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"IF JUST ONE IDEA…"(THE LIST v1.0)
A Collection of CIVILIZATION III Suggestions from Dedicated Fans


TABLE OF CONTENTS
INTRODUCTION
AI
BORDERS
CHEATS
CITY AND REGIONAL INTERFACE
CITY/CITY IMPROVEMENTS
CIVILIZATIONS
COMBAT
DIPLOMACY
ECONOMICS
GAME ATMOSPHERE
GRAPHICS
MANUAL/HELP FILES
MOVEMENT
MULTIPLAYER
PLAYER INTERFACE
RADICAL IDEAS
RELIGION
SOCIAL ENGINEERING AND GOVERNMENT
SPACE EXPLOITATION
TECHNOLOGY
TERRAIN & TERRAIN IMPROVEMENTS
UNITS
WONDERS
MISCELLANEOUS/OTHER
THE TEAM/FANS WHO CONTRIBUTED
RELIGION
-Summarized by Thread Master: Stefu-
tatuahpo@pelu.jns.fi

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1.33) INDIRECT BONUSES: In this model no religion automatically gains bonuses or minuses, but it may be possible to direct people by way of religion so they, in time, would gain bonuses.

1.34) NOT RELIGION, JUST ITS EFFECTS: Some think that religion itself should not be modeled, just its effects. i.e. Wouldn't care what religion you worship, but how do you deal with it - do you tolerate it, persecute it or what?

1.35) RELIGION AS TRANSCENDING FACTOR: For instance, if half of the Greeks are in your religion, they would be unlikely war against you.

1.36) SLIDING SCALES: Each religion would have three ratings - Evangelism, Conviction and Tolerance. These figures would be hidden from the player. Evangelism decides how well the religion converts others, Conviction how resistant they are to conversion. Tolerance decides how actively the religion will try to be the state religion: Low-tolerance ones wish to be while high-tolerance ones don't.

1.37) RELIGIOUS CONVERSIONS IN MODEL 9: Each populated tile would have its religion, and at the end of turns each would try to convert others. These conversions use the Civilization battle method, with Evangelism representing attack and Conviction defense. These fights should happen in the background, with the player seeing what happened at the end of turn. Missionary units would try to convert tiles they are walking on. For every N (N being parameter set in the config. file) tiles converted to state religion, one citizen would become content, and temples and cathedrals would lower N locally. On the other hand, for every N tiles unconverted, one citizen becomes unhappy. If civilization doesn't have state religion, then all religions with 1(lowest) tolerance would create unhappiness, while others wouldn't have effect. Outlawing a religion would make its followers unhappy, but would lower its evangelism rating inside civilizations borders. Religions would also affect diplomacy.

1.38) ATHEISM: Some claim that Atheism should be very good religious choice, with Religion expiring by Birth Control and temples under Atheism replaced by Sex Shops or something. Popular suggestion for effects of atheism would be science bonus but also unhappiness because life lacks structure.

1.39) RELIGIONS IN SCENARIOS: Some want that in the process of scenario building there should be ability to design one's own religions and place them any way you like, or to disable religions from the scenario altogether.

1.40) APPEARANCE OF RELIGIONS IN REAL YEARS: Christianity would appear in 33 AD, Islam 500 AD etc. Then you could switch to it.

1.41) CUSTOM DEISM: This is in option where religious minorities can create their own religions.

1.42) SAME ADVANTAGES AS ALL RELIGIONS: Some suggest that if there are different religions, then at least they should all have the same advantages. I.e. J.S. Bach's Cathedral should make as many people happy as Big Mosque Of Mecca (or Mixed Public Baths for atheist).

1.43) BIRTH CONTROL MAKES RELIGIONS OBSOLETE: This would also mean that emptied churches would be sold like old barracks in Civ1/2.

1.44) MORE VARIETY TO RELIGIOUS WONDERS: They are very western-based. There are only cathedrals, not synagogues or mosques etc.

