This makes post #150, which rather appropriately is the combination of all the ideas we've had so far. There are still some concepts that need to be ironed out -- especially the Great Shrine -- but I think we're quite close. Since this is such a HUGE post (although it would be a baby on the SE thread), I won't repost again, and I beg the rest of you not to do so. Instead, I'll edit as need be.
Anyway, here goes . . .
THE GRAND CLOSE-TO-CONSENSUS RELIGION MODEL
I. Religion in Civ3
A. Why have it?
Religion is a fundamental force driving civilizations. The effects of religion permeate the history of nations, their borders, their wars and their treaties. Your ability to direct religion's impact is likewise varied. For the first time you will be able to identify your citizens individually by their beliefs, track the rise and fall of major religions, and affect the social mechanics that make your civilization grow and evolve over the centuries.
B. Defined.
Religion is a game element comparable to trade. Where trade deals with resources, religion deals with population.
1. Religions are synonymous with citizens; each citizen has the ability to belong to one religion.
2. Each city is represented on the game map by the religion practiced by the majority of its citizens.
3. Each religion shall have its own symbol.
4. No religion has greater or less numerical values than any other.
5. Religion names can be edited by the player, thus Firaxis can choose to set the the AI to default to historical religions, defunct religions, or fictional religions, or whatever they deem most appropriate. The player could have the start-up option of choosing which religion "brands" he/she wanted in the game.
6. At any time, there can be up to three more religions than there are civs. If there are ever four more than X civs, the smallest religion shall be eliminated and its members given to the second smallest religion.
7. Religions are visible in the game in four ways:
a. In the city screen by each member of the population holding a flag with its religious symbol on it. When the population gets too large for this to work, there will be a separate graphic showing the number of each citizen adhering to the religion.
b. On the main map you will see the current religious borders of the world, as determined by cities, by filtering for it (e.g., hitting F1 key).
c. Cleric units visually represent both a specific civ (color) and a specific religion (symbol).
d. On the main map, the symbol of the majority religion appears on the city flag next to the number of citizens.
II. Religion Concepts
A. Origins
Once civs have had time to establish a foothold, prophets begin to appear. Religions spread immediately thereafter. New religions will appear through the centuries, some never growing more than a city or two, others becoming recognized world religions. Some that are eradicated will never be heard of again; others might enjoy a revival two thousand years later.
1. Prophets
a. All civs begin pagan (citizens are non-aligned) and will experience the emergence of at least one prophet beginning with the second millenium of the game, but not before the discovery of religion.
b. A prophet is not a unit, but rather a newly born citizen in a given city's population window, identified by his/her new religious symbol, with higher conversion values (20 evangelism, 25 conviction) than regular citizens (see conversion, below, for explanation of conversion values).
c. After their appearance prophets last for X turns, where X is randomly chosen from between 15 and 30, then convert back into regular citizens; their religious symbol remains.
d. After the prophet disappears from a city, the remaining citizens continue to benefit from the prophet's greater conversion values for 20 more turns. This is to ensure fledgling religions will have a chance to develop.
e. Prophets can appear at any time during the game.
f. Turywenzism begins with the announcement: "Turywenzo has begun preaching in London."
g. Prophets can appear in any city.
h. Upon appearing, prophets instantly convert one citizen (other than themselves, of course); after that, conversion proceeds under the normal rules for citizen to citizen conversions (see, below).
i. If a government persecutes the new religion while the prophet is preaching, the prophet is considered martyred, the prophet disappears, leaving behind his/her bonus as described in rule "d" above, and all non-aligned citizens within 8 squares immediately convert to the new religion.
j. A religion can re-appear with a new prophet only after its religion has previously been eradicated.
B. Conversion
Each religion is incompatible with all others. Whenever two religions overlap "zones of influence," each will seek to dominate the other. The AI will handle the calculations, and keep track of the results. New conversions are noted in the population window of the appropriate city.
1. Evangelism
a. All citizen units in the population window have evangelism values.
b. Evangelism is the "attack" value of a religion.
c. All religions begin with the same base evangelism value, 10.
