TIMELINE: A Civilization concept by Lord Lakely

ISLAM
Monotheistic Religion
Sunni, Shia, Ibadi

Founder Belief: (Aqidah): Islam starts with one Tenet slot, and gains another each time another Religion is founded this game. Holy Cities you own receive +1 :c5faith: Faith for every 5 followers in Islamic Cities that you do not own.
Follower Belief (Sharia): If you conquer another Religion's Holy City while practising Islam, that City immediately becomes an Islamic Holy City as well. Whenever you create a new Islamic Holy City, discover an Islamic Tenet and increase Islam's Tenet slots by +1. Whenever you discover a new Islamic Tenet, receive a burst of :c5faith: Faith.
Worship Building (Mosque): This Grand Temple offers additional :c5faith: Faith and :7food: Food for every [two] :c5citizen: Populations that follow Islam in this City.


Core Identity & Tenets

The Last Religion
: Islam is the chronologically youngest major Religion in the world, and spread increadibly quickly. It's lower Tenet slots at the start reflect that it is supposed to be founded late. If it is, you'll receive additional tenets that will allow you to catch up, or use non-Islamic Populations to your advantage.
  • DAR AL-ISLAM: Extra :c5faith: Faith from Islamic :c5citizen: Populations in foreign cities you have converted to Islam.
  • DAWAH: Islamic Clerics exert more Religious Pressure, which scales with the amount of Islamic Populations in nearby Cities.
  • DHIMMI: Non-Islamic followers in your cities may receive Amenities from Mosques. If they do, they provide :7science: Knowledge for each Amenity they receive.
  • HARAM: Whenever you discover an Islamic Tenet, also gain the opportunity to ban a non-Islamic Tenet, rendering its effect useless in all Islamic Cities of your Denomination. This effect can be reversed by the Ecclesiastical Council.
  • JIZYA: Increased :7money: Coin per non-Islamic follower in majority cities, but suffer increased :c5angry: Civil Unrest in those Cities.
  • KITMAN: The first three Islamic :c5citizen: Populations in a foreign, non-Islamic City are hidden from the owner and cannot be converted until revealed. This effect is a Secret that can be discovered via Espionage.
  • SHAHADA: Religious Pressure towards Islam is trippled in non-Majority Cities with fewer than 3 Islamic :c5citizen: Populations.

Holy Pilgrimage: The most famous tenet of Islam is the Hadj, or holy pilgrimage to Mecca. Islam will have this Tenet available, as well as a few other Tenets that buff its first Holy City, Holy Cities in general and Pilgrimages.

  • FIQH: :tourism: Pilgrimage in Islamic Holy Cities is increased by 1% for every Islamic Tenet adopted this game, by any player.
  • HADJ: +25% :tourism: Pilgrimage in Islamic Holy Cities, and +100% :tourism: Pilgrimage in the original (first) Holy City, if it still exists.
  • HEGIRA: Increased Religious Pressure to Cities that have a direct connection to an Islamic Holy City via a road.
  • HUJJA: After a new Islamic Holy City is created, permanently add +1 :c5faith: Faith and +1 :c5influence: Prestige for each previous one.
  • MANARAT: Islamic Worship buildings present in a city extend the :tourism: Travel Range for Islamic Pilgrim Visitors (scaling with the tier of the Worship building).
  • RIBAT: Holy Cities receive +3 :c5strength: Fortification on Districts for every Islamic Worship Building placed in the City.
  • SAMA: Islamic Holy Cities receive a small amount of bonus :7prod: Production from Islamic :c5citizen: Populations in foreign Cities.
  • QIBLA: Every player that follows this Tenet receives a :greatwork: Relic upon adoption, and another whenever their Denomination of Islam gains a :c5faith: Tenet slot.

Holy War: like Christianity, Islam has a militaristic past, and this is reflected in several of its Tenets.