1.45) SOME RELIGIONS WORK BETTER IN SOME ENVIRONMENTS THAN OTHERS:

1.46) TEMPLES DIFFERING FROM STADIUMS: In this idea, Temples and other religious improvements make members of some religion happy (depending on popularity of religion) while stadiums and other non-religious improvements would make fixed numbers of citizens happy.

1.47) SCIENCE TEACHERS AS ATHEIST MISSIONARIES: The reason for this would be that people taught science would be more suspicious of miracles and existence of god in general. Also different missionaries would have different strengths (animist 1, monotheist 2 and science teacher 4…).

1.48) NONVIOLENT ACTION: Gandhi was a kind of missionary. Maybe a supermissionary unit can start long national strikes?

1.49) RANDOM ONE TRUE RELIGION: In this suggestion, the One True Religion would be randomly chosen at the start of a game and it would be up for players to discover which one it is.

1.50) CENTRALIZATION: Centralization would be another factor determining the religion, i.e. it could be High (like Catholic church) with one central body controlling the faith, moderate (like in Middle east) or low (like in Lutheran church), which would preach priesthood for all believers. Centralization would say how much religion will "act," for instance how much it would start crusades without your support. (Maybe it would decide also how likely schisms would be?)

1.51) TURYWENZISM: For some reason, Turywenzism seems to be a favored name for one fictional religion.

1.52) DISLOYALTY: I.e. Religion system without religion. For instance, the city of Carthage could like Greeks and Romans, be indifferent to Indians and hate the Chinese.

1.53) SIMPLE AI MODEL: Instead of preset models, religions would act depending on the civilization's unhappiness level, technological level, etc…

1.54) CRUSADES, MODEL 2: In this model, the church can ask for a crusade, and if you refuse, a certain percentage of your population (and army) would disappear and reappear near the infidel nation to battle them. Also, members of a crusading religion in that other nation would have a chance of rising up.

1.55) CHANGING RELIGIONS: If religions have preset attributes, then they could chance. For instance, Protestantism used to view science more positively than it does now. Also, Christianity was more pacifist than it typically is today, etc.

1.56) NO MINUSES FOR ANY RELIGION: Bonuses would of course be about equal.

1.57) NAMING: Religions would be named after civilization they sprung from and also from their class, for instance: Chinese Monotheism would be different from Babylonian Monotheism. Although similar, they could still declare wars against each other.

1.58) SPREADING: … through road systems, trade routes, and if you sponsor one religion, with state-run Missionaries.

1.59) RELIGIONS DON'T DIE THAT EASILY: For instance, if Arabic Paganism has a strong hold in Russia, and Arabs are conquered by Aztecs, religion wouldn't die out. Its head would move to Russian lands and maybe the religion would later start regaining its position in invading lands.

1.60) TITLES: Like in idea 58, but certain systems would have titles like government titles in Civilization II. For instance, Arabic Monotheism would be Islam, while Chinese Philosophical would be Confucianism.

1.61) DIFFERENT RELIGIONS IN ONE CITY: For instance, in a city of 10, 60% is Christian, 30% Atheist and 10% Muslim. Then the city would get 60% Christian bonuses and penalties, 30% Atheist bonuses and penalties and 10% Muslim bonuses and penalties.

1.62) LEVELS OF COMPLEXITY: A simply setting has one religion/civilization, while complex settings would build toward micromanagement nightmares.

1.63) UNDER COMMUNISM: In this model, in Communistic governments all religion bonuses would become penalties (i.e. +2 industry becomes -2) while atheism would have extra bonuses.

1.64) ZONES: In beginning of the game, you'd have the option to start from a zone influenced by a certain religion, for instance you could choose Muslim influenced zone, Christian influenced zone or Buddhism influenced zone. This would probably mean that Christian religion would spread better in a Christian zone than in a Muslim Zone…

1.65) REALISM: E.g. Belief that civilization was created by extraterrestrial beings.

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