2. Conviction
a. All citizen units in the population window have conviction values.
b. Conviction is the "defense" value of a religion.
c. All religions begin with the same base conviction value, 15.
d. The higher conviction rating is so that, all things being equal, citizens should successfully defend against conversion attempts about 66% of the time.
3. Adjusting Conversion Ratings
a. You can increase (or in some cases decrease) your citizens' conversion ratings by:
4. Passive Conversions
A sample conversion turn within a city:
For more discussion of modifiers and the religion screen, see section III below, "Effects of Religion."
d. For every successful conversion, one unit in the defending religion stack converts.
5. Active Conversions - "Missions"
a. Missions established by a player
b. "Missions established by the religion
6. Population growth expands religions
a. In the case of new citizens being born, the percentage chance they would be born believing in religion X, Y, or Z would be equal to the percentage that religion X, Y, and Z were represented within that city.
C. Tithing
Gold pieces are what religions use to fund ministries, their most powerful tool for expansion. All religious gold is understood to have come from "under citizen mattresses," and not from the government coffers; it does not come from the trade stream.
1. Under religious freedom. Each turn, every city tithes one gold per religion represented, to the respective religion's coffers.
a. Religious coffers are tracked by the AI.
b. The amount of gold a religion has can be seen in the religion screen, and only if that religion has a holy city (see Diplomacy, below).
2. Donations. Religions will ask for donations periodically, and in increasing amounts.
3. Under a state religion. In a "state religion", the tithe paid by the government is automatically sent into that religion's coffers.
4. When a religion has built ministries in all available cities it continues to collect tithes and build its coffers.
a. A religion can loan gold to the civ that possesses its holy city (see Diplomacy, holy cities, below).
III. Effects of religion
The player will have several options with regard to each religion. He or she may choose to establish a church or allow religious freedom. Regardless of whethere there is religious freedom or an established church, the player may choose to persecute one or more religions.
A. Under religious freedom
1. Effect on happiness, using current system.
a. For each religion in a city, one unhappy citizen becomes content or, if there are no unhappy citizens, a content citizen becomes happy. This effect continues indefinitely, so that each religion present in a city adds step to the base happiness level of the city.
b. To keep religion from having too great a benefit, the happiness effects described in a will apply to no more than one out of every four citizens in a city. That is, if there are seven citizens and three religions, only two citizens may be made happy.
2. Effect on happiness under alternate systems. Several people have proposed systems under which happiness becomes a percentage factor for each city that affects the productivity, and is not an attribute of the citizens. Under such systems, the conversion of one citizen to a new religion would increase the overall happiness/productivity percentage. When one religion attained majority status in a city, one of that religion's citizens would gain a step in happiness.
3. Effect of religious freedom on conviction. Under religious freedom, the conviction rate for all citizens is 20 percent lower than it would otherwise be.
4. Effect of full toleration. In addition to the effects listed above, if the player does not persecute any religion for five turns in a row, the research output of the civ increases by 10 percent (under the Civ2 system) or the Research SE factor improves by +1. That effect ceases immediately when the civ begins persecuting.
B. Establishment of a state church.
1. General. Under this system, the state picks one church as its official religion. Establishing a state church does not imply or require persecution of any of the other religions within the civ's territory.
2. Effect on happiness
a. The effects on happiness described above under religious freedom cease.
b. Under the Civ2 system, in each city that has at least one citizen who belongs to the state religion, one unhappy citizen becomes content or, if there are no unhappy citizens, a content citizen becomes happy. Thereafter, a content citizen becomes happy for every four believers in each city or, if there are no content citizens, an unhappy citizen becomes content. If a different happiness/productivity system is adopted, proclamation of a state religion increases a city (or civilization) happiness/productivity level by a factor of 25 percent times the proportion of citizens who belong to the state religion.
c. An additional unhappy citizen becomes content if more than 50 percent of the citizens of a city are members of the established church. In alternate systems, there is a further increase in the happiness/productivity level.
d. Conquered cities take 20 fewer turns to assimilate.
e. The number of cities that can be built before the civ undergoes a happiness penalty increases.
f. Bribery becomes 25 percent cheaper.
g. Entertainers produce 20 percent more luxuries.
h. The established church's evangelism factor increases by 20 percent for all conversion activities within the borders of that civ.
i. Deestablishing the church. A civ may deestablish a church at any time. However, deestablishment shall result in a period of anarchy for one turn.
