Unrealistic Religion system

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The other point you're referring to... Your point is, basically, "Your argument is invalid and your abstraction ideas are inferior to other abstraction ideas because this is just a game and they can do whatever"?

Frankly, yes. Your only complaint about the current religion system is that it is unrealistic, when there's no real way to "realistically" portray the creation and spread of religion in a turn based strategy game. Religion in Civ4 was very poorly done in my opinion, and while you could argue it was more realistic, it also did not add any fun to the game. It was just a symbol above your cities that make other civs like/hate you for no particular reason. (Again, much like real life, but that's a debate I'd rather stay away from.)

It could be argued that the system you proposed later in the thread is just as unrealistic. They picked one system with meaningful gameplay and went with it. Only time will tell if it works or not.
 
Sorry, I couldn't bring myself to see that post as being serious, not with all the bold exclamation marks. You will find that, if you a few posts above this one, I have replied to the "ignored" forumer in detail.
1. As I said, this one can stand.
2. You misunderstood the point. The founding, development and specialization of religion is completely within the hands of the player, as far as we've seen so far. It can spread naturally, but it can also be spread through direct player intervention.
3. I still can't find a single post, picture or feature that would suggest any negative effect from religion in any area other than diplomacy.
4. Religion gives gold to the civilization. The point being, the religion does not funnel gold out of the civilization and into the religious organization. And you are also incorrect in stating that there is only one belief that gives gold, since I can name three (Tithing, Church Property and Initiation Rites off the top of my head right now), and that is all just from one screenshot of one religion screen.
5. You can ignore religion as much as you can ignore social policies in CiV or civics in CIV... Sure, you can do it. Does it make sense? Nope.

Also, some of us have colleges, jobs, social lives, and really can't be bothered to respond to every single post in real time.

1. Religion is always good and always gives bonuses. -This is fine by me.
2. Religion is under control of the ruler of the civilization. -Religion is spread by the player and can spread naturally from what I have read and understand.
3. Religion does not interfere in city management, science, diplomacy or economy. -This should be wrong otherwise why have it, besides Ed Beach himself said in his interview that religion will affect diplomacy. I am not sure about its effects on science and the economy though. I am also not sure that it will effect city management. We simply need to learn more about those other categories.
4. Religion gives gold to the civilization. From what I have read religions controlled by a civ recieve collections from the clergy. I could be wrong I thought I had read that in a recent writeup about religion. If I am wrong I am sorry. I would imagine though in some way the civ could recieve gold from religion, perhaps in a roundabout way, pilgrimages for example.
5. Religion system so far does not allow atheism, agnosticism or any of the various secular stances. Well supposedly you are supposed to mold religion as you see fit, and name it what you want. Or supposedly you can avoid it altogether, which to me would not be very interesting. They must have thought something up for atheism, as not to offend anyone's beliefs or non beliefs. Like I said we need to learn more.

This is how I see Religion based on what little info I have. From a historical POV, religion IMO is going to be a very interesting edition to CiV. Within a strategy game you are going to begin to feel history come alive. I am not saying it will simulate history, but it will give you a feeling for the times and trials of mankind.
 
From what I have read religions controlled by a civ recieve collections from the clergy. I could be wrong I thought I had read that in a recent writeup about religion. If I am wrong I am sorry. I would imagine though in some way the civ could recieve gold from religion, perhaps in a roundabout way, pilgrimages for example.

Could you clarify on this, particularly the bolded part?
The only way I see religion giving money to the civilization is in a theocracy, and I always thought that the culture/policy system and particularly the Piety tree were approximations/abstractions of religion.
 
Could you clarify on this, particularly the bolded part?
The only way I see religion giving money to the civilization is in a theocracy, and I always thought that the culture/policy system and particularly the Piety tree were approximations/abstractions of religion.

With the religion system basically a masiively expanded version of the Piety tree, I'd like to see the tree go away and be replaced by something else.
 
That could also be a potential issue. There's a chance that a religious civ could reap double benefits, but that's really far-reaching conjecture.
 
Could you clarify on this, particularly the bolded part?
The only way I see religion giving money to the civilization is in a theocracy, and I always thought that the culture/policy system and particularly the Piety tree were approximations/abstractions of religion.

What I was thinking is pilgrimages to holy sites, as an example, would bring in revenues. It was just an idea, there is no evidence that it will be in the expansion. Another idea I had was that as a religion grows it becomes more influential, and more wealthy. The civ that has founded it for instance, could reap in those benefits. (This could cause some problems with game unbalance though, as there are only so many religions and more civs.) I also wonder if there will be excommunication, and religious corruption as well. Keep in mind these are ideas and speculation.

Could you clarify on this, particularly the bolded part?
The only way I see religion giving money to the civilization is in a theocracy, and I always thought that the culture/policy system and particularly the Piety tree were approximations/abstractions of religion.

Also, you are mixing SPs with religion, in the game I understood they will be seperate entities, right?

With the religion system basically a masiively expanded version of the Piety tree, I'd like to see the tree go away and be replaced by something else.

I would agree religious based SPs would be gone, unless they work on faith points rather than culture.
 