  • DARWISH: Military land units have one additional :c5moves: movement point inside the territory of an Islamic City.
  • FUTUHAD: Temporarily give your military units +5 :strength: STR against Heathens for a set number of turns upon adopting this Tenet. This Tenet cannot be renounced.
  • INTIFADA: Military units have a bonus to :strength: Offence against Heathens inside your borders
  • JIHAD: Whenever a Heathen Player declares war on you, receive a :7prod: Prototype towards the weakest military land unit you can train in your three Islamic Cities with the highest amount of Followers. Repeats each time you lose a City to a Heathen player.
  • MUJAHIDIN: Military units inside the territory of a Majority City receive +1 :c5plus: HP for every five :c5citizen: Populations that follow Islam in that city.
  • ZULFIQAR: Whenever you recruit a military unit in a Majority City, give it one extra :c5goldenage: Experience Point for every Islamic Tenet slotted.
Theology: While Islam is not the 'knowledge-focused' religion (which in this game is Buddhism), it does receive a handful of bonuses that allow it to benefit taking an 'intelligent' approach the Religion. Several tenets buff great works & specialists, reward high Faith yields or even outright give a small trickle of Knowledge.

  • AHL AL-BAYT: Greatly incease the :c5faith: Faith, :tourism: Pilgrimage and possible other :c5goldenage: Yields from Islamic :greatwork: Scriptures and :greatwork:Relics, but strongly decrease :c5influence: Relations with Heretics.
  • IRFAN: Increased :7science:knowledge on displayed :greatwork:Great Works, more on Islamic Great Works.
  • HADITHA: Upon adopting this Tenet, upgrade the :7culture: Cultural Heritage of all Islamic :greatwork: Great Works by +1 level, wherever they are. If you renounce this Tenet, remove this effect.
  • MADRASSAH: Unlocks the Madrassah building, a variant of the Library that yields :c5faith: Faith whenever it would yield :7culture: Culture. :tourism: Tourism equal to :tourism: Pilgrimage after Flight.
  • MA'RIFAH: Education buildings placed in Islamic Cities provide +1 :c5faith: Faith in the nearest Holy City.
  • MAWLA: Convert a portion of your :c5faith: Faith generation per turn into :7culture: Culture. Only applies to Majority Cities.
  • SUFIYA: Islamic Clerics increase the :c5influence: Prestige output of :c5citizen: Specialists in majority cities they're stationed in.
  • ULEMA: Islamic Clerics increase the :7science: Knowledge output :greatwork: Great Works displayed inside Libraries, Shrines, Temples, Universities, Mosques and their variants.

Interfaith Tenets:
  • DIETARY RESTRICTIONS: (Shared with Judaism): Pigs, Shellfish and Seashells give :7money: Coin instead of :7food:Food. All other Animal Resources that yield :7food: Food, yield :7culture: Culture as well.
  • GOD IS GREAT: (Shared with Christianity): A portion of military upkeep costs are paid for with :c5faith: Faith instead of :7money: Coin.
  • GÖKTENGRI: (Shared with Tengriism): After winning a set number of combats inside your territory against Heathens or Heretics, discover an Islamic Tenet.
  • FAQIR: (Shared with Vedism): Increased :c5greatperson: GPP and :7culture: Cultural Heritage from :c5faith: Grand Temples built in Holy Cities.
  • FOOD FOR THOUGHT (Shared with Buddhism): +1 :7food: Food and +1:c5faith: Faith on :c5citizen: Specialists in Majority Religion Cities.
  • NAMAZ: (Shared with Zoroastrianism): after completing a positive diplomatic interaction, receive a burst of :c5faith: Faith. If the two players follow the same State Religion, receive a larger burst of :c5influence: Prestige as well.
  • QINGZHEN: (Shared with Eastern Zen): Unlocks the Gongbei, a Grand Temple variant which grants less base :c5faith:Faith than a regular Grand Temple, but increases:7prod: Production for every :c5happy::health: Amenity need it fulfills.