3. Tithes. A civ that has an established church must pay 20 percent of its total trade as tithes to the church. Under an alternate system, the civ gets –2 Tax..
4. Cathedral. Only a civ that has a state religion may build a Cathedral, which has the same effect as in Civ2. If the civ then converts to religious freedom, any cathedrals will generate an amount of gold proportionate to the number of citizens it would have made happy, to reflect the tourist revenue generated by the cathedral.
5. Multiple civs with the same state church.
a. A civ may establish a religion as its state church even if another civ has already made that religion its state church. In such cases, the religion will not take any action against either of the civs, and will remain neutral in any conflict between them.
b. If the religion has a holy city, one of the civs may request the excommunication of the of
the other civ's leader. The religion will demand a contribution related to the number of believers in the excommunicated civ and the religion's attitude toward the possessor of the hold city and the civ that it wishes to excommunicate.
c. A civ whose leader is excommunicated by a religion may no longer have that religion as its state religion. It may either convert to religious freedom (with the associated two turns of anarchy), deestablish the old religion and establish a new state religion, or declare a schism (see below) and adopt the new religion as its state religion.
d. When two civs have the same state religion, either of them may at any time declare a schism of the church. 75 percent of the citizens of the old church will convert to the new church, while 25 percent will remain faithful to the old.
D. Persecution.
Under this system, belonging to a persecuted religion is illegal. A government may persecute one or all religions.
1. A persecuted religion's conversion factor is reduced by 25 percent for all conversion activities within the borders of the persecuting civ.
2. In each city that contains members of the persecuted religion, one content citizens become unhappy for each member of the persecuted religion, and one happy citizen becomes content for each two members of the persecuted religion, reflecting the angst of innocents who are caught up in the persecution. (Under a revised happiness/productivity system, persecution results in a decrease in a city or civitlization happiness/productivity level by 25 percent times the proportion of citizens who are subject to persecution.) The city's the research output decreases by 25 percent to reflect the effect of intolerance.
3. Persecution has no positive effect other than those that result from the increase in the number of believers in other religions. If there is a state religion, the state religion is likely to be the chief beneficiary of persecution.
4. If a civ persecutes a religion, its reputation with any civ that has chosen that religion as it's state religion will worsen. Also the religious leader of the persecuted religion may ask a civ that has chosen that religion as it's state religion to begin a holy war/Jihad.
D. Religious improvements.
The types of religious improvements remain the same as in Civ1/2 and may be built by any civ that has obtained the necessary technologies. A temple is necessary to obtain the advantages of religion under a state of religious freedom. If a state religion is declared, the temple will make one unhappy citizen content.
IV. Religious diplomacy.
A. Major and minor religions
The diplomatic options available for interacting with a religion depend on the size of the religion.
1. Minor religions. All religions start as minor religions.
2. Major religion. A religion becomes a major religion when it has a number of adherents greater than the total number of citizens in the world divided by the starting number of civs. It remains a major religion even if an increase in world population or decrease in the number of adherents results in the religion's share of global population falling below 1/(starting number of civs).
3. Proclamation of the holy city. When a religion becomes a major religion, the city where that religion started is proclaimed the holy city of that religion. If that city has been destroyed, the extant city nearest to the founding city's location becomes the holy city.
4. Building a Great Shrine. Any city that has proclaimed a state religion may build a Great Shrine, which shall cost a number of resources equal to a wonder for that age. When the Great Shrine is complete, the holy city for the state religion is transferred to the city with the Great Shrine, which remains the holy city for that religion unless the city is destroyed. If that occurs, a new holy city can be proclaimed by building a Great Shrine in another city.
