Of course you could argue that Christianity for instance is inherently monotheistic or Hinduism is inherently polytheistic but just because that's what it is IRL doesn't mean it can't be what you want it to be in game. After all, you could play Gandhi as a war mongerer if you reaaallly wanted to.... You could play Monty as a peaceful builder likewise, why not be able to make Christianity a completely de-centralized individual path to enlightenment? Likewise for the other religions, the only thing they need to have in common with their IRL counterparts is the name, period.
Actually, Christianity is only monotheistic and evangelistic in its modern form. The Orthodox Church spent literally centuries arguing about whether the Father and Son were composed of one substance or two, and one of the pushes behind the Reformation was that the veneration of saints was dangerously close to polytheism, and there's still a strong inward-focusing meditative element in
any monastic tradition. Used to be monasteries were set up only in isolated areas, then the town grew around the monks.
Anyway. About your religious mechanic suggestions... I like them. As it is right now, "religions" are basically flavored happy-building resources, and that's about it. There's not a lot of depth to them.
Zappara said:
In most cases those prerequisities are placed there to prevent too fast tech advancement if there's multiple paths to the tech ie. one path may not have all the same prerequisities as another path but if the tech definately should require some tech, it has been put to as AND requirement. Anyway I'll check Compulsory education tech to see that there isn't any obsolete requirements.
I'll scan the tech tree, see if I can find any more really glaring examples, but if you're using the explicit-prerequisite approach, shouldn't Steel require Iron Working, or Relativity require Astronomy? There are entire chapters of my version of Einstein's
Relativity devoted to what's wrong with Newtonian-Galileian cosmic coordinates, which pretty much requires Astronomy.
About civ traits: I've already changed Financial trait and tuned it down a bit so that it won't be too powerful. Now while looking at traits, I thought that could we improve the whole trait system as that's one game area that I haven't really yet changed... Agricultural, Seafaring, Tyrannical could be new traits... what else new traits could there be? Should there be disadvantages ie. like 2-3 good traits and 1 disadvantage per civ? There's not many xml modifiers for traits so huge changes can not be made.
Horseman - give it to Sitting Bull and Genghis Khan. Free Flanking or something for cavalry, reduced stable build time.
Diplomat - +2 automatic to neighbor relations. Cheaper spy buildings.
Explorer - Sentry free to recon units (or another promo). Cheaper recon units.
Humanitarian - +1 Health (yes, I know it's an issue). Cheaper health buildings.
As for positive/negative traits... in a lot of ways, those wind up being personal traits of the leader rather than leadership styles, which the leaderheads represent. Though I suppose you could argue that by the late Roman Republic, when Julius Caesar came to power, for instance,
any Roman leader would have been Arrogant (-1 Happy, -1 Relation with neighbors).
I'd also like to see a couple of additional leaderheads built into the existing civs. Because they're what I know best, I'll talk about Europeans first...
Rome - Ekmek has Marcus Aurelius, Constantine, Caligula, and Trajan ready to roll, though I would use his Trajan as Gaius Marius with traits as written, because there just aren't any good Republican leaders.
Byzantium - Any Byzantine named Basil. Especially the Bulgar-Slayer. Need to find his tomb inscription for a diplomacy text.
France - St. Louis and Henri IV
England - William the Conqueror (Agg/Org) and Alfred the Great (Pro/Org)
Vikings - Any of the Lodbrok's sons (Bjorn Ironside, Ubbe, Halfdan White-Shirt, Ivar the Boneless (Imp/Fin), Sigurd Snake-Eye), Harald Haadraade (Agg/Seafaring)
Spain - Philip V (Spi/Explorer)
Germany - Frederick Barbarossa (Spi/Prot), Arminius (Agg/Agricultural)
More to follow, I'm sure.