Worldreligions or Generic-only-Religions

Worldreligions or Generic-only-religions


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Yeah, I'd agree with that. I'd so much rather see them have a model of culture spreading and amalgomating and creating feelings of difference or similarity ... than to add another half-baked model that sounds great but in execution adds only a little.

I'm not sure it's worth the investment in religion for the returns it brings.
 
dh_epic said:
Yeah, I'd agree with that. I'd so much rather see them have a model of culture spreading and amalgomating and creating feelings of difference or similarity ... than to add another half-baked model that sounds great but in execution adds only a little.

I'm not sure it's worth the investment in religion for the returns it brings.
AMEN.
:lol:
 
dh_epic said:
It's not a matter of believing stereotypes. It's the fact that you can leverage crusades as a war against heathens -- non-violence against whoever suits you, violence against the rest. You can't leverage Buddhism in war because it even preaches non-violence against everything, even stuff insignificant to you -- although it doesn't mean that Buddhists are prohibited from going to war. They just don't use it as a justification. They ignore it. The point being that sometimes war is justified by religion, and sometimes it isn't. But who cares, war is still war.

There are dozens of other reasons to go to war that haven't been modelled in Civ. According to Civ 3, the only reasons to go to war are 1) acquire more land, 2) eliminate a rival, 3) dragged into it. What about economic reasons? What about ideological differences such as government? What's so special about religious war, or do people just have it bad for religious War since 9/11?

I like random events because they *are* realistic without being complicated. Maybe that's the best suggestion so far. The problem with random events is they'd unbalance the game. If Jesus appeared in my nation and my nation became a Christian nation, any war I'd wage would be taken harder because it would be a religious war, cementing a deeper grudge. Basically there would always be a benefit to having a secular society. The continent that would kill off a Jesus or a Buddha would end up with the most control over their alliances. Control is highly beneficial to success.

Unless EVERYONE had a religious leader appear? And how realistic is that, for every civilization to invent its own religion? I dunno. Still, I'm curious how religion would get outside my borders if I were lucky (unlucky) enough to get Jesus to appear there. Domination doesn't count, that's obvious.

The idea has more promise than the completely user-controlled approach, and an approach that tries to model all the complex factors. I'd like to pursue this "random model" -- but try not to take it personally if I'm constantly playing devil's advocate attacking the concepts.

I knew my comments would spark off some debate - but its something we have to talk about. We can't beat around the bush or things or issues just won't ever get resolved. Now I completly see the real difficulty in atcually implemting a relgious side of things in Civ. Its gonna be touch, but like it was said before - you can't have certain things before others. If we are to have religion then it should be world relgion's - otherwise there's no real point. But if we do have world relgion's then depending on which ones - then certain things or tech have to appear before others. It just won't make sense having Mohammed or Islam appear before Christianty, ect.

many many good points were expressed here, and its difficult to address them all respectively. But for example - Buddahism is anti-violent. But so are all the other religions to an extent. I just can't see Jesus proclaiming a Holy War against the unbelievers - unlike soemothers in history. Each Religion has its own unique characterists - how it will be implementated and incorporated into the game play is another issue entirely.

An idea is you can have religious leaders appear like you have hero's appear. However- they can't appear after a battle - but it has to be some other kind of event. To be honest - Relgion would have a vast and profound effect on aspects of Civ.

you can have relgious pacts - or countries banding together against other pacts. Negotiations, economic and war decision will be effected as well. Some being more inlcined to then others. Also, if you decide to change religions, then it can' be an easy process. However - it is possible - you can have anarchay state for a said number of turns - also population lost as those refusing to convert are beheaded or killed. Also depending on which religion you are - your people, or temple, church leaders can either demand a holy war or demand a stop to a war - your religion can evolve as well. being in the middle ages with Christianty as an example more open for Crusades, whilst moving into the modern era - the church being mroe oppossed to war and only allowing such wars for the purpose of self defense.

May be one could avoid having the principle leaders of religion lke Jesus, abraham and Mohammad appear - that way we could avoid alot of heart ache and sidestep the issue of blasphamy - to be honest - I don't like the idea of anyone really controling the movements and actions of Jesus - even if it be in a game - the same could be said for all other relgions to. However, one could have Saints, and angels appear.

Also when you have the emergence of a certain religion. lets say I discover Christianity first in the game, then not only will I have discovered that tech, but as relgions unlike other techs - it is in their nature to spread, be it encouraged or not, state policy or not. You see its a very complex issue.

but what would be cop-out would be putting some fly-by generic works in the game, just so you can say there is religion in the game. If its gonna be done, then it should be done properly - how though is the question?
 
My opinion is that religion should not be discussed until they make the culture model about culture. Currently it is a method of explaining national borders that partially, but not completely describes how national bordders work. Lots of territory was controlled that would nto have been in cultural bounds. Also, the current culture model does not really spread culture so much as isolates it. Culture clashes rather than integrating. So they need to change those asepcts of culture before you can even start on religion.
 
We both agree that religion would be tough to implement. And we both agree that it would be complex. And we both agree that to just throw religion in for the sake of saying "hey, Civ 4, now with religion" would be a cop out.

But we differ in that I don't think it can be pulled off without copping out. If you avoid a cop out, you'll come up with a whole new layer of gameplay that is complex enough to be its own game. (Sim religion, as if you're playing as the eternal religious leader of a religion, and you have NO state, the state is your "enemy" or your convenient ally from time to time.) Or you'll end up copping out, as you say. In which case, we agree the designers should have done something else.