B. Diplomatic options for both major and minor religions.
1. Request a donation. Any religion may request a donation from any civ. If the religion has a large number of believers in that civ, or if the religion is the state religion of that civ, refusal to give the donation will have a negative effect on the religion's attitude toward that civ.
2. Voluntary donation. Any civ may give a donation to any religion. The donation will be treated as tithes and used to generate a ministry to a city chosen by the civ using the same formula it would use to determine the destination of a ministry generated by tithes. A player could use this system to prop up religions that another player is attempting to eliminate, or to subvert another player's state religion.
3. Request a ministry. Any civ may request a religion to send a ministry to one of its cities. The religion will charge an amount of gold equal to the cost of a ministry, and adjusted upward or downward depending on the religion's attitude toward the requesting civ and whether the religion is the state religion of that civ.
C. Additional diplomatic options for major religions.
1. A major religion may:
a. Request a civ to conduct a jihad against a civ that is persecuting the religion. The religion may offer to fund the jihad from its tithes. A religion will request a Jihad when (1) a civ is persecuting the religion, (2) a civ that does not have a substantial number of adherents to the religion has captured the holy city, or (3) a civ has a particularly bad reputation with the religion.
b. Request a civ to defend another civ from a jihad.
c. Request a civ to conduct a crusade to take control of the holy city from another civ.
d. Demand that a civ sign a treaty with another civ.
e. Ask to become the civ's state religion.
f. Failure to accede to these requests will hurt a civ's reputation with the religion. The effect will be greater if that religion is the state religion of the civ.
2. A civ may request a major religion to:
a. intervene in a war by demanding that its opponent sign a treaty.
b. pronounce a blessing, which would increase happiness in that civ for a fixed number of turns.
c. send a ministry to a city owned by another civ.
d. excommunicate another civ's leader if that civ has established the religion as its state religion. Excommunication makes all the followers of the religion that has excommunicated have one lower level in happiness.
e. repeal an excommunication of the civ's leader.
f. proclaim the civ defender of the faith. A civ may only request to be made the defender of the faith for its state religion. If it subsequently deestablishes the state religion, it ceases to be the defender of the faith. The defender of the faith pays half of the normal monetary cost for any of the actions it asks the religion to take. If the defender of the faith fails to comply with a request from the religion, it loses its status as defender of the faith and its reputation with the religion suffers greatly.
g. loan money to the civ.
h. the religion will charge the civ money for options a, b, c, d, and e, and interest for option f. The amount will depend on the civ's reputation with the religion, whether the religion is that civ's state religion, whether that civ possesses the religion's holy city, and whether the civ is the defender of the faith.
<font size=1 face=Arial color=444444>[This message has been edited by will (edited August 26, 1999).]</font>
Anyway, here goes . . .
THE GRAND CLOSE-TO-CONSENSUS RELIGION MODEL
I. Religion in Civ3
A. Why have it?
Religion is a fundamental force driving civilizations. The effects of religion permeate the history of nations, their borders, their wars and their treaties. Your ability to direct religion's impact is likewise varied. For the first time you will be able to identify your citizens individually by their beliefs, track the rise and fall of major religions, and affect the social mechanics that make your civilization grow and evolve over the centuries.
B. Defined.
Religion is a game element comparable to trade. Where trade deals with resources, religion deals with population.
1. Religions are synonymous with citizens; each citizen has the ability to belong to one religion.
2. Each city is represented on the game map by the religion practiced by the majority of its citizens.
3. Each religion shall have its own symbol.
4. No religion has greater or less numerical values than any other.
5. Religion names can be edited by the player, thus Firaxis can choose to set the the AI to default to historical religions, defunct religions, or fictional religions, or whatever they deem most appropriate. The player could have the start-up option of choosing which religion "brands" he/she wanted in the game.
6. At any time, there can be up to three more religions than there are civs. If there are ever four more than X civs, the smallest religion shall be eliminated and its members given to the second smallest religion.
7. Religions are visible in the game in four ways:
a. In the city screen by each member of the population holding a flag with its religious symbol on it. When the population gets too large for this to work, there will be a separate graphic showing the number of each citizen adhering to the religion.
b. On the main map you will see the current religious borders of the world, as determined by cities, by filtering for it (e.g., hitting F1 key).
c. Cleric units visually represent both a specific civ (color) and a specific religion (symbol).
d. On the main map, the symbol of the majority religion appears on the city flag next to the number of citizens.
