The Truly Unfinished Features of Civ7

Where is this file? I.e what is the exact code line? Also, what exactly is "majority"?
I'm wondering the same thing, I tested this out just now (it was tedious) and converted 100% of the population but still couldn't trigger the 4th founder belief. I think what Krikkit1 may be inferring is that there needs to be more than 3 Civs (besides yourself) left, hence "majority" would be 2/3. In my game, I only had one other Civ left at the time.
 

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Very interesting. I think this deserves to be investigated further since you get rewarded 1x culture attribute point for each founder belief unlocked after the first, which are significant.
 
The assumption that religion is only spreading and impactful in the Exploration Age is hopelessly archaic 90’s smoothbrain atheist wishfull thinking

Exhibit A: Islam
Exhibit B: Pentecostals

The latter is particularly hilarious given that denomination is most certainly unlocked in the Modern Age, and the extent to which it is influencing politics in *the most powerful nation on earth*
 
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I have more hours than I would like to admit in Civ7, and thought about some core game features that are unfinished, even 6 months after launch:
  1. Religion - This one really is baffling because it's so obviously incomplete, I'm surprised they left in what they did. There's clearly room for two more beliefs (that cannot currently be unlocked), and religion is completely obsolete (and cities cannot be converted) in the modern age. As Exploration-focused feature that loses all relevance during the age transition.

  2. Espionage - They've similarly built in some forms of espionage here with about 8 different actions in the modern age, but it feels like a placeholder for a more developed system. We don't need spies as units as we've had in previous franchises, but to have the sole option of counter-spying at a 30% success rate to stop adversaries from stealing techs or executing operations is a very half-implemented feature set. It's a very one-sided way to spend influence right now that has no counter.

  3. Trade / Negotiations - I'm going to bucket these two together because it's essentially the same system with the same issues. Can we create trade routes to obtain resources? Yes. Can we trade those resources for others, or gold / influence / etc.? No. Similarly in negotiations (e.g. Peace) the sole option is let's make peace and I can give or take a city. Again, no gold, resources, or anything else can be bartered here, just city / towns.
An honorable mention to Great Works here. I'm not sure what the long term strategy is for these, but completely losing relics and whatnot as you switch ages (while keeping the buildings) makes no sense to me at least. They can reduce the bonuses, but IMO they should be saved off in another tab or something as items that are still bound to the cities.
i agree but the same can be said of the whole game
 
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There is the definite possibility of a bug.

I agree. I think there is a strong possibility of a bug preventing one of the two aforementioned events from popping up. I looked into the xml files and these two events are now called:
  • "The Holy Mendicants" (1174) - Convert majority of 1 Distant Land civ + majority of your own civ (Reward: +1 belief)
  • "The Conquest of the Heaven" (1438) - Convert majority of civs present on the map (including your own (Reward: +1 belief & +1 culture attribute point)
These two narrative events are independent of each other, meaning you can fulfill prerequisites for one to occur without triggering the other.

I can't speak for all but I think for a lot of us, "The Holy Mendicants" is not triggering most of the time despite having converted 1 DL civ + your own civ. I noticed that its ID #, 1174, is identical to Trung Trac's leader quest chain in the exploration age. I don't know much about computer coding, but if I have to guess, the identical ID #s may be involved somehow (maybe the game treats Trung Trac's quest in front of the "queue" before "The Holy Mendicants"?). Either way, I already submitted a bug report to Firaxis last week with my findings so I hope they will at least look into it and check for any possible bug.

I decided to do experiment to investigate the mechanics behind triggering these events. See TLDR for the findings.

In my test (see in attached), I stationed a missionary in every settlement on the map then converted (in multiple arrays of ways) until either event pops up. In this save, I conquered 3 out of Hatshepsut's 4 settlements (Lalumi, Tsabratan, and Carthage).
Extrapolated from previous posts, I assume majority = >50% or more than half of a civilization's # of settlements.
Samples​
"The Holy Mendicants"​
"The Conquest of the Heaven"​
Fully convert majority of one DL civ.
Reload and repeat with other DL civs .
N(*1)N
Fully convert majority of every civ present (excluding city states)
Reload and repeat with other civs.
NY(*2)
Convert all city states first then majority of every civ presentNY(*3)
Fully convert majority of one civ, wait until they're re-converted by another religion. Then, fully convert majority of other civs.NN(*4)
Conquer majority of a DL civ, leaving them one settlement.
Then, fully convert majority of civs (# conquered settlements not counted as my own)
NN(*5)
Conquer majority of a DL civ, leaving them one settlement.
Then, fully convert majority of civs (# conquered settlements taken as my own)
NY(*6)
Y = Event triggered; N = Event did not trigger
*1: Full conversion of any one distant land civ did not trigger The Holy Mendicants regardless of civ order or settlement order.
*2: Regardless of civ or settlement order converted
*3: Narrative event occurred only when majority of every civ is converted
*4: In my save, I converted majority of my neighbor, Tecumseh. Waited for his settlements to flip other religions, I then converted only other civs, excluding Tecumseh's settlements. The narrative event did NOT trigger.
*5 + 6: In my save, 3 out of my 22 settlements were conquered from a rival civ, that makes my other 19 as the originals. When I converted 10 of my original 19 settlements, Conquest of Heaven did not pop up. The narrative event popped up when I converted 12 settlements (with and without conquered settlements in the count).


TLDR:
  • You need to fully convert majority (>50% or more than half) of each civ's settlements to trigger Conquest of Heaven (your own included; city states do not count toward prerequisites at all).
  • Unlocking the aforementioned narrative event is not dependent on world % converted nor by chance.
  • Settlements that were converted at some point previously but now follow other religions, do not count. You need to convert more than half of each civ in the same turn in order for The Conquest of Heaven to trigger.
  • As long as a settlement is in your control, it will count as part of your own threshold.
 

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  1. Trade / Negotiations - I'm going to bucket these two together because it's essentially the same system with the same issues. Can we create trade routes to obtain resources? Yes. Can we trade those resources for others, or gold / influence / etc.? No. Similarly in negotiations (e.g. Peace) the sole option is let's make peace and I can give or take a city. Again, no gold, resources, or anything else can be bartered here, just city / towns.

I think trade and diplomacy need A LOT of work. They are very simplistic right now. I’d go as far as to say the diplomacy menu and options to improve relations are the worst diplomatic features we’ve ever had - I’ve played every iteration since 4.
 
I think trade and diplomacy need A LOT of work. They are very simplistic right now. I’d go as far as to say the diplomacy menu and options to improve relations are the worst diplomatic features we’ve ever had - I’ve played every iteration since 4.
I would disagree, while they could use more improvement (particularly with Alliances), the simplicity is a vast improvement on the bartering system of previous civs.
 
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