I raise several dilemmas:

Uniting Force and Dividing Force

How could you have religion tear Europe apart, first with the Eastern Orthodox, then with the Reformation and the Lutherans, Baptists, and Methodists ... and yet have religion unite Europe against Islam in the Crusades? And how can you model the tension between the sects of Islam, and yet have Islam unite against Christianity in the dark ages? And yet, how could that model never have produced a united front from the Western religions (Islam, Judaism, Islam) against an Eastern religion like Buddhism? And in said model, how can you have a religion that never splits into various sects, like Buddhism?

In other words, how can you model how religion both brought people together AND tore people apart? So far, every model suggested has only succeeded at doing one or another.

Spreading Force, and Colliding Force

You've talked about religion spreading, "be it encouraged or not, state policy or not". How can some states be contaminated by a religion, while other states resist completely?

How can the Vikings, who had their own pagan religion, become overrun by Christianity (which didn't even originate in Northern Europe, but in Rome)? How do the Vikings sack Northern Europe repeatedly, but the Vikings end up being the ones converted to Christianity, instead of converting Northern Europe to Viking polytheism? And yet, in the same model, why did neither Europe nor the Near East convert one another for all the war between the two?

Not to mention wars between France and Germany and Britain and Spain failing to spread each Christian sect, and yet Europe's conquering/colonization of Africa spreads Christianity. Why didn't religious boundaries change after either of the world wars, but religious boundaries changed a lot in the middle ages?

You'd need something that could model how religion spreads sometimes, and fails to spread other times. The models I hear about always seem to change with time, leading to constantly changing rules... not that that's a bad thing, but you have to acknowledge it if that's the case, as well as the complexity that comes with a game where the rules change all the time.

One Religion, Many States; One State, Many Religions

Modern US *and* Iraq can have serious amounts of religious pluralism, each leading to its own set of domestic issues. And yet, we can still talk about a time when multiple nations in Europe shared one religion, even though it experienced a level of tension and war against one another. How can you model religion in such a way that some states have multiple religions, and religions have multiple states?

If you're the leader of your state AND your religion, then of course you can order a crusade. But what if your religion is also the religion of Germany, and Germany orders a crusade? Or go the other way around, what if your state is Christian, Jewish, and Muslim -- how the heck does ordering a crusade work then? What if you order it? What if someone else orders it?

And how the heck does Judaeism stick around having seen Israel AND Juda conquered by the Assyrians and the Babylonians?

You'd need to model how religion transcends the state.

Control and No-Control

And if religion transcends the state -- which it absolutely has to, in order to cross borders, as well as having pluralistic nations like Modern America -- why would any state leader in their right mind accept someone else's religion, even in half their empire? What's the benefit?

You talk about how someone can engage in "religious anarchy" and flip their entire state's religion. If I were playing a game of Civ and religion kept on getting me into wars, I would make sure I flipped my religion or abandoned religion completely so that I could have more control over my empire. Show me the person with the most control, and I'll show you a winner -- no matter what the game.

And yet if players have no control, who is the decision making body who says when a crusade should happen, and who says which wars are crimes against God, and who tells 10% of the people in my empire that women should stay inside? And what would stop me from disobeying and saying "forget religion"?

Complex Answer

To find a balanced answer to the above questions, I can't help but think of a game where some people play as Civs, and other people play as religions. And sometimes the player in charge of Christianity is aligned with the players in charge of France and Germany, and sometimes the player in charge of Christianity takes a side, or promotes their own agenda. The religion-player makes decisions that control the will of its people, but those also belong to a state, and so those people have to choose between the state and the religion based on which is more powerful.

What you're talking about is two autonomous entities, religion and state, competing and cooperating as if they were state and state. And it's a complex game that's un-civ like. Not that it's a bad thing, but again, you'd have to acknowledge that.

I think more people on this forum will choose *not* to answer the above questions. They'll say the above questions are making the game too complex, and they should just be sidestepped.

Which brings us to the inevitable cop-out:

Cop out 1:

Religion will be controlled by players. Each player will get a religion as much as they get a state. Just as you spread your state with soldiers, you spread your religion with missionaries -- and for some reason you'd want to spread your religion without spreading your state.

The person in charge of the religion -- the player who invented it -- would get to order people of the same religion around. People would leave that religion to maintain decision making control over their people. "Sorry France and Germany, but I don't want to declare war on Persia and Egypt".

In other words, religions are alliances.

Cop out 2:

Religion is spread by the sword and only the sword. The player in charge of the religion gets to order people of the same religion around. Since people of the same religion are people who were conquered by them, they are ordering around their own people. So you say "Rome is now crusading against Persia".

In other words, religions are states.

Cop out 3:

Religions are something you choose as you go along. You pick one as you go along, starting out as pagan, embracing one of a few world religions by the middle ages, and dividing into more sects in the industrial ages. Nations of similar religions flock together. "We're on the Christian side! Let's go get those Buddhists!"

In other words, religions are teams.

Not a cop out? #4:

Here's one with *some* promise, in my mind.

Religions are not player controlled but are invented and spread randomly. There is no benefit to the player, they just spread, giving your nation identity and purpose. If you're Persia, becoming a part of Islam, Buddhism, or Christianity is a question of chance as much as it is geography.

In which case, religions are auto-teams.

And if you've ever played a multiplayer game where everyone on your team is a doof, you understand how crappy auto-teams are.

However.

Somehow I feel this one actually has more promise than the other ones. Because crusades and schisms and other such effects are not player controlled. The engine would force you to be historical -- with events taking place at historically sensible times. So you don't end up in a game where the whole thing feels like the middle ages, and every damn war is a crusade.

The Alternative

The designers have vowed to make Civ 4 no more complex than Civ 3. After they've simplified Civ 3, there's only a limited amount of room to add new concepts to Civ 4.