Flavour Tenets (Tenets that Islam is known for, but don't particularly belong to an Archetype).
  • EID: Whenever you complete a :c5goldenage: Festival that was triggered via a Project, receive a burst of :7food:Food, scaling with the amount of Islamic :c5citizen: Populations in that city.
  • IFTAR: Whenever Festival is triggered in a Majority City, receive a burst of :7food: Food, scaling with the city's :c5faith: Faith output.
  • KARAM: Increased :trade: Trade Route range in Majority Cities.
  • KHUTBA: Whenever a Majority City triggers a Festival, increase that City's :c5faith: Faith output by 10% for its duration.
  • KÜLLIYE: Mosques increase the base :c5goldenage: yields of the other buildings they share a distrinct with, if that district is also protected by a Defensive building.
  • TAQIYYA: Islamic Populations resist conversion from other Religions, and may pray at non-Islamic Worship buildings (receive their amenities) if Islam is not the Majority Religion. Increased :c5influence:Relations with Heretics.
  • WELAYAH: Islamic Majority cities can Rush :7prod: Workers at half the usual cost.
  • ZAKAT: Convert a portion of your :7money: Coin per turn into :c5faith: Faith.

The list is tentative, so more Tenets may be added later, while others might be tweaked. I'll slowly fold the Religions in, with the next one being Islam.
 
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Is the Arabian Civ ability name being changed or will it be the same
Anyways excited to see the Islamic Tenets next
 
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Judaism
Monotheistic Faith
Haredi, Karaite, Masroti


Founder Belief: (Tanach): Judaism starts with 10 Tenet slots and two random Jewish Tenets already adopted. Judaism may not gain more Tenet slots and may not gain more Holy Cities after the first. Jewish Tenets that have been discovered but not adopted add [+5] :7culture: Faith to the Jewish Holy City, and [+5] :7culture: Culture per Turn to every Player that has Judaism as a State Religion.

Follower Belief: (Am Segulah): To all Players that practise Judaism, Jewish :c5citizen: Populations count as 3 Followers to determine the Majority Religion in any City in the world. Jewish Clerics don't exert Religous pressure and instead count as Followers for the City they're stationed in. Jewish Populations provide a set amount of :7culture: Culture for every other Population that doesn't practise Judaism in their City.

Worship Building: (Synagogue): Satisfies all :c5happy::health: Amenity needs for two Jewish :c5citizen: Populations (instead of: Grants three random amenities for Jewish Populations)

Core Identity & Tenets

Ethno-Religion
: Judaism is a unique religion in the sense that it is also an ethnicity, and that it has a chicken-or-egg situation going on where most people aren't fully aware which came first (to clarify: the people came first. obviously.). Because of this, I wanted to ensure Judaism reflects this duality - Jews are born, not made, and an entire Archetype of Tenets focus fully on birthing more Jewish Populations rather than converting them outright.

  • MATRILINEALITY: Increases the odds that new :c5citizen: Populations will follow Judaism in all cities with at least one Jewish Population. Further reduces the conversion rate of Jewish Clerics. These values scale if you also have the 'Seed of Zion' Tenet adopted.
  • MITZVOT: Whenever a Jewish :c5citizen: Population is born in your realm, receive a burst of :c5influence: Prestige. If you're the Founder, receive a smaller amount of :7culture: Culture as well.
  • ONE FAITH, ONE PEOPLE: Every new :c5citizen: Population born in the Founder's realm is Jewish, and Jewish Populations inside your realm won't passively convert to other Religions.
  • RABBINISM: Jewish Clerics increase the :7culture: Culture output of Cities they're stationed in, scaling with the amount of Jewish Populations in the City.
  • SEED OF ZION: Whenever a non-Jewish Population is born in a City with at least one Jewish Population, there is a small chance that Population will adopt Judaism and the other Religion simultaneously. This chance increases if you have the 'Matrilineality' Tenet adopted.