II. Religion Concepts
A. Origins
Once civs have had time to establish a foothold, prophets begin to appear. Religions spread immediately thereafter. New religions will appear through the centuries, some never growing more than a city or two, others becoming recognized world religions. Some that are eradicated will never be heard of again; others might enjoy a revival two thousand years later.
1. Prophets
a. All civs begin pagan (citizens are non-aligned) and will experience the emergence of at least one prophet beginning with the second millenium of the game, but not before the discovery of religion.
b. A prophet is not a unit, but rather a newly born citizen in a given city's population window, identified by his/her new religious symbol, with higher conversion values (20 evangelism, 25 conviction) than regular citizens (see conversion, below, for explanation of conversion values).
c. After their appearance prophets last for X turns, where X is randomly chosen from between 15 and 30, then convert back into regular citizens; their religious symbol remains.
d. After the prophet disappears from a city, the remaining citizens continue to benefit from the prophet's greater conversion values for 20 more turns. This is to ensure fledgling religions will have a chance to develop.
e. Prophets can appear at any time during the game.
f. Turywenzism begins with the announcement: "Turywenzo has begun preaching in London."
g. Prophets can appear in any city.
h. Upon appearing, prophets instantly convert one citizen (other than themselves, of course); after that, conversion proceeds under the normal rules for citizen to citizen conversions (see, below).
i. If a government persecutes the new religion while the prophet is preaching, the prophet is considered martyred, the prophet disappears, leaving behind his/her bonus as described in rule "d" above, and all non-aligned citizens within 8 squares immediately convert to the new religion.
j. A religion can re-appear with a new prophet only after its religion has previously been eradicated.
B. Conversion
Each religion is incompatible with all others. Whenever two religions overlap "zones of influence," each will seek to dominate the other. The AI will handle the calculations, and keep track of the results. New conversions are noted in the population window of the appropriate city.
1. Evangelism
a. All citizen units in the population window have evangelism values.
b. Evangelism is the "attack" value of a religion.
c. All religions begin with the same base evangelism value, 10.
2. Conviction
a. All citizen units in the population window have conviction values.
b. Conviction is the "defense" value of a religion.
c. All religions begin with the same base conviction value, 15.
d. The higher conviction rating is so that, all things being equal, citizens should successfully defend against conversion attempts about 66% of the time.
3. Adjusting Conversion Ratings
a. You can increase (or in some cases decrease) your citizens' conversion ratings by:
- donating money to a specific religion
- declaring a state religion
- hosting a holy city
- building a city improvement
- building a Wonder
- discovering a technological advance
- setting your civ's attitudes towards religion in the religion screen
- 4 like believers in one city increases each believer's values by .25; thus, a 4 stack of 4 Yahoos at 10 evangelism each is worth 50.
4. Passive Conversions
- Calculations are made by "stacking" citizens together by religion and combining their values.
- Passive conversions reflect the influence of the citizens in a city on their fellow citizens and the proportionately weaker influence of citizens in nearby cities.
- Passive conversions are calculated, on average, every five turns. The computer will randomize the interval between passive conversions so that players cannot boost evangelism/conviction factors the year before a scheduled passive conversion.
- Possible formula for calculating passive conversion:
The Evangelism (Conviction) of a religion within a city is the sum of: the Evan(Conv) of each member in the city; plus (1 - dist/10) * Evan(Conv) of each member of that religion in a city less than 10 squares away; plus 1/2 * Evan(Conv) of each member of that religion in a city that has a mission to the city. If a religion has no members in a city, it is not attacked by other stacks.
- Once the evangelism and conviction factors are calculated, the results are calculated like a battle between units of equal strength. If the evangelizing unit wins, one citizen of the opposing religion is converted.