There are many other things that would be more interesting than glorified teams, alliances, or states under the guise of religions.

... and I think I can answer my own questions by re-vamping culture. For the reasons Sir Schwick suggested above.
 
My opinion:

Culture should do all the above, but the term Culture itself is rather limiting. The identity of a person could be considered one of defining the groups he belongs too. This creates a complex multi-dimensional grid of definition. Theorhetically the spread and implementation of all these would all be one of these dimensions with slightly different variations for each. Of course a 'Culture' system that included a dimension for "Religion","Ethnicity", "Mythology", "Products", "Food", "Family Values", "Courtship", etc, it would be insanely complex. For simplicity we do a system taht does everythign dh suggested, and only have two dimensions "Culture", and "Relgiion". The rest could easily be added as either an "Advanced" option, and moddable.
 
Good points again, dh. I think the only way to tastefully implement religion into Civ4 is to improve the culture model, make it some generic part of culture that just helps you rack up points. As far as crusades go, I go on them all the time. It's a matter of perception or imagination, I don't need an advisor telling me to go to war with x or y, I make that decision myself and then take the necessary steps to accomplish that goal, i.e. military dominance. It is the same for 'World Wars', when MPP and RoP's get the whole game at war with SOMEbody else. It just happens naturally through the course of playing, and all it takes is some creativity and imagination to realize "Hey, this is a Crusade against the English!" or "Geez, the whole world is fighting each other - why, it's a world war!".

Including religion as a seperate entity is begging for trouble, from a politically correct point of view. Being agnostic I personally don't want to see ANY of the 'established' world religions in this game, no more than the inclusion of terrorists I seek being called 'Al-Queda'. Generalize, please. That way no one is offended, and no religious groups can stir the poo-poo pot (example) "We are being misrepresented, my brothers and sisters! Boycott ALL evil Firaxis products! Do not let your children play with these tools of the Devil!". I recall some protest regarding the human sacrifice feature of Civ3. Let's not stoke the fires of ignorance. It is just a game. Here is a worthy change IMHO - Temples and their ilk shouldn't create culture, or "religion". Let's just call it piety, defined as:
1. Having or exhibiting religious reverence; earnestly compliant in the observance of religion; devout. See Synonyms at religious.
2. a. Marked by conspicuous devoutness: a pious and holy observation.
b. Marked by false devoutness; solemnly hypocritical: a pious fraud.
3. Devotional: pious readings.
4. Professing or exhibiting a strict, traditional sense of virtue and morality; high-minded.
5. Commendable; worthy: a pious effort.
[From Latin pius, dutiful.]

Compared to Religion:
1. Belief in and reverence for a supernatural power or powers regarded as creator and governor of the universe.
2. A personal or institutionalized system grounded in such belief and worship.
3. The life or condition of a person in a religious order.
4. A set of beliefs, values, and practices based on the teachings of a spiritual leader.
5. A cause, principle, or activity pursued with zeal or conscientious devotion

[Middle English religioun, from Old French religion, from Latin religi, religin-, perhaps from religre, to tie fast. See rely

Piety will allow for religion without being controlled by it, but I haven't quite figured out how yet. I do know that the game shouldn't become more complex, or we risk losing some other aspects. If this is to be the case, then religion needs to take a hike.

Here's something else to ponder. Should religious improvements make people happy? I think ONLY if you are playing as one of the religious Civs (I know it totally interferes with the 'happiness model', but let's face it - how many of you out there are actually "happy" to go to church and be told how you are going to go to a bad place if you don't live within the confines of dogmatic doctrines that are just basically common sense or equated with just being a decent person? If you don't come from a devout background, my guess is most of you aren't happy to get dragged off to worship, but are dutiful and do it anyway. This is not happiness! Conversely, being told that if you go blow up your unholy enemies you will go to paradise is zealous rhetoric, not happiness.) How about Religious Civs getting a bonus happy face for their temples, instead of just being able to build them quicker and cheaper? Just a few thoughts, and in no way meant to inflame anyone's sensitivies regarding their personal relationship with whatever creator they choose to worship, part of the problem with including Religion, IMHO - who at Firaxis has the power, the knowledge to say "THIS IS THE -blank- RELIGION". Unless God got a day job, I would say that NO ONE is qualified to quantify, much less decide which bona fied world religions to put in the game. I can see a lot of Rastafarians and snake handlers getting really pissed - well, maybe not the Rasta's :smoke:
 
Sir S, de and Meatwad - I think we've moved a bit further down the road in this topic after reading your comments.

And after thinking about all these issues and the ramifications of them, maybe - just maybe it is better not to inmplent religion by itself - eg, you havning to have a religous advisor and such - but rather add religous functions to it. I read de's comments on the problems one has with the actuall implementations of religions and the various copt-out available to us.

Let me think for a bit . . . how to get my words around this and how to approach it . . .

Okay - here goes - to include the world religions as they should be - would one - change the face of Civ and to agree with de - it would become unciv like - and it would mean in essence a completly new kinda game. Not that its a bad thing as you said before - it would be nice I think to be able to play such a game - but then one would have to start designing the game from its foundation with this in mind.

I be honest with you, having generic model's - or copt outs is just not really worth it. The one with some promise as you yourself highlighted - is the copt out model were one does not have much control over the relgions - rather, they happen randomly, historically-event driven or some other mechanisim, and it has some effect on your nation/empire and you have to make some choices at certain times - or even be forced into some choices.

I think the copt - out macroreligion lets call it, is maybe part of the answer - the missing other part is as Sir S said, religion can be part of Culture - so you have the Culture advisor advising you about Cultrue/Relgion.

