PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
I disagree with this paragraph. I think religion is well placed in the tech tree, as it is a concept that arises from a certain circumstance like everything else.
That's a conceptual argument, not a mechanical one, and it's the mechanics that cause the issue. More to the point, it's not really a conceptual argument that addresses the issue.
Firstly, religion as a concept is a development - but only to a limited degree (the extent to which settling large communities and developing the ability to build places of worship) is it a scientific rather than social development. So if we're modelling scientific and cultural advances on different trees, that doesn't argue for putting religion on the 'science tree'.
Secondly, the way religion is implemented in Civ V and Civ VI - unlike Civ IV - there is a difference between religion (=the faith resource) and specific religious systems. You don't rush to research Confucianism. Presumably faith generation is still going to be linked fundamentally to districts and buildings that are unlocked by technological progression, as is the culture generation that allows you to progress on the social tree.
Finding certain optimal paths through the tree is possibly a problem, but only a minor one, as you do have to play and research quite a bit to find them, certainly getting your money's worth in the process. In any case, I think this is solved adequately when the map has more of an impact on the direction you choose as seems to be the case in Civ6.
I'm reserving judgment on the way the map will impact strategy at this point. From what I've seen it looks as though most tech boosts are linked to things that are only peripherally dependent on the map (you can build 3 farms or a district anywhere, or make contact with another civ on any map) and seem designed to be 'gameable' to the extent that you're told in advance which actions will always contribute to which advance.
Aside from fiddling a bit with which buildings etc. care about which terrain (which happens with every Civ game), this seems to be the main way in which the map is intended to influence how games play (beyond the way it always does in Civ games).