great Temples
Duty
Requires Dogma
• Free Engineer in cities with state religion Great Temples
• +25% production of military buildings and wonders
Justice
Requires Humanities
• Free Spy in cities with state religion Great Temples
• -25% dissent in all cities
• Free City Raider promotion in cities with state religion Great Temples
• +25% production of cultural buildings and wonders
Purity
Requires Medicine
• +2 health from Baths
• Free March promotion in cities with state religion Great Temples
Altruism
Requires Welfare
• Free Doctor in cities with state religion Great Temples
• +25% production of growth buildings and wonders
Honour
Requires Chivalry
• Can draft units each turn
• Free Leadership promotion in cities with state religion Great Temples
Duty
Requires Dogma
• Free Engineer in cities with state religion Great Temples
• +25% production of military buildings and wonders
Justice
Requires Humanities
• Free Spy in cities with state religion Great Temples
• -25% dissent in all cities
Revelation Tenets
This category describes how followers of a religion seek knowledge and understanding of both the world and the divine. Many of the bonuses here are connected to Monasteries (which will no longer go obsolete, but will require a Temples to be built - half as many as Great Temples do). Of particular note are the tenets that add a commerce to Monasteries when Great Prophets emerge. These provide an additional reward for investing in faith.
Superstition
• State Monasteries gain +1 culture when a Great Prophet emerges
• +1 happiness from Cemetery
Occultism
Requires Alchemy
• State Monasteries gain +1 espionage when a Great Prophet emerges
• 25% chance for a free Merchant when constructing a Clinic
Scripture
Requires Writing
• State Monasteries gain +1 wealth when a Great Prophet emerges
• 25% chance for a free Priest when constructing a Library
Pilgrimage
Requires Compass
• +1 trade route in cities with State Monasteries
• +100% trade route commerce in city with State Religion Shrine
Discipline
Requires Aesthetics
• +2 experience for units trained in cities with State Religion Monasteries
• 25% chance for a free Artist when constructing a Stadium
Rationalism
Requires Education
• State Monasteries gain +1 research when a Great Prophet emerges
• 25% chance for a free Scientist when constructing a School
• State Monasteries gain +1 culture when a Great Prophet emerges
• +1 happiness from Cemetery
Occultism
Requires Alchemy
• State Monasteries gain +1 espionage when a Great Prophet emerges
• 25% chance for a free Merchant when constructing a Clinic
Scripture
Requires Writing
• State Monasteries gain +1 wealth when a Great Prophet emerges
• 25% chance for a free Priest when constructing a Library
Pilgrimage
Requires Compass
• +1 trade route in cities with State Monasteries
• +100% trade route commerce in city with State Religion Shrine
Discipline
Requires Aesthetics
• +2 experience for units trained in cities with State Religion Monasteries
• 25% chance for a free Artist when constructing a Stadium
Rationalism
Requires Education
• State Monasteries gain +1 research when a Great Prophet emerges
• 25% chance for a free Scientist when constructing a School
Tolerance Tenets
This category is concerned with spreading religions and how a religion interacts with others, both domestic and foreign. Because I'm still finalizing some related mechanics, this is the category least finished and most subject to further iteration. You'll notice a couple of bonuses are currently missing. There will be no tech requirements for any of these tenets however.
Insularity
• Unaffected by foreign reformations
• No unhappiness from defying Apostolic Palace or United Nations resolutions
Forbearance
• -50% negative attitude from religious differences
• ???
Proselytism
• Can train 100% more Missionaries
• Spreading state religion also constructs its Temple
Fundamentalism
• Can train Inquisitors
• No spread of non-state religions
Syncretism
• +50% positive attitude from religious similarities
• ???
Pluralism
• No unhappiness from non-state religions
• No dissent from non-state religions
• Unaffected by foreign reformations
• No unhappiness from defying Apostolic Palace or United Nations resolutions
Forbearance
• -50% negative attitude from religious differences
• ???
Proselytism
• Can train 100% more Missionaries
• Spreading state religion also constructs its Temple
Fundamentalism
• Can train Inquisitors
• No spread of non-state religions
Syncretism
• +50% positive attitude from religious similarities
• ???
Pluralism
• No unhappiness from non-state religions
• No dissent from non-state religions
Worship Tenets
You didn't think you'd get all these cool bonuses for free did you? This category is about what followers have to endure to get the benefits of their religion. There are no bonuses here, only penalties. Note that Apostasy has no tech requirement - this is the tenet for those that wish to have no state religion. You don't suffer the heftier penalties of the other Worship tenets, but most of the tenets in the other categories have bonuses that only apply to a state religion. So you'll miss out on those instead.
Idolatry
• Golden Age length reduced by 50%
• No access to Stone or Marble
Sacrifice
Requires Ritual
• No food stored after city growth
• Construction of Wonders sacrifices 1 population
Ceremony
Requires Astronomy
• +25% maintenance from number of cities
• -25% wealth in capital
Meditation
Requires Philosophy
• 50% slower production of Military Units
• +50% war weariness
Prayer
Requires Theology
• -50% Great Doctor emergence
• -50% Great Scientist emergence
Apostasy
• No state religion
• -2 attitude from civilizations with a state religion
• Golden Age length reduced by 50%
• No access to Stone or Marble
Sacrifice
Requires Ritual
• No food stored after city growth
• Construction of Wonders sacrifices 1 population
Ceremony
Requires Astronomy
• +25% maintenance from number of cities
• -25% wealth in capital
Meditation
Requires Philosophy
• 50% slower production of Military Units
• +50% war weariness
Prayer
Requires Theology
• -50% Great Doctor emergence
• -50% Great Scientist emergence
Apostasy
• No state religion
• -2 attitude from civilizations with a state religion
Currently I have most of this coded. Key exceptions are the aforementioned 'international' aspect of Reformations, most of the Tolerance tenets, and the tenet selection code for the AI. Once those are done, I'll need to do a bunch of testing and then I'll release a development version for everyone to try out. In the meantime, please post your thoughts and questions.