Raingoon, I have also read the Religion thread and I have a good and simple way to spread religion.
Here two extracts from my Culture post.
"2)If a neighbour civ has a lower culture rate, his cities become slowly and automatically converted to your culture. Cities converted to your culture get your city stile. If two civs already have the same city stile, I don't know yet what should represent the conversion. If the capital is converted you get a higher Diplomacy rate. If that civ attacks you, the citizens of the converted city become unhappier = lower happiness rate."
So, I think my Culture SE factor can also be used to simulate the spread of religions. A high Culture rate would mean you have a strong religion and as a consequence the closest cities of other civs become converted.
"5) Your culture rate determines how long it takes for conquered cities to assimilate to your culture and cause less happiness.
In SMAC it was 50 turns. For every +Culture you have more than the city of the previous owner, the city needs 10 less turns to assimilate.
If you have a lower Culture rate, the city doesn't adapt. Means more unhappiness and increases the likelyness of revolting and forming a new civ."
So, if you have a high Culture (=strong religion), the citizens of the conquered city assimilate faster.
But if you have a low Culture, they never assimilate (= they keep their own religion).
BTW, just rename my Religion names to the way the civ interacts with a religion, and religion can still be SE.
Animism stays the same.
Loose Monotheism -> Evangelism
Strict Polytheism -> Worshiping/State Religion
Strict Monotheism -> Fundamentalism
Multitheism -> Religious Freedom
Atheism -> Prosecution
I forgot to mention the penalty of Strict Polytheism/Worshiping/State Religion. It's -2 Culture.
Here two extracts from my Culture post.
"2)If a neighbour civ has a lower culture rate, his cities become slowly and automatically converted to your culture. Cities converted to your culture get your city stile. If two civs already have the same city stile, I don't know yet what should represent the conversion. If the capital is converted you get a higher Diplomacy rate. If that civ attacks you, the citizens of the converted city become unhappier = lower happiness rate."
So, I think my Culture SE factor can also be used to simulate the spread of religions. A high Culture rate would mean you have a strong religion and as a consequence the closest cities of other civs become converted.
"5) Your culture rate determines how long it takes for conquered cities to assimilate to your culture and cause less happiness.
In SMAC it was 50 turns. For every +Culture you have more than the city of the previous owner, the city needs 10 less turns to assimilate.
If you have a lower Culture rate, the city doesn't adapt. Means more unhappiness and increases the likelyness of revolting and forming a new civ."
So, if you have a high Culture (=strong religion), the citizens of the conquered city assimilate faster.
But if you have a low Culture, they never assimilate (= they keep their own religion).
BTW, just rename my Religion names to the way the civ interacts with a religion, and religion can still be SE.
Animism stays the same.
Loose Monotheism -> Evangelism
Strict Polytheism -> Worshiping/State Religion
Strict Monotheism -> Fundamentalism
Multitheism -> Religious Freedom
Atheism -> Prosecution
I forgot to mention the penalty of Strict Polytheism/Worshiping/State Religion. It's -2 Culture.
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