Now, we are left we a marcoreligion model which is part of the Culture, it evolves partly within the Cultural sphere, but also is active outside it.

Now - how does one implement it? What the mechanics of it?

This is just my idea - and I'm going through it as I type, so I might miss out or overlook some important details or problems that might arise. But to just to have a rough idea . . .

Lets say that instead of everyone just starting of as pagan's, we can have four different routes of relgions - or catagory - I can't think of the proper definations, but let me give an example. You can choose near the beginning of the game to follow one school of thought/religoin - this can either be a completly free choice - or it could be effected by certain factors such as the race you choose, or where you start, or the cetain tech you have chosen to research or some random event. Not sure on this and this can be developed and refined lateer. But lets say that starting out you either choose a certain class of religon. You can either choose a Elemental, Aniamlist, Many Gods or Single Creator type. Once you choose one class, as you develop through the game, depending on your research and maybe events you can choose to delevelop the class of religion more specifically. I try and give examples of how all four could be developed and what choices one has, some of them i'm not to sure but I'll give it a go.

Elemental - belive in Earth, Fire, Water and Air.
Not to sure on this one, but you can choose to have druidism and such, any other idea's would be welcome.

Anamilist - belief in animals.
different religons were animals are portrayed as having supernatural powers. Any help on this one would be appreciated.

Many Gods Type - belief in the existance of many gods.
like the Greeks and the Gods of Olympious, or the Romans, and many other Religons of the world though history.

One Creator - belife in the existance of One God.
You can either choose Jewdaism, christianty, Islam or others.

this is just really rough grouping - but i hope you get the idea. From these core groups one can develop and define which religon one followes. Chosing diffent reliongs will mean a player will have differnt effects upon his nations and also have differnt choices and actions that he can take.

As Sir S said, one could have depending on the certain type of religon -it will effect his culture. some relgions will mean that he can build temple's faster, or that he wil get one extra happy face. It could also mean that he can build differnt units. Eg, if you choose to be Elemental, you can a certain wonder of the world - like SToneHendge and start building Druid units. This can be the same of each religion. One can build a certain Wonder and also differnt buildings, therefore getting the opotion of building differnt units as well having differnt effects from differnt buildings.

Of course to get or achieve these choices, one must either research a certain tech, or achieve a certain goal. We can have each religion being set a goal. If you achieve that goal, you get rewarded by either being able to bulid a certain wonder or something else. Many differnt possiblities.

But all this is in the scope of the present Civ parameter's all it needs is just tweaking and adding really. It's pretty siimple to add different tech's that only each religion can researc, pretty simple to add unique building's as well as uniquie Wonders of the world. Also pretty easy to add new units that one can build when one builds a unique building as well as a unique wonder. We could also have certain effects on the present buildings available.

This can all be done in a way that can balance each religion - each giving them a strength and weakness as well as being true to their character.

Problems I see with this . . .
Question1:What about the problem of spreading or not spreading a religion?

Answer1: As relgion will be incorportaed into culture, the spreading and not spreading of it will be part of the culture mechanisam. How it increases, decreases, when certain cities revolt and try to join you. They not only join, your empire becuase of your culture, but also choose to convert to your religon if they are differnt religions when they go over to your side. Also, countries or nations with the same class of Religon, maybe have a factor in there which make it easier for a city to swap sides, whilst those of the exact religion - EG, ONE GOD - Christianty have a facts within the equations that make even more easier to swap when it comes to swaping - if you know what I mean.

Q2: What if I want to change Religon?

A2: You can, but only within the Class of Religion. Eg, you can change from Jewdaism to Christianty or Islam. I know, I know, i hear what you're saying already =that in the real world pagans changed over to Christiainty and so did the Many Gods Class like the romans and greeks change over to Christianty a One God model Class. (Its not perfect -but remeber we're trying to make the best out of a copt-out).

Q3: What if more then one player is hte exact same religon? who gets to build the unique wonders. And sometimes relgion might have the same wonder?

A3: True, some religions - and I think they should all share at least one Unique wonder for each Class of Religon as well having their own. But if you're the same religon, then it's who ever builds it first gets it. Also the same with the Shared Unique Wonder. Eg, Jewdasim,Chritainty and Islam get to build one Shared Unique Wonder which is just as important to all religions.

(It would kinda of a fun game to have this stuff, I'm thinking as I write this).

Q4: What the hell you taking about differnt relgions having differnt goals. how the hell are you goona maange that?

A4: I don't know, to be honest - its just an idea - we could if possible include or just simply leave aside if it don't work.

Q5: how would this effect diplomacy?

A5: Depending on the religion you and the other civ are, you will either be more or less inclined to trade, swap techs, become allies and such or go to war with each other or agaisnt each other. If you are the same relgion, you can have the special option of forming a Relgious Bloc.

Q6: What about Wars?

You can declare holy wars against other religion's and maybe have less war wearinees. If you declare against a civ with the same relgion you will have more war wearniess then normal.

Q7: What if I don't want to have religon in my Nation? What if I want FULL CONTROL?

A8: later on in the game, I think that you should have that option. You should be able to research a special tech open to all and every player no matter what their Relgious class is. When you get that tech researched then you change you society to non-religous -or for a better word, Humanistic - or Seclaur.

Q9: You're talking absolute crap MENWIA, we got secluare socites now but they are still religous.

A9: True, but what i'm thinking about is a society which has no relgion, what you call it I'll leave up to you. But going on to the issue of Secular societies. Depending on the certain society you are, the Religous effects will either increase or decrease depending on the govermnet type. One EXtrem is a Theocricy going to the other which is maybe Communist. You see, this way, we still keep the same basic civ structures and government types - all we do is tweak them.

