What if religions couldn't be controlled, only welcomed or suppressed?

kent77

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The way that religion has been incorporated into Civ has mostly not been very interesting from a game play perspective. If you invest early resources (at some opportunity cost) in claiming one, you get to choose some set of bonuses, then can decide whether to invest some resources and clicks to spread those bonuses across your empire. In Civ 6 you additionally can choose whether to invest a lot of resources and clicks to try to win by converting the world, and might need to defend against opponents pursuing a religious victory. There are choices here, to be sure, and there can be some fun combos between religion bonuses and particular Civs, but many of those choices are either made before the game starts or are somewhat obvious (some religious beliefs are just stronger in more situations than others) or lead to dull game play on larger maps (see: religious victory).

Whether you buy all of this description of how it's been, what if religion could be different in Civ VII?

Here's my rough idea. Instead of players choosing religions and deciding whether to spread them through buying and moving missionaries (and a little through trade), what if religions chose players, and players had to make decisions about whether they liked the effects on their civilization or wanted to resist them in some way? A new religion could have some probability of being created in a given part of the map on any turn through the game, and they would spread probabilistically via contact and trade and through some fitness function for a given context (e.g., competition with other religions, degree of welcome/support/resistance), meaning that religions could also die out or be replaced. There could be ways to promote religious discovery, both through eXploration of the map (independent powers might each have different religions I might like to adopt or avoid adopting according to my interactions with them) but also through fostering kinds of mystical/spiritual/religious discovery within my own population. If I want to attract a particular religion to my civilization, I might encourage contact or cultural exchange with wherever that religion is, might buy temples to that religion (increase probability that some of my population converts), or pay a religious tax to that religion, or invest in methods to suppress other religions that I don't want. Some religious effects might be net positive for my empire (whether in scientific discovery, economics, wellbeing, health, culture); other religions might have negative effects. The presence of a religion with certain attractive effects in a neighboring civ might cause me to lose population to that opponent unless I welcome that religion too, even if it has other effects I'd rather avoid. Some religions might make my population unhappy unless we go to war against civs with a different religion; other religions might be pacifist or support pluralism, and so on. The effects of religions could change over time in ways that I might or might not like, or could interact with other game mechanisms (e.g., once certain new technologies are imminent, my religion might give a particular boost [yay printing presses!] or inhibitory effect [boo nuclear bombs!]). And at any given moment, new religious movements could arise (perhaps some of them having some fitness advantages over older religions to help spread more quickly), whether through splitting of existing religions over some issue or other or just new in some way, meaning that the changing religious landscape and its dynamic effects would be something that players would be constantly having to adapt to, even in the late game.

Seems like there are all kinds of cool ways that this could go, all by taking religion out of the direct control of players and instead making it something that players have to try to harness--eXploit, even--to advance their goals.

What do you all think? Better fit for a more Paradox-style simulation game, or could it fit Civ VII as one of the major expansions?
 
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What I would like to see is
1. a small number of religions at the start of the age so they act as blocs (similar to ideologies)…similar to now but when initially choosing a religion you get 1-2 options (initially named after an IP, the human player gets to rename the first one they adopt to a “real name” and symbol)

2. Spread is still under player control (as an accomplishment) but passive and semi-passive factors make it easier or harder

3. Players still get to modify religions (they may have to compete with others to modify a religion multiple ones of them follow)

4. Late age, players start schisming the religions so every civ ends up with their own religion
 
@Krikkit1, those are interesting ideas, though quite different to what I was wondering about. How would the schisming work in your idea?
 