What I was thinking is pilgrimages to holy sites, as an example, would bring in revenues. It was just an idea, there is no evidence that it will be in the expansion. Another idea I had was that as a religion grows it becomes more influential, and more wealthy. The civ that has founded it for instance, could reap in those benefits. (This could cause some problems with game unbalance though, as there are only so many religions and more civs.) I also wonder if there will be excommunication, and religious corruption as well. Keep in mind these are ideas and speculation.
Ah, pilgrimages to YOUR sites generating money for YOUR civ? Yeah, that makes sense. Tourism money with a religious incentive.
Also, you are mixing SPs with religion, in the game I understood they will be seperate entities, right?
They will be, it seems. I was just commenting on the previous points, and how I rather liked the culture/policy abstraction thing.
I would agree religious based SPs would be gone, unless they work on faith points rather than culture.
That would be... awkward to implement.
 
We have archers that can shoot over lakes, longbowmen that can shoot over mountains, the Great Pyramids in London, and Giant Death Robots. Civ isn't exactly meant to be a simulator.
 
2. Religion is under control of the ruler of the civilization.
No more unrealistic then social structure being under the player's control. You aren't really roleplaying a ruler but some abstract "spirit of Civilization"/God thingy.
 
Well, you've proposed, as I've seen it, the following alternatives to the existing system:
1) Have a toggle for religion that sets it to vanilla standards
2) Provide an irreligious option that grants bonuses.
3) Religion is controlled by city-states

While these are good ideas, I really can't see how they're any more realistic than a player-controlled system of religion:

1) The vanilla system is grossly unrealistic, by equating religion with nothing more than a generic "culture" resource that is uniformly good for your people. Again, in vanilla, and all previous civs, religion has always been uniformly good for your people, even if the implementation has changed.
2) I still haven't heard any examples of actual irreligious cultures from history prior to the equivalent of civilization's renaissance era. Having an option to 'not be religious' contradicts your thread title of the planned implementation being unrealistic. I certainly won't argue that there weren't irreligious individuals, there were plenty; but irreligious societies? Who, where, when?
3) Having all religions controlled by city-states is counterintuitive and unrealistic when considering the theocracies of pre-modern times, of which there were plenty; Constantine set standards for state Christianity, Abu Bakr set standards for Islam, and every Pharoah was directly related to the gods for the ancient Egyptians. To have religion outsourced to a third party for these and many more would just seem odd.

I really think you may be stuck in the roleplaying mindset of being an actual leader of an actual nation, and that can't really be blamed; but that requires a pretty substantial suspension of disbelief for playing any game in the civ series, when your leader lives for 6000 years and you have direct control over all minutae of your citizens' lives, your military, your culture, your infrastructure, and all foreign policy. Even absolute monarchs weren't remotely that powerful. So I still fail to understand what the issue is with adding religion to that list (considering that you already tell your citizens exactly when and where to build temples and monasteries), and that's already been mentioned a few times.

While you might, say, institute 'liberty' or 'freedom' for your citizens, does it actually change your complete control over their every movement? Only from a role-playing perspective. You don't have to suddenly start worrying about public opinion or elections, like you would in a more robust simulation like a Paradox game or a political sim.

Since when did Alpha Centauri have any implementation of religion? It left it to a single social engineering option of "Fundamentalism", represented by a crazy red-haired bi..scuit. While I certainly approve of that representation, SMAC was an optimistic game about the future, rather than a historically-themed one; and that implementation of religion wouldn't feel right for earth's history.

As for culture, I meant the *system* of culture in the civ series should feel repugnant to you; in the real world, not all culture is "good" (Art and Works dedicated to Racial/Ethnic supremacy, Art and cultural systems promoting war and violence, etc), but culture is certainly a unilaterally positive thing in civ.

This expansion has already been stated to be the "BTS" of civ 5 in interviews; I really don't think it will be long after that deeper source access for modders is made available.

Lastly: Yes, actually, I did take you for a militant atheist who just wanted religion out.

I agree, and do not dispute that. However, there is still way to make a more realistic system without endangering the points with more priority.

It is possible, there are several games that did it right. Sid even had a hand in some of those, such as Alpha Centauri.

Why should it be repugnant? Do you guys take me for some militant athesit on a crusade for equal rights or something?
Culture works. In real life, even if you ignore all the religion, organization and influence of the church, the simple fact remains: the Pieta or the Sistine Chapel is as culturally significant and artistically brilliant as the Mona Lisa. Am I supposed to hate them because they represent something you claim is repugnant to me?

And I shall probably be using them, if they are any good. However, there is only so much that a mod can do without access to the game core, as evidenced by the game so far.

Whee, I made someone come out and play! :)

I just posted a first minute idea kind of thing about how religion could work in the game, and I do not believe it would cause a disconnect from either the user or major historic trends.

I'm saying that the Freedom and Liberty policy trees are as close to a "no policy" legalitarian approach as can be, and that there appears to be nothing similar to it in the religion system. The only option is to not pursue anything and ignore it completely. When's the last time you played a no-policy game?
 