I've probably left out loads of stuff and there might be loads of problems with what I imagine, what do you guys think?

everytime i wrote DE - I was refering to dh - correction, will use dh in future.
 
Menwia,

I think you've raised an interesting idea. I'd like to explore it since I think it shows a lot of promise.

To summarize and abstract, sort of stepping back from a level of detail... the user picks from a series of traits to define their religion. Each trait permeates throughout their borders, affecting the psyche of their people. Religious traits have different effects:

1: Religious traits give bonuses and penalties

For example, if you're Egypt and embrace the idea that the Pharoah is also a God, then there is less corruption and unhappiness -- what is good? What Pharoah likes. What is bad? What Pharoah doesn't like. The flipside is the people would ask fewer questions, thus making your society less scientific.

The traits CAN be politically correct, at least as politically correct as a "designer religion" can be. Not like "if you pick Jesus you get this, but if you pick Allah you get that". But more "Do you embrace the idea of a judgement day?" If yes, your people are more fearful -- obedient but slightly unhappy. If you DON'T believe in a day of judgement, when the world ends, then your people might be a bit more fearlessly chaotic, but happier.

Animism is another trait, as well as polytheism, or monotheism, and so forth.

2: Religious traits quantify similarity and difference

If both our states agree -- the world is created by one God, and there is a Judgement day, and God wants us to wear earrings, (or whatever other traits there are) -- then we're more likely to see eye to eye. More willing to trade, more upset if we don't defend one another from someone with very different beliefs.

If we're different on one trait, we might feud over it. But as soon as someone who disagrees with both of us on four traits comes along, suddenly we're best friends again. A lot like what you said about war weariness -- less weariness for those who are different from you, more weariness from those who are similar.

3: Religious traits become available, expire, and cancel each other out

It's the same way you talk about moving to a secular society later in the game. It becomes available through a technological research, and it will cancel out most (maybe not all) beliefs.

For example, believing the Earth is flat might have benefits, but it obviously expires once you discover modern Astronomy. Embracing monotheism when it becomes available would cancel out the effects of polytheism. Embracing secularism would cancel out many effects of religion before it.

Ultimately, this would mean that you never totally change religion. This actually makes sense, Jesus preached a lot of things, but when Rome finally embraced Christianity, they put their own spin on it. It was more of an evolution than a complete revolution. The big jump was just polytheism to monotheism, even if people still believed that the Emperor is "divine", or the earth is flat. The difference is that some traits are more fundamental to a religion than others, and these would be the ones that are more likely to cause wars.

4: Spreading religion -- religious competition

Religion has essentially become quantified as traits. If you can measure how similar one religion is to another, than surely you can measure the most popular traits.

If 60% of people in the world believe in monotheism, then anyone who picked monotheist as a trait gets 60 points. The polytheists get 40 points, for example. And if 80% of the people picked "believe in miracles", then they get another 80 points, with the others getting 20. It adds up -- monotheists who believe in miracles are in the lead. You could even weight certain traits as being more of a victory than others.

Of course, it's not all just "who picks what" with the most popular winning. That's right, religion spreads, and so do the traits. Think of trait-spreading as almost "forced tech trading". As Rome, I discover monotheism, and force it down Germany's throats (using missionaries or other game mechanisms). So when you calculate the winner, you take this into account. Sure Germany and Rome both get 60 points for being monotheistic. But Rome gets 30 bonus points for having given it to Germany, and 15 bonus points in that Germany spread monotheism to Russia. Like a pyramid scheme. ... and Egypt may invent monotheism as well, but nobody gets bonus points for this since they invented it, instead of being forced into it.

In other words, the most popular traits get the biggest number of religious points... but the inventor of the trait gets a bigger bonus.

And spending the time/energy into spreading religion would take away from other activities, like war, economics, and technology. Some people would just say "enh, I don't care if Rome pushes new beliefs on me now and then, because my military is growing twice as fast as theirs".

...

That's the jist of it. I actually have one more twist, but I'll save that for after people have had a chance to criticize my amendments to your idea.
 
dh_epic said:
Menwia,

I think you've raised an interesting idea. I'd like to explore it since I think it shows a lot of promise.

To summarize and abstract, sort of stepping back from a level of detail... the user picks from a series of traits to define their religion. Each trait permeates throughout their borders, affecting the psyche of their people. Religious traits have different effects:

1: Religious traits give bonuses and penalties

For example, if you're Egypt and embrace the idea that the Pharoah is also a God, then there is less corruption and unhappiness -- what is good? What Pharoah likes. What is bad? What Pharoah doesn't like. The flipside is the people would ask fewer questions, thus making your society less scientific.

The traits CAN be politically correct, at least as politically correct as a "designer religion" can be. Not like "if you pick Jesus you get this, but if you pick Allah you get that". But more "Do you embrace the idea of a judgement day?" If yes, your people are more fearful -- obedient but slightly unhappy. If you DON'T believe in a day of judgement, when the world ends, then your people might be a bit more fearlessly chaotic, but happier.

Animism is another trait, as well as polytheism, or monotheism, and so forth.

2: Religious traits quantify similarity and difference

If both our states agree -- the world is created by one God, and there is a Judgement day, and God wants us to wear earrings, (or whatever other traits there are) -- then we're more likely to see eye to eye. More willing to trade, more upset if we don't defend one another from someone with very different beliefs.

If we're different on one trait, we might feud over it. But as soon as someone who disagrees with both of us on four traits comes along, suddenly we're best friends again. A lot like what you said about war weariness -- less weariness for those who are different from you, more weariness from those who are similar.

