bonafide11
Worker
My only concern is that, having religion provide so many more bonuses to the game, it will greatly affect the balance of the game and might take a while for them to restore the balance via patches.
My only concern is that, having religion provide so many more bonuses to the game, it will greatly affect the balance of the game and might take a while for them to restore the balance via patches.
You are being intentionally dense Moderator Action: Such flaming is not allowed here. . Also, completely wrong on all counts.My experiences with war in this game show it to be completely at odds with history.
1. War has no downsides and you always get good stuff.
2. The military is completely under the control of the ruler of the civilization.
3. War does not interfere with my city management, science, diplomacy or economy.
4. War gives gold, science and culture directly to the civilization.
5. War so far does not allow pacifism or any of the various non-violent stances.
All five points are at odds with historic facts and events. Sure, you can find examples where war was good, the nation was completely in control, did not interfere etc., but this is far from the norm.
Having been brought up a pacifist, I really dislike the idea of war, and I don't understand why the CiV developers would implement it in the game in this way.
I feel compelled to give my two cents, since I am a history teacher...while that is not saying much, I am uneasy about the lack of truth to these points. The only point that is valid is point 1.
2: Religion is under control of the civilization in real life, it has been since the founding of said religion. The part that differs is that different religions have been implemented differently. Since Rome converted to Christianity, Rome has governed it's religion, and still does today. I do not count Protestantism, and the Orthodox as inclusive, because they fundamentally believe different concepts.
Religion is still very much under control of the ruler of civilizations today. Look at the whole middle-east for example. There still is theocracy in today's world.
3: If that was true, I would absolutely agree with you, however, it seems that it has been designed as just the opposite 'bro.'
4: The wealthiest organization on the face of the planet is the Catholic Church-bar none. Religion DOES give civilizations gold.
5: Secular stances did not exist until the Enlightenment period. Until then, either the Churches and governments worked cohesively to maintain order and stability, or there was a theocracy in which the church WAS the government (or civilization in this case). This is why once the Renaissance period has begun, there is natural waning of the impact of religion, which is historically accurate. You're living in today's world, with today's views 'bro.' If you were thinking these thoughts even 200 years ago in most parts of the world, you would be burned at the stake. If you do not believe me research the inquisitions 'bro.'![]()
2. You are mistaking the two meanings of civilization. One is "nation", the civilization in CiV, the other is the human civilization. Had you actually invested some thought into my post, you'd understand this simple difference. Or were you intentionally trolling?
3. [citation needed]
4. It's not the wealthiest, but it's certainly well off. However, the fact that you wrote this and don't understand how completely at odds it is with your argument is beyond me.
5. I'd think a history teacher would know about several cultures from history (as in, not the past 200 years alone) that were decidedly void of any state religion. I'd be wrong, it seems.
Sorry if you feel left out, GRM, it's kind of hard to respond to a million posts, especially since a million new ones appear by the time I respond to one.
I guess what I don't understand is why you are so against this new addition when you apparently have no problem with the other "unrealistic" mechanics and concepts in the franchise (all of them, for example).
First off, a rough sketch of the pecking order for putting things into Civ games, imho:
Marketability > Fun > Balance > Logical Consistency > Accuracy/Realism
-Religion as a negative force is not marketable when a majority of the end users are going to be, to some degree, religious.
-Religion out of the player's control is not fun (to most players), and Religion that acts independently based on the RNG only has the potential to cause more imbalances.
-Trying to make a religion system that is logically consistent without violating public appeal, fun, or balance, is probably not possible.
In all previous civilization games, religion has matched all of your points to a tee. The concept of religion providing culture, which is itself uniformly good for a civilization, should be just as repugnant to you as the new implementation.
But....if only there were an enormous, prolific community of mod-makers and mod-supporting infrastructure that you could turn to that would address your concerns...Hmm.
Seriously, though, you can probably count on a half dozen religion-altering or removing mods popping up within weeks of the release.
PS First post in like 4 years
That is not marketable. The average user would experience a pretty big disconnect with that scenario, even if they wouldn't flinch when, say, the Colossus is built in 2000 BCE or someone still has a galleon sitting around in 1900 CE. Civ is a historically themed game, and historical accuracy is a concern, its just a very low one. Going out of their way to be grossly inaccurate when it offers no benefits to marketability/fun/balance would be pointless.
I don't even know what you mean, here. You're saying that since it is an option to force freedom and liberty down the throats of your people, that somehow nullifies cccv's response?
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.
These are increadibly vague statements. How do you propose they make it more realistic without trading off the other elements?
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.
Moderator Action: This thread is becoming all about your opinions and speculation instead about how the religion system, which we do not yet understand, can be improved. Speculating on how religion might work and trying to tie together what is known to what we think the mechanics may be is OK. If you want to discuss the history of religion in societies, that is a topic for the history forums. If this thread gets out of control, and it is on the edge, it will be closed.I may be jumping to conclusions, but I'm only using the information available so far. I've examined the things other posters mentioned and, other than the "does not interfere with diplomacy" thing, I still think 4 of the 5 points in the OP still stand.
I may be jumping to conclusions, but I'm only using the information available so far. I've examined the things other posters mentioned and, other than the "does not interfere with diplomacy" thing, I still think 4 of the 5 points in the OP still stand.
1. Religion is always good and always gives bonuses.
-Incorrect! Religion can (and almost certainly will) hamper diplomacy. Before the Renaissance, differing religions will be a negative modifier.
2. Religion is under control of the ruler of the civilization.
-Incorrect! Religion will spread to cities within and outside of your empire via faith and geography; elements you can pursuade but not "control." Though you can create Missionaries, ect., to hard convert a city to the religion of your choice. (That doesn't seem that much different that real life, though.)
3. Religion does not interfere in city management, science, diplomacy or economy.
-Incorrect! See response to No. 1, re: diplomacy. We don't know enough to say how Religion will effect the others.
4. Religion gives gold to the civilization.
-Incorrect! A Religious belief, Tithing, will grant gold to the civilization. Only one Religion in the game will be able to adopt this Belief.
5. Religion system so far does not allow atheism, agnosticism or any of the various secular stances.
-Incorrect! The Devs have specifically said you don't have to use the Religion function if you don't want to. (Why you would choose not to do so is beyond me, though).
While many on this board may have strong feelings about religion in general (clearly negative ones in case of the OP), the system of Religion in the game so far seems smart and well thought out.
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.
As dexters brought up, do we need even more production and gold in the early game? It's fun to make the choicing in trying to get 1 extra of each. With the inclusion of extra stuff, what would be the counterbalance?
The simple fact that focusing on producing Faith reduces your output of Science or other resources is a downside to religion. It's a pretty basic game concept that has been around forever. The downside of doing X is you get less Y.
And you are arguing about the realism of a game economy that is entirely based around how much "gold per turn" you make. Obviously there are going to be liberties to make the game feel like a game and not something you need an MBA to understand.
The key thing to remember here is Civ5 is first and foremost a game. One can't always be completely historically accurate and still have meaningful gameplay.