A sample conversion turn within a city:
4 Turywenzists in London start with an evangelist factor of 10. England has Turywenzism as the state religion, and tithes a set amount of money to that religion each turn, both of which increase each Turywenzists citizen's base evangelism value to 15. The city of London has a cathedral (+.10 modifier), and 4 of its citizens are Turywenzists (+.25 modifier each). This gives each Turywenzist in London an evangelist factor of 21 (rounding up), for a combined stack evangelism value of 84. This factor is calculated against the conviction ratings of the 2 Londoners who are Yahoos who receive none of the modifiers, but whose higher conviction ratings nevertheless combine to equal 30, increasing the odds they won't capitulate in one turn. When the calculation is reversed, there is an even smaller chance the Yahoos combined evangelism rating of 20 will have any effect at all on the Turywenzist stack's combined conviction rating after all the modifiers have been figured in.
d. For every successful conversion, one unit in the defending religion stack converts.
5. Active Conversions - "Missions"
a. Missions established by a player
- cleric units establish missions as caravans in Civ2 established trade routes; like caravans, clerics have no values themselves.
- clerics represent the religion of the city they were built in (again, city religion being determined by the religion with the greatest number of believers in that city).
- missions can only be established outside your civ.
- a mission brings the foreign city into the home city's zone of influence; the foreign city is now treated as if it resided 4 tiles away from the home city and follows the rules for city to city conversions until the mission is de-established.
- when first established, the mission automatically converts one citizen (preferring non-aligned citizens, if any), then attempts conversions once per turn for five turns; thereafter, conversion attempts proceed normally (city to city, once every five turns).
- clerics disappear after they have established one mission.
- like trade routes, missions are always successfully established.
- like caravans, clerics may be destroyed en route.
- missions can only be de-established by purging the mission's religion from that city (see "state religion" and "persecution" rules in Section III.
b. "Missions established by the religion
- when a religion has accumulated X+Y gold pieces, where X = total number of believers throughout the world and Y= a base factor determined through play testing, the religion creates a cleric in the city with the highest evangelism factor that has an available spot for a mission.
- the cleric then travels to a city selected by the religion based primarily on maximizing the number of conversions.
- clerics generated by a religion move like clerics built by a civ, and may be destroyed by a vigilant enemy.
6. Population growth expands religions
a. In the case of new citizens being born, the percentage chance they would be born believing in religion X, Y, or Z would be equal to the percentage that religion X, Y, and Z were represented within that city.
C. Tithing
Gold pieces are what religions use to fund ministries, their most powerful tool for expansion. All religious gold is understood to have come from "under citizen mattresses," and not from the government coffers; it does not come from the trade stream.
1. Under religious freedom. Each turn, every city tithes one gold per religion represented, to the respective religion's coffers.
a. Religious coffers are tracked by the AI.
b. The amount of gold a religion has can be seen in the religion screen, and only if that religion has a holy city (see Diplomacy, below).
2. Donations. Religions will ask for donations periodically, and in increasing amounts.
3. Under a state religion. In a "state religion", the tithe paid by the government is automatically sent into that religion's coffers.
4. When a religion has built ministries in all available cities it continues to collect tithes and build its coffers.
a. A religion can loan gold to the civ that possesses its holy city (see Diplomacy, holy cities, below).
III. Effects of religion
The player will have several options with regard to each religion. He or she may choose to establish a church or allow religious freedom. Regardless of whethere there is religious freedom or an established church, the player may choose to persecute one or more religions.
A. Under religious freedom
1. Effect on happiness, using current system.
a. For each religion in a city, one unhappy citizen becomes content or, if there are no unhappy citizens, a content citizen becomes happy. This effect continues indefinitely, so that each religion present in a city adds step to the base happiness level of the city.
b. To keep religion from having too great a benefit, the happiness effects described in a will apply to no more than one out of every four citizens in a city. That is, if there are seven citizens and three religions, only two citizens may be made happy.
2. Effect on happiness under alternate systems. Several people have proposed systems under which happiness becomes a percentage factor for each city that affects the productivity, and is not an attribute of the citizens. Under such systems, the conversion of one citizen to a new religion would increase the overall happiness/productivity percentage. When one religion attained majority status in a city, one of that religion's citizens would gain a step in happiness.