3: Religious traits become available, expire, and cancel each other out

It's the same way you talk about moving to a secular society later in the game. It becomes available through a technological research, and it will cancel out most (maybe not all) beliefs.

For example, believing the Earth is flat might have benefits, but it obviously expires once you discover modern Astronomy. Embracing monotheism when it becomes available would cancel out the effects of polytheism. Embracing secularism would cancel out many effects of religion before it.

Ultimately, this would mean that you never totally change religion. This actually makes sense, Jesus preached a lot of things, but when Rome finally embraced Christianity, they put their own spin on it. It was more of an evolution than a complete revolution. The big jump was just polytheism to monotheism, even if people still believed that the Emperor is "divine", or the earth is flat. The difference is that some traits are more fundamental to a religion than others, and these would be the ones that are more likely to cause wars.

4: Spreading religion -- religious competition

Religion has essentially become quantified as traits. If you can measure how similar one religion is to another, than surely you can measure the most popular traits.

If 60% of people in the world believe in monotheism, then anyone who picked monotheist as a trait gets 60 points. The polytheists get 40 points, for example. And if 80% of the people picked "believe in miracles", then they get another 80 points, with the others getting 20. It adds up -- monotheists who believe in miracles are in the lead. You could even weight certain traits as being more of a victory than others.

Of course, it's not all just "who picks what" with the most popular winning. That's right, religion spreads, and so do the traits. Think of trait-spreading as almost "forced tech trading". As Rome, I discover monotheism, and force it down Germany's throats (using missionaries or other game mechanisms). So when you calculate the winner, you take this into account. Sure Germany and Rome both get 60 points for being monotheistic. But Rome gets 30 bonus points for having given it to Germany, and 15 bonus points in that Germany spread monotheism to Russia. Like a pyramid scheme. ... and Egypt may invent monotheism as well, but nobody gets bonus points for this since they invented it, instead of being forced into it.

In other words, the most popular traits get the biggest number of religious points... but the inventor of the trait gets a bigger bonus.

And spending the time/energy into spreading religion would take away from other activities, like war, economics, and technology. Some people would just say "enh, I don't care if Rome pushes new beliefs on me now and then, because my military is growing twice as fast as theirs".

...

That's the jist of it. I actually have one more twist, but I'll save that for after people have had a chance to criticize my amendments to your idea.

dh, I'm a bit confused. Is your idea that we add what your saying within what I was thinking or are you suggesting a completly different model completly based on Traits. I'm not exactly sure what what you mean by traits. But I was thinking of a more concrete description - a more solid catagorizing of relgion within Civ. I can see how you might include traits within the model of differnt relgions, but to just have traits as themselves - would not really spark my excitment. The model I'm thinking of is - you got three or four differnt classes of religion - and within them classes you can choose specific world religions or religions that have existed in the past or do exist in the present day. Just because we have secularism and such, and other technilogical breakthrough's does not mean that relgions themselves will lost the vibrancy or attractions. Lets say you have Druidism in your nations as a religion. Just because you got spaceflight - doesn't mean that you can't still belive in the primary forces of fire,earth,water and air. You're Druid units could still unleash fireballs and such, or cause earthquakes if that was their primary function. It all depends what special religous units purposes are for being made - are they military, moral, trade, propaganda - a mix - i'm not sure. You could achieve a Religious victory when a certain percentage of the world bows down before that religoin or becomes or is converted to that religion. But ot be honest - you don't have to have a religous victory. There's no need. Religon is just another function or aspect which is partly immersed into the Culture mechanism and also partly active by itself. It's a force you can use which can either help or hinder your efforts in the present victory conidtions as they are. For example, much easier to get a diplomatic victory, if everyone in the Un is the same religion as you - more likely to vote for you. Also wars, and trades and other stuff would be similiary effected.

you could add certain, special unique characteristics or other such additions to the gameplay from religion - but as a whole, I was thinking of a model which is alot more already embracive of the present model. Just needs tweaking here and there and some building, wonder and unit additions as well as a few more tech's.

Of course this is just the beginning. Once it is smoothly incorportated into the game as a whole, then one can maybe try something a bit more daring.

but my point is, that apart from the way it is implemented as i have said above - the main core aspects of world religion's are still maintained, and we actually have real religions with real history and events that don't become some made up reliigon of Civ. If you know what I mean . . . though we can't mirror world religions exactly - we keep true to their nature.
 
dh, I think I know what you're getting at now. You're stepping back a bit from the actuall detail of things, and looking at the concepts and working mechanisms of things.

If that is the case, then as on a more broad - zooming out look at it. Yeah, certain religions will have traits that will give bonues in some areas and some minus in others.

The part about getting points for converting others and such, i'm not really sure how that would work. Maybe you could get cultrual points for persuading another civ to follow your particular religion, or culture points for forcing another religion onto a nation. EG, declare to Germany that if they do not embarce Druidism then we will go to war. If they do, you get extra cultural points, also Germany will be more inclinded to deal with you in all other aspects as they are now of simliar mind. You can also call for aid to otehr nations on a religous points, or ask them to join you in a Holy War - the important distinction - is that relgion in itself is not the main point here - but rathe achiveing a means to and end. Everyone uses, trade, intel, diplomacy and war to achieve victory and dominance of their nations over the rest. Religon is just another aspect to it which can be utilized. I mean, you don't have Trade Victory - but we got Trade. YOu don't don't have an intelligence victory, but we got inteligence. YOu don't have a scientific victory, but we got science. You don't have a economic victory, but we got economy in the game. so to we can have religion with out having a Religous victory. However, if we do want a religious victory that to can be implemented. But then it would be our choice - or rather the Civ Developers choice.
 
