State Atheism- The Effects v3
1.
Religions and religious buildings have no effect, religion can not spread (like state property for corporations and theocracy for non-state... how brilliant of me )
2.
Wall street gets +1 for all religions in all your cities
Ofxord University gets +1 for all specialists.
3.
Cathedrals and Shrines produce +1 unhappiness and provide a 100% espionage bonus, temples still produce culture (these are the only exception to the first rule)
4.
Free spy per barracks & police station, free scientist per university
The rational behind the above is apparent if you know a bit about anti-religius "atheist states" like the USSR, Cuba, China or Nazi Germany.
The above rules produce the following indirect effects:
-without religion no missionaries and no new temples can be built. No Priest specialists except those granted by wonders.
-No new temples= no new cathedrals
-no unhappiness for "fighting brothers and sisters of the fait".
-the AP no longer provides a produciton bonus for your cities.
-No shrines (yours or theirs) get any gold form your cities. Your shrines still get gold from foreign believers.
-Cathedrals become a espionage enhancing building instead of a culture enhancing building
Example: This means that a city with three cathedrals will become a super spy city, with +3 unhappiness, this will loose you specialists but, the only specialist worth having in such a city are spies, and the 150% bonus more than pays for them.
Upkeep: I'd go for high, making this a good civic for organized civs, giving them a boost in the late game. It also makes sense since the expenses of repressing religion are at least as much as maintaining a police state or a large & wealthy state church.
optional rules, if you think it is under-powered
-Scotland Yard produces +2 great Spy points for each cathedral or religious wonder.
How it adds to strategy:
I think its quite apparent.
1.
Religions and religious buildings have no effect, religion can not spread (like state property for corporations and theocracy for non-state... how brilliant of me )
2.
Wall street gets +1 for all religions in all your cities
Ofxord University gets +1 for all specialists.
3.
Cathedrals and Shrines produce +1 unhappiness and provide a 100% espionage bonus, temples still produce culture (these are the only exception to the first rule)
4.
Free spy per barracks & police station, free scientist per university
The rational behind the above is apparent if you know a bit about anti-religius "atheist states" like the USSR, Cuba, China or Nazi Germany.
The above rules produce the following indirect effects:
-without religion no missionaries and no new temples can be built. No Priest specialists except those granted by wonders.
-No new temples= no new cathedrals
-no unhappiness for "fighting brothers and sisters of the fait".
-the AP no longer provides a produciton bonus for your cities.
-No shrines (yours or theirs) get any gold form your cities. Your shrines still get gold from foreign believers.
-Cathedrals become a espionage enhancing building instead of a culture enhancing building
Example: This means that a city with three cathedrals will become a super spy city, with +3 unhappiness, this will loose you specialists but, the only specialist worth having in such a city are spies, and the 150% bonus more than pays for them.
Upkeep: I'd go for high, making this a good civic for organized civs, giving them a boost in the late game. It also makes sense since the expenses of repressing religion are at least as much as maintaining a police state or a large & wealthy state church.
optional rules, if you think it is under-powered
-Scotland Yard produces +2 great Spy points for each cathedral or religious wonder.
How it adds to strategy:
I think its quite apparent.
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