3. Effect of religious freedom on conviction. Under religious freedom, the conviction rate for all citizens is 20 percent lower than it would otherwise be.
4. Effect of full toleration. In addition to the effects listed above, if the player does not persecute any religion for five turns in a row, the research output of the civ increases by 10 percent (under the Civ2 system) or the Research SE factor improves by +1. That effect ceases immediately when the civ begins persecuting.
B. Establishment of a state church.
1. General. Under this system, the state picks one church as its official religion. Establishing a state church does not imply or require persecution of any of the other religions within the civ's territory.
2. Effect on happiness
a. The effects on happiness described above under religious freedom cease.
b. Under the Civ2 system, in each city that has at least one citizen who belongs to the state religion, one unhappy citizen becomes content or, if there are no unhappy citizens, a content citizen becomes happy. Thereafter, a content citizen becomes happy for every four believers in each city or, if there are no content citizens, an unhappy citizen becomes content. If a different happiness/productivity system is adopted, proclamation of a state religion increases a city (or civilization) happiness/productivity level by a factor of 25 percent times the proportion of citizens who belong to the state religion.
c. An additional unhappy citizen becomes content if more than 50 percent of the citizens of a city are members of the established church. In alternate systems, there is a further increase in the happiness/productivity level.
d. Conquered cities take 20 fewer turns to assimilate.
e. The number of cities that can be built before the civ undergoes a happiness penalty increases.
f. Bribery becomes 25 percent cheaper.
g. Entertainers produce 20 percent more luxuries.
h. The established church's evangelism factor increases by 20 percent for all conversion activities within the borders of that civ.
i. Deestablishing the church. A civ may deestablish a church at any time. However, deestablishment shall result in a period of anarchy for one turn.
3. Tithes. A civ that has an established church must pay 20 percent of its total trade as tithes to the church. Under an alternate system, the civ gets –2 Tax..
4. Cathedral. Only a civ that has a state religion may build a Cathedral, which has the same effect as in Civ2. If the civ then converts to religious freedom, any cathedrals will generate an amount of gold proportionate to the number of citizens it would have made happy, to reflect the tourist revenue generated by the cathedral.
5. Multiple civs with the same state church.
a. A civ may establish a religion as its state church even if another civ has already made that religion its state church. In such cases, the religion will not take any action against either of the civs, and will remain neutral in any conflict between them.
b. If the religion has a holy city, one of the civs may request the excommunication of the of
the other civ's leader. The religion will demand a contribution related to the number of believers in the excommunicated civ and the religion's attitude toward the possessor of the hold city and the civ that it wishes to excommunicate.
c. A civ whose leader is excommunicated by a religion may no longer have that religion as its state religion. It may either convert to religious freedom (with the associated two turns of anarchy), deestablish the old religion and establish a new state religion, or declare a schism (see below) and adopt the new religion as its state religion.
d. When two civs have the same state religion, either of them may at any time declare a schism of the church. 75 percent of the citizens of the old church will convert to the new church, while 25 percent will remain faithful to the old.
D. Persecution.
Under this system, belonging to a persecuted religion is illegal. A government may persecute one or all religions.
1. A persecuted religion's conversion factor is reduced by 25 percent for all conversion activities within the borders of the persecuting civ.
2. In each city that contains members of the persecuted religion, one content citizens become unhappy for each member of the persecuted religion, and one happy citizen becomes content for each two members of the persecuted religion, reflecting the angst of innocents who are caught up in the persecution. (Under a revised happiness/productivity system, persecution results in a decrease in a city or civitlization happiness/productivity level by 25 percent times the proportion of citizens who are subject to persecution.) The city's the research output decreases by 25 percent to reflect the effect of intolerance.
3. Persecution has no positive effect other than those that result from the increase in the number of believers in other religions. If there is a state religion, the state religion is likely to be the chief beneficiary of persecution.
4. If a civ persecutes a religion, its reputation with any civ that has chosen that religion as it's state religion will worsen. Also the religious leader of the persecuted religion may ask a civ that has chosen that religion as it's state religion to begin a holy war/Jihad.