Holiest Holy City: Judaism only has one Holy City, therefore it's important that this Holy City is much more valuable to the Founder. Several Tenets specifically buff the Jewish Holy City:

  • ALIYAH: The Holy City's Travel range for :tourism: Pilgrims (and :tourism: Tourists after Nationalism) extends to any known Majority City where the Jewish Population is in a numerical minority. The players owning these Cities receive bonus :c5influence: Prestige per Jewish Pilgrim visiting the Holy City from these Cities.
  • LE'CHAIM: The Holy City receives extra :7culture: Culture for every [5] Jewish :c5citizen: Populations with fulfilled :health::c5happy: Amenity needs in the world
  • HALACHA: The Holy City receives extra :c5influence: Prestige on Law Enforcement Buildings for every [3] Jewish :c5citizen: Population or :tourism: Pilgrim. Followers Judaism receive 5% of this :c5influence: Prestige as a per turn Yield.
  • SOFERIM: :c5citizen: Specialists in Majority Cities that provide :c5greatperson: GPPs towards :c5greatperson: Great Prophets or :c5greatperson: Great Artists, provide [1] more for every [3] Jewish :greatwork: Great Works in their City.
  • SUKKOT: The Holy City generates :7culture: Culture per visiting :tourism: Pilgrim and :tourism: Tourist.
  • TABERNACLE: The Holy City receives [+1] :7culture: Culture for every [2] Jewish :greatwork: Scriptures in existence.

Traditional Scriptures: Judaism is a faith in which literacy and liturgy have been intertwined for millennia. If you're into Scriptures specifically, you'll like to pick this Faith, and it gains quite a few bonuses from this Great Work Type.

  • ABRAHAMIC COVENANT: If an owned City has displayed a Jewish :greatwork: Relic or :greatwork: Scripture, and has at least two :c5citizen: Populations following Judaism, it is considered a Jewish Majority City by all Jewish players.
  • TEN COMMANDMENTS: The first ten times a unique Jewish Tenet is adopted (including this one), permanently add +3 :c5faith: Faith, +2 :7culture: Culture and +1 :7prod: Production to a random Jewish Scripture. This effect is applied retroactively for Tenets adopted prior to this one, and can trigger no more than ten times per game. Cannot be adopted or discovered if your Denomination has already adopted ten different Jewish Tenets this game.
  • WAYIQRA: Synagogues that display at least one :greatwork: Jewish Scripture satisfy the needs of one additional Jewish :c5citizen: Population.
  • YESHIVOT: Unlocks the Yeshiva, a variant of the University that gives :7culture: Culture where it would normally give :7science: Knowledge.
  • YOM KIPPUR: Whenever the Jewish Holy City completes a :c5goldenage: Festival, its owner and all Jewish Players receive a Jewish Scripture.
  • ZOHAR: For every [6] :c5faith: Faith generated by Scriptures you own, receive [1] :7science: Knowledge.

Corelands: Judaism offers players Tenets that reward them for Coring their Territory.

  • CHANNUKAH: Majority Cities yield +1 :7culture: Culture from owned Core tiles that yields 2 :c5faith: Faith or more.
  • MANNA FROM HEAVEN: +1 :c5faith: Faith and -1 :7food: Food on Core tiles owned by Majority Cities. 5% of a Majority City's :c5faith: Faith output counts towards :7food: Growth.
  • SEDER: Majority Cities yield +1:c5faith: Faith for each owned Core tile that produces [2] :7food: Food or less.
  • SHEMOT: Civilian units and Light units have +1 :c5moves: MP on Core tiles owned by Majority Cities.
  • TZEDAKAH: Cores owned by Majority Cities that produce [2] :7food: Food or less gain +1 :7prod: Production.
Interfaith Tenets: Because of Judaism's aversion to idol worshipping, they don't have interfaith tenets with the polytheistic Faiths except for Tengriism, and that last bit only because of Tengriism's own 'pick and choose' mechanics.
  • DIETARY RESTRICTIONS: (Shared with Islam): Pigs, Shellfish and Seashells give :7money: Coin instead of :7food:Food. All other Animal Resources that yield :7food: Food, yield :7culture: Culture as well.
  • GENESIS: (Shared with Christianity): Whenever a majority City has a :7food: Growth event, add a small amount of :7culture: Culture and :7money: Coin to Worship buildings for a set amount of turns.
  • POWERFUL PROPHECY (Shared with Zoroastrianism): Whenever a :c5greatperson: Great Prophet of your State Religion is born, receive a burst of :c5influence: Prestige in the original Holy City.
  • QUT: (Shared with Tengriism) Whenever you earn a set amount of :greatwork: Relics and Scriptures of your State Religion, discover a Jewish Tenet