If I was doing it, only City-States could found a religion, and the ones that do will become very similar to the Vatican. They could give out multiple missions, demand crusades, tithes and adherence in exchange for great amounts of happiness, culture, diplomatic influence with other adherent factions etc. In any case, the religious organization would be a tangible in-game entity by itself, and it would spread its religion through proximity, diplomatic dealings and missions.

There's a discussion of this idea (if you haven't already seen it) in the thread linked in my signature. However, I have to say that the system that Firaxis is using for G&K sounds really good. I think the idea that bonuses are selected by the player is really inspired: it allows religions to be different without inflaming the PC crowd, and giving the player control over their religion should make it much more immersive. I just hope that diplomacy works well with the new mechanic (so that we don't go back to the Civ4 situation of religion dictating diplomatic relationships).
 
I'm surprised this thread is still open. It seems obvious it was started not with any desire to actually discuss the issue, but with the same kind of philosophic intellectual dishonesty with which one might post a thread titled "REPENT YE SINNERS JESUS IS UPON US." If there was any desire on the OP to actually discuss the issue as it related to Civilization 5 in the first place, it would have made itself manifest by now. This is just zealous atheist proselytizing at this point.
Moderator Action: It is better to ignore the thread than to post this. If you disagree, please post reason why you disagree with civility. This will only cause a negative reaction and is trolling
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Well, you've proposed, as I've seen it, the following alternatives to the existing system:
1) Have a toggle for religion that sets it to vanilla standards
2) Provide an irreligious option that grants bonuses.
3) Religion is controlled by city-states

I've never mentioned one, but I did talk about two and three.

1) The vanilla system is grossly unrealistic, by equating religion with nothing more than a generic "culture" resource that is uniformly good for your people. Again, in vanilla, and all previous civs, religion has always been uniformly good for your people, even if the implementation has changed.

But Culture wasn't just religion, it was so much more. There's a level of abstraction that you're missing.

2) I still haven't heard any examples of actual irreligious cultures from history prior to the equivalent of civilization's renaissance era. Having an option to 'not be religious' contradicts your thread title of the planned implementation being unrealistic. I certainly won't argue that there weren't irreligious individuals, there were plenty; but irreligious societies? Who, where, when?

Six minutes of Wikipedia could have answered your question easily. There are several cultures that had extensive periods of this or that kind of atheism. The Indian subcontinent and central Asia are most interesting, if you care to pursue this.

3) Having all religions controlled by city-states is counterintuitive and unrealistic when considering the theocracies of pre-modern times, of which there were plenty; Constantine set standards for state Christianity, Abu Bakr set standards for Islam, and every Pharoah was directly related to the gods for the ancient Egyptians. To have religion outsourced to a third party for these and many more would just seem odd.

Not claiming it is a perfect system, or a system at all. Someone in the thread asked me what I would do, and that's what I came up with in two minutes.

I really think you may be stuck in the roleplaying mindset

Roleplaying the "spirit" of a civilization is bad?

As for culture, I meant the *system* of culture in the civ series should feel repugnant to you; in the real world, not all culture is "good" (Art and Works dedicated to Racial/Ethnic supremacy, Art and cultural systems promoting war and violence, etc), but culture is certainly a unilaterally positive thing in civ.

Again, you're missing a level of abstraction. Also, you're missing the point. Culture has plenty of options, and you don't "have to" build the ethnic supremacist or dadaist or classical works of art, for example. As far as we know, religion offers us no such option.

This expansion has already been stated to be the "BTS" of civ 5 in interviews; I really don't think it will be long after that deeper source access for modders is made available.

Oh, if only!

There's a discussion of this idea (if you haven't already seen it) in the thread linked in my signature. However, I have to say that the system that Firaxis is using for G&K sounds really good. I think the idea that bonuses are selected by the player is really inspired: it allows religions to be different without inflaming the PC crowd, and giving the player control over their religion should make it much more immersive. I just hope that diplomacy works well with the new mechanic (so that we don't go back to the Civ4 situation of religion dictating diplomatic relationships).

That's a pretty good thread, thanks for the link.

I'm surprised this thread is still open. It seems obvious it was started not with any desire to actually discuss the issue, but with the same kind of philosophic intellectual dishonesty with which one might post a thread titled "REPENT YE SINNERS JESUS IS UPON US." If there was any desire on the OP to actually discuss the issue as it related to Civilization 5 in the first place, it would have made itself manifest by now. This is just zealous atheist proselytizing at this point.

Thank you for your input.
 
I'm surprised this thread is still open. It seems obvious it was started not with any desire to actually discuss the issue, but with the same kind of philosophic intellectual dishonesty with which one might post a thread titled "REPENT YE SINNERS JESUS IS UPON US." If there was any desire on the OP to actually discuss the issue as it related to Civilization 5 in the first place, it would have made itself manifest by now. This is just zealous atheist proselytizing at this point.
Moderator Action: It is better to ignore the thread than to post this. If you disagree, please post reason why you disagree with civility. This will only cause a negative reaction and is trolling
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889


Agreed, as a non-believe myself, I find this to just be unproductive whiny soapboxing
 
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