Quick thought - if we did have religous victory in Civ4 - then at the end you know when it says Caesar the Terrable - you could have Caesar the Holy for example, or something akin to it.

i'll try to stop posting - fingers off keyboard, resist . . .resist . .. you must resist . . .no more typing . . .no more . .. no . . .. arrrrrrrrrrr
 
really this is how a religious victory shoudl look

A few turns after it is declared, you get to bring around a great reckoning on the unbelievers. If you had a diety or many, they would come down and 'rehabilitate' the masses. The diety woudl bring a host of heaven with them. Earth religions would see the trees and creatures under their command. Non-diests would gain their enlightened state and 'enlighten' their boot up your 'watch-yo-mouth'. Athiests woudl get GDRs.
 
Hey Menwia,

Yeah, my concept is a little off from what your original concept was. I just kind of ran with it.

Rather than having a finite number of fixed categories (type of religion), I figured these categories could become traits that could be combined or replaced by other traits.

In your model, two druidic nations might get along. I'd like to extend that.

Two nations might be druidic. But one might acquire a trait "Our President is a Supernatural Being", while the other denies this is true. Believing your president is a deity has a bonus and a penalty, which is why some nations would embrace it, and other nations would not. The same reason why some nations would be Druidic, and others would be something else (Monotheistic) -- because they each have their own set of benefits and penalties. Two nations may unite because they're both druidic, whereas they might fight because they disagree that the leader is a god.

These are all traits that you just pick up along the way. If there are 20 techs to an age, we can have 5 or 6 big traits to an age -- and each trait would be like a dilemma... embrace it or not, depending on the benefits, and depending on what it might replace. Do we embrace monotheism? Because polytheism has some really sweet bonuses.

The trait spreading, I figure it would happen by sending out missionaries. Like, you "attack" a border city with a missionary unit -- except that the attack is done in peace time and can even be perceived as a peaceful act. After all, you're spreading a trait like monotheism to them, so they don't have to invest the time / energy into figuring it out themselves. Send enough missionaries and convert their whole civilization -- one belief at a time.

Start by turning France into monotheists. Next go to Germany, who embraced monotheism on their own, and convince them that your leader is God's representative on the Earth. By spreading these traits, you get bonuses from not only their popularity, but because YOU are the one responsible for spreading it.

Anyway, it was more of a crazy idea, food for thought. I'm not exactly a huge fan of it, because I'm more into expanding culture. But that's the essence, that you "build" and "design" your religion as you go along, one belief/trait at a time. And you try to make sure that everyone else's religion is similar to yours -- because other people will be trying to convert *you*.
 
dh_epic said:
Hey Menwia,

Yeah, my concept is a little off from what your original concept was. I just kind of ran with it.

Rather than having a finite number of fixed categories (type of religion), I figured these categories could become traits that could be combined or replaced by other traits.

In your model, two druidic nations might get along. I'd like to extend that.

Two nations might be druidic. But one might acquire a trait "Our President is a Supernatural Being", while the other denies this is true. Believing your president is a deity has a bonus and a penalty, which is why some nations would embrace it, and other nations would not. The same reason why some nations would be Druidic, and others would be something else (Monotheistic) -- because they each have their own set of benefits and penalties. Two nations may unite because they're both druidic, whereas they might fight because they disagree that the leader is a god.

These are all traits that you just pick up along the way. If there are 20 techs to an age, we can have 5 or 6 big traits to an age -- and each trait would be like a dilemma... embrace it or not, depending on the benefits, and depending on what it might replace. Do we embrace monotheism? Because polytheism has some really sweet bonuses.

The trait spreading, I figure it would happen by sending out missionaries. Like, you "attack" a border city with a missionary unit -- except that the attack is done in peace time and can even be perceived as a peaceful act. After all, you're spreading a trait like monotheism to them, so they don't have to invest the time / energy into figuring it out themselves. Send enough missionaries and convert their whole civilization -- one belief at a time.

Start by turning France into monotheists. Next go to Germany, who embraced monotheism on their own, and convince them that your leader is God's representative on the Earth. By spreading these traits, you get bonuses from not only their popularity, but because YOU are the one responsible for spreading it.

Anyway, it was more of a crazy idea, food for thought. I'm not exactly a huge fan of it, because I'm more into expanding culture. But that's the essence, that you "build" and "design" your religion as you go along, one belief/trait at a time. And you try to make sure that everyone else's religion is similar to yours -- because other people will be trying to convert *you*.

I see where you're going with this, but I'm more for set labelized relgions - which are to an extent have already pre-defined parameters. These religions would be part of culture in part - their effect would be felt through the culture mode as well as partly outside it - eg, having the ability to build new buildings or unique religous wonders as you gain tech - or achieve a certain goal, like converting a said number of nations to your religion -either by force or persuading - up to you. This way, I'm thinking - you get the benifets and a certain level or realisim with having world relgiions as well as being able to implement into the already existing structure of Civ. You could have a religous victory if you wanted - it would be possible. This way - I think anyway, you'd get the advantages of having world religions - mainly the fun aspect of things, as well as side stepping alot of the problems. You say you're more into Culture - well with this type of set up, Relgion - to an extent would be an extension of Culture. You could still use the Culture model to see how other nations react to you - religion would just be a factor within the whole Culture things itself.