@Krikkit1, those are interesting ideas, though quite different to what I was wondering about. How would the schisming work in your idea?
Probably researching a particular expensive civic mastery from the Theology tree would let you take the religion you are currently following and create a “branch”…ie add a belief and then all?most? of your settlements following the old version switch to the new…. other players that switched from a root (Islam) to a branch (Sunni/Shiite) would have a similar process. A “root” religion would get fairly easily replaced by branches so you might have branches formed by branches

ie
Normans, Songhai, and Inca all follow Islam…as they
1. Inca create Sunni(islam) from Islam +1 belief and spread it for additional Relics
The Normans adopt Sunni(islam)
The Songhai stick with base Islam

2. The Normans create Shiite(islam) from Sunni(islam) (Swap 1 belief for a new one)

3. The Songhai create Sufi(islam) from Islam (+1 belief)

now there are 3 religions for 3 civs
 
Typically the institution is in control of the Religion, or the institution IS the religion, or something along those lines, they are the same thing.
Only in more modern times, with the separation of state and faith do we see that come apart.
But that is only the case because of our current world state - we basically have a cult of money (capitalism) that replaced it.
Nonetheless, society is top-down, the rich and powerful decide what the commonfolk believe, and then those rich and powerful at odds fight to make the commonfolk believe different things.

In that way, I think that the system we have sort of works. If it also accounted for ideological beliefs of people then it would be even better.

One way in which you have a point is this - if an outside religion comes in and converts 100% of your people, then 'you' with your home religion don't really represent your people anymore.
So the current system is flawed in that way, but your system would account for that.

In that case, I recommend that players without religions, or whose religion is deleted, should have the capacity to create an offshoot religion from the 'occupying' religion.
 
Great post.

I think I said in an earlier post that Religion should operate more like a virus, spreading and adapting. What I was getting at was the lack of systems that operate without the direct intervention of the player. That is why I like your idea.
 
Great post.

I think I said in an earlier post that Religion should operate more like a virus, spreading and adapting. What I was getting at was the lack of systems that operate without the direct intervention of the player. That is why I like your idea.

For gameplay reasons, I do think you want the user to have some agency over religion. Having it as only a passive system I think would frustrate users quite a lot.

But I also think that a mostly passive system, or one where the user actions are a more high-level control of how much or how little it's spreading, which is the official state religion, etc... could work. Give me a little control over what beliefs I get, how much I want to push it, etc... But let it happen mostly passively and I'd be happy if the spread is natural and I can work around it.
 
For gameplay reasons, I do think you want the user to have some agency over religion. Having it as only a passive system I think would frustrate users quite a lot.

But I also think that a mostly passive system, or one where the user actions are a more high-level control of how much or how little it's spreading, which is the official state religion, etc... could work. Give me a little control over what beliefs I get, how much I want to push it, etc... But let it happen mostly passively and I'd be happy if the spread is natural and I can work around it.
I agree that if it was totally passive, that would just be boring and probably most players would ignore it.

I like many of the OPs suggestions on how you can attract and influence religions and how they might evolve etc. I do also think that the gameplay has to be relatively simple and easy to understand.

I think the key difference I would want to implement is creating a separation between a player and a religion. Currently, those two things are linked, each player has their own religion and the gameplay loop is to try and spread it as much as possible. Religion only spreads if a player makes it happen.

Instead, I would detach them. Every religion exists independently of players. They come into existence at certain points, have certain tenets and beliefs, and can spread on their own, in conflict with other religions. However a player can take advantage of those religions and 'control' them by performing certain actions (maybe some religions like war, some like science, some like diplomacy etc). Like the OP said, build certain temples or play in a certain way. Having more influence over a religion has advantages and when you have control over it you can spread it even more.

I feel like that is a much more interesting gameplay loop than the one they have right now. Its just so dumbed down right now and unfun.
 
Civ could be more of a god simulator, yes, if it chose the way of simulation. The mechanics.
Civ don't want to go the way of simulator bc it sells more to be a highly generic, easily playable, mini stories game with some combat and a lot of buildings.
Religion atttached to a tech: it worked
Religion attached to a generic faith yield now more detached: still works
Religion detached from everything, now you need to use techs to counter religion ideologies... it seems better than being yield related, a variation of first Civ IV religion stance.

I vote yes.
Try organize the idea into a pool. It will get more traction.
 
I prefer a pressure based system.
Certain buildings generate pressure.
Religion in your cities affects happiness if not the same as your leaders faith
Like ideas above, religions are limited to half the players and can be wiped out.
If you are achieving certain religious goals you get to add beliefs
there are occasional options to swap leaders beliefs
Like the religion working as a weaker version of ideologies
Schism would be a good crisis. Causes revolts and wrecks alliances
 
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