If I can jump in here, I was also one of the authors (along with others, including M@ni@c above) of the religion model sent to Firaxis in both The List 2 and the EC3.
Months of discussion and debate proved, to us anyway, that the point of religion in Civ 3 is not to model different religions, but to model religion in general as a socio/economic/political force. THis is a very important distinction. Because if you're talking about what qualities make one brand of religion affect people vs. another brand, then you're talking not about a Civilization game but a "Religion" game.
One of the strengths of the Religion Model -- and there are many -- is its doctrine that religion in Civ 3 is to population what trade in Civ 2 is to resources. And btw, it should be about the same size as the trade element was in the older version -- making different religions have different qualities necessarily creates a greater need to focus on religions. This, we all agreed in the end, would throw off the balance of the game we're hoping for.
Last point -- we also agreed that if you wanted to call a religion Christian, Atheist, Turywensist, Yahoo, or simply "Blue," you could just edit the files yourself. But there are no "base differences" between religion brands in The Religion Model sent to Firaxis. Each is equal to the next in its inherent abilities, which we called "evangelism" and "conviction." To the degree that a religion becomes more powerful in either of those two categories is up to the strategy of the player.
I hope that helps the discussion, and I highly recommend a look at the Religion Model, which can be found easily enough in The List forum. Just check out the thread with the links...
Months of discussion and debate proved, to us anyway, that the point of religion in Civ 3 is not to model different religions, but to model religion in general as a socio/economic/political force. THis is a very important distinction. Because if you're talking about what qualities make one brand of religion affect people vs. another brand, then you're talking not about a Civilization game but a "Religion" game.
One of the strengths of the Religion Model -- and there are many -- is its doctrine that religion in Civ 3 is to population what trade in Civ 2 is to resources. And btw, it should be about the same size as the trade element was in the older version -- making different religions have different qualities necessarily creates a greater need to focus on religions. This, we all agreed in the end, would throw off the balance of the game we're hoping for.
Last point -- we also agreed that if you wanted to call a religion Christian, Atheist, Turywensist, Yahoo, or simply "Blue," you could just edit the files yourself. But there are no "base differences" between religion brands in The Religion Model sent to Firaxis. Each is equal to the next in its inherent abilities, which we called "evangelism" and "conviction." To the degree that a religion becomes more powerful in either of those two categories is up to the strategy of the player.
I hope that helps the discussion, and I highly recommend a look at the Religion Model, which can be found easily enough in The List forum. Just check out the thread with the links...
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