D. Religious improvements.
The types of religious improvements remain the same as in Civ1/2 and may be built by any civ that has obtained the necessary technologies. A temple is necessary to obtain the advantages of religion under a state of religious freedom. If a state religion is declared, the temple will make one unhappy citizen content.
IV. Religious diplomacy.
A. Major and minor religions
The diplomatic options available for interacting with a religion depend on the size of the religion.
1. Minor religions. All religions start as minor religions.
2. Major religion. A religion becomes a major religion when it has a number of adherents greater than the total number of citizens in the world divided by the starting number of civs. It remains a major religion even if an increase in world population or decrease in the number of adherents results in the religion's share of global population falling below 1/(starting number of civs).
3. Proclamation of the holy city. When a religion becomes a major religion, the city where that religion started is proclaimed the holy city of that religion. If that city has been destroyed, the extant city nearest to the founding city's location becomes the holy city.
4. Building a Great Shrine. Any city that has proclaimed a state religion may build a Great Shrine, which shall cost a number of resources equal to a wonder for that age. When the Great Shrine is complete, the holy city for the state religion is transferred to the city with the Great Shrine, which remains the holy city for that religion unless the city is destroyed. If that occurs, a new holy city can be proclaimed by building a Great Shrine in another city.
B. Diplomatic options for both major and minor religions.
1. Request a donation. Any religion may request a donation from any civ. If the religion has a large number of believers in that civ, or if the religion is the state religion of that civ, refusal to give the donation will have a negative effect on the religion's attitude toward that civ.
2. Voluntary donation. Any civ may give a donation to any religion. The donation will be treated as tithes and used to generate a ministry to a city chosen by the civ using the same formula it would use to determine the destination of a ministry generated by tithes. A player could use this system to prop up religions that another player is attempting to eliminate, or to subvert another player's state religion.
3. Request a ministry. Any civ may request a religion to send a ministry to one of its cities. The religion will charge an amount of gold equal to the cost of a ministry, and adjusted upward or downward depending on the religion's attitude toward the requesting civ and whether the religion is the state religion of that civ.
C. Additional diplomatic options for major religions.
1. A major religion may:
a. Request a civ to conduct a jihad against a civ that is persecuting the religion. The religion may offer to fund the jihad from its tithes. A religion will request a Jihad when (1) a civ is persecuting the religion, (2) a civ that does not have a substantial number of adherents to the religion has captured the holy city, or (3) a civ has a particularly bad reputation with the religion.
b. Request a civ to defend another civ from a jihad.
c. Request a civ to conduct a crusade to take control of the holy city from another civ.
d. Demand that a civ sign a treaty with another civ.
e. Ask to become the civ's state religion.
f. Failure to accede to these requests will hurt a civ's reputation with the religion. The effect will be greater if that religion is the state religion of the civ.
2. A civ may request a major religion to:
a. intervene in a war by demanding that its opponent sign a treaty.
b. pronounce a blessing, which would increase happiness in that civ for a fixed number of turns.
c. send a ministry to a city owned by another civ.
d. excommunicate another civ's leader if that civ has established the religion as its state religion. Excommunication makes all the followers of the religion that has excommunicated have one lower level in happiness.
e. repeal an excommunication of the civ's leader.
f. proclaim the civ defender of the faith. A civ may only request to be made the defender of the faith for its state religion. If it subsequently deestablishes the state religion, it ceases to be the defender of the faith. The defender of the faith pays half of the normal monetary cost for any of the actions it asks the religion to take. If the defender of the faith fails to comply with a request from the religion, it loses its status as defender of the faith and its reputation with the religion suffers greatly.
g. loan money to the civ.
h. the religion will charge the civ money for options a, b, c, d, and e, and interest for option f. The amount will depend on the civ's reputation with the religion, whether the religion is that civ's state religion, whether that civ possesses the religion's holy city, and whether the civ is the defender of the faith.
<font size=1 face=Arial color=444444>[This message has been edited by will (edited August 26, 1999).]</font>
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