Sir S., reading your piece - I actually had pictures of a religous victory like you described it popping into my head as I read along. And yeah, that would be pretty cool. I thinking about realism though, some people might argue that you can't have people unleashing fireballs, or causing earth quakes, or great powerful eagles with supernatural powers, or Zeus and the other gods opening the mountain path to Olympious to your leader - pretty cool thought that if you win as a Many God Class Religon - you got to go to Olympious and chill witht the gods. Then thinking about it - the druids with fireballs and great eales with super powers and gods as olympious - are just as realistic as the heavens opening up and a host of angles coming down. Cause come to think of it - what religion is is based on faith, and believeing in One God and healing powers and such could be just as strange as to someone whole belives in the power of fire,earth, air and water. So the question of Realism is really a false question. What gives a person a right to say of its realism to say that you can have Jewdism, Christianty and Islam and Budist and such, but not very true to realism to have a nation full of Drudism. Its just a matter of picking four or so relgions for each Religous Class. Not one is better then the other - but rather ones which are more popular through the ages. Of course the Class of Relgions are open to evolution as well as the relgions themseves within it.

But dh, I don't see why we should implement traits if we're gonna implement religons. If we do then it should be world religons, and also like you said - you're interested more in culture - religion is a part of culture. I can't think of any other model that would best meet the requirement of the present situation. I don't, its just the way I see ii at the moment.

Another thought, you know how you have villages popping up, or barbarian camps as they are called. Then we could the same thing, but more closley related to religon. Just for example - we could have a fanatical camp appear or other things were instead of just getting rewarded with gold - you could get reward with other things like the 'Holy Grail' or the 'lost Ark' or the Orb of Fire, or Orb of Earth, or the 'golden feather' depending on which class and which specific religion you are. It could be that you can discover certain artifacts which are not yours but another civ's Example the germans could discover the great orb of fire and the french being druidist would want it back, as getting it would give them certain advantages or bonuses. It doesn't mean they would have to go to war for it - but it would be someting which they would like. How benefical and how powerful or weak they or the other civ is will all bear on the decision to go to war or not - or they could even try trading for it. Just some thoughs, not really sure if its plausable given the structure of Civ.
 
question:

Lets supporse, for just one moment that there comes a time when everyone kinda of agrees on the same thing, and there is some kinda of consesus as to what should be done or implemented or changed for Civ4.

How do we get the developers of Civ4 to actually hear what we saying and to actually have any real effect on what they are planning or have already done?

I'm just asking this question, on the slim chance that we might actually reach a oonsensus as to what should happen with religon or the diplomacy thing or the other many topics up for discussion.
 
Hey Menwia,

Fair enough. I wasn't that attached to my idea anyway. Although, truthfully, I feel that way about all religious concepts. At least you've come up with something I don't outright loathe :)

Sounds to me like it's just discovering new religions as technologies, with religious changes limited by sort of a categorical thing -- to prevent anybody from doing any drastic jumps. (e.g.: christianity to calvinism, or calvinism to eastern orthodox, but not christianity to buddhism). Religious wonders -- where people of the same religion can compete for the same wonder. And using religious differences / similarities as incentives for war / peace.

I particularly like it being a part of the tech tree, or at least analagous to it. This way you don't have Christianity appearing in 4000 BC, or other changes happening too soon / too late.

Anything I'm missing?
 
dh_epic said:
Hey Menwia,

Fair enough. I wasn't that attached to my idea anyway. Although, truthfully, I feel that way about all religious concepts. At least you've come up with something I don't outright loathe :)

Sounds to me like it's just discovering new religions as technologies, with religious changes limited by sort of a categorical thing -- to prevent anybody from doing any drastic jumps. (e.g.: christianity to calvinism, or calvinism to eastern orthodox, but not christianity to buddhism). Religious wonders -- where people of the same religion can compete for the same wonder. And using religious differences / similarities as incentives for war / peace.

I particularly like it being a part of the tech tree, or at least analagous to it. This way you don't have Christianity appearing in 4000 BC, or other changes happening too soon / too late.

Anything I'm missing?

You got it on the spot dh. That's exactly what i'm chatting about. And your right, if you inlcude it on a tech tree, then you got some control of it, you can't discover christianty before jewdism, and it can't be discover in 4000BC. Of course, if your civ is more advanced then all others then you might be able to discover it earlier - but that's only cause you've played the game right and you've earned it. And yeah, you can't have drastic changes of religions like you pointed out earliar. You could also have different civs competing for the same unique relgious wonders ro shared relgious wonders which span the Class Group. Different building with differnt effects as well as different units. and all intergrated to an extent into Culture. Relgion - itself being just another form of or tool in deceiding to go to war/peace in your strive for world domination. You don't have to have a relgious victory - but you could if you wanted to. And it's all done realtavley within the same structure of the existing Civ, just a few tweaks here and there. Not to mention you could maybe have a tech discovery where you can choose to have no religon. I'm thinking maybe communism could be it - or it could be another tech, with just communism being one government system where no religous advantages or disadvantages are felt - with Theocrisy being the other extrem where religious pros and cons are amplified to their max - with the rest of the government types falling somewhere in the middle.

Phew - I'm glad you like the idea . .. okay maybe like is too strong a word . . .glad you don't hate or dislike it outright . . . :) I can't think of any better way of implementing relgion. Of course, looking at the poll's there's a large unmber of people who in favour of traits. {shrug shoudlers} I don't agree with that, but then again if its what the majority want in the end, that's the way it goes - that is until we have a change of government and after the anarchy turns we choose depotism or Monarchy then the minority rule again . . .:)
 
My Thoughts:

Giving specifci abilities to real-world religions is a bad idea. Even culture in Civ 3 has the saem universal abilities for civs. If they did not, the number of offended groups would go up. I am not worried about causing controversy, but those kinds of effects should not be tied to how a civ was historically, it should be tied to the current game. Religion either needs to be very compelling, but Cultural improvement comes first, since religion is a dimension of culture.
 
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