Flavour Tenets (Tenets that Judaism is known for, but don't particularly belong to an Archetype).
  • KARETH: Whenever a Jewish Population is converted or killed in any City, gain :strength: Combat Strength on Military units and :espionage: Espionage chance against the responsible Player for a set amount of turns.
  • KIBBUTZ: Hamlets and their upgrades provide +1 :c5citystate: Housing, +1 :c5citizen: Pop Cap and +1 :7prod: Production per level, as long as their City's Population has a numerically Jewish majority.
  • KOSHER: Majority cities with a Synagogue subtract 1 :7food:Food from Animal Resources, and add it to the Synagogue.
  • MIDRASH: Great Prophets and Clerics of your State Religion can be recruited with :7science: Knowledge or :7culture: Culture.
  • RECONSTRUCTIONISM: Reduce the :c5faith: Faith generation of Majority Cities by a set percentage, then add that exact amount to its :7culture: Culture output. Upon adoption, choose between 5%, 10% or 15% (voted by the Ecclesiastical Council).
  • SHABBAT: Every seven turns Majority Cities generate a burst of :c5faith: Faith, equal to of that City's :7prod: Production output per turn.
 
My draft for Zoroastrianism was deleted after a few unfortunate computer crashes. I'm hoping to get it up by the end of next week*, so bear with me. :3

(depends on whether I find motivation to work on it this weekend. If i do, it may drop sooner.)
 
INTIFADA: Military units have a bonus to :strength: Offence against Heathens inside your borders
To the best of my knowledge, 'intifada' is not an Islamic term.

MUJAHIDIN: Military units inside the territory of a Majority City receive +1 :c5plus: HP for every five :c5citizen: Populations that follow Islam in that city.
'Mujahidin' refers to those who participate in 'jihad', so it seems superfluous to include both terms. I would suggest something like 'ghazi'
 
@Lord Lakely: could you please elaborate further on your concept of "core"?
The way tiles are claimed is a hybrid between Civ 5 (one once a certain amount of yields has been generated by the city) and Civ 4 (an expanding aura).

The tiles within your cities's 'aura's' (as per Civ 3-4) is the land you Claim, your Territory. Your borders expand by generating Culture in your cities. The tiles claimed this way are not locked towards your Civ however, and neighbouring Civs can 'flip' these tiles if their Culture output starts to eclypse yours.

Cores are tiles that are directly owned by their City, which are obtained once the City has generated a set amount of Prestige. The rule is first comes, first gets. The first Civ to turn a claimed tile into a Core now owns it indefinitely, and that tile may no longer be flipped unless the entire city revolts and/or is conquered. Cores can be swapped between Cities of the same owner if they don't have a Wonder, District or other structure that may not be swapped. Multiple Civs may claim the same tile as their Core, which strains relations and gives them reasons to fight (Casus Belli).

Cores are also important in that Landmark Wonders (World Wonders you build on the map) and new Districts have to be placed on top of them. Neither can go on a claim.

To the best of my knowledge, 'intifada' is not an Islamic term.
It's the Arabic word for 'uprising'. Works for me. 🤷‍♂️
 
Turning real religions into gameplay concepts does make me a little uneasy. Although side note: I wanted to say I really like your presentation. The icons alongside bold text is something I should take away for my own presentation.
 
Thank you! There is so much information that goes into all of this, it's difficult even for me to keep track of everything. The font and symbols are necessity.

The Religions are largely a rough draft, and I'm definitely willing to revise and tone down some of these tenets in the future. It's difficult to gauge how playable every little factor would be when put together, so I think it's preferable to release the ideas first, and worry about balance and simplification later.
 
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