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tyrantpimp
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Here is a thought spies should be able to kill each other without causing a diplomatic incident.They should be able to kill other special units too, diplomats etc. Any thoughts out there on this one?
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tyrantpimp
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I agree diplomats and we could extend that to clerics too, i cant think of any others that would have official state protection.
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MrBaggins
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Religion has been obviously and drastically important in the history of civilization. Its a socially devisive issue, and so, I think, its been largely avoided in Civ games, for the sake of political correctness.
I see that there have been three major "foreign influences" in our history... Religion, Commercialism and Politicism.
Religion was the first major influence that could easily spread across national and ethnic borders. Its "golden age" was pre "Age of Reason", when much of the mystery that it colorfully explained was given rational explanation. It's still a powerful social force even today, however.
Commercialism was the rise of international organization of corporate entities: the concerted influence of one nations traders, merchants and corporations in another nations cities.
Politicism is the influence of political systems with common interest, across national borders... like, say, Communism, Nazism or the Democratic blocs in the western world. These are partially for military alliance, partially for commercial benefit, but also significantly for ideological reasons.
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The way I see this working in game terms is by having "influence" in each city. Cities start out with 100% national influence... that is, uneffected by outside influences.
Initially the first foreign (or local) influence, would be religious in nature... when you build a temple or shrine, then religious influence is increased in the city, although before Theocratic governments, the religious influence is neutral in nature.
When Theocracies hit the scene, then the spread of religion is politicized... different Theocracies, and indeed different groupings (I.E. religious alliances of Theocratic civs) fight for control of this religious influence.
In game terms this is how I'd achieve this:
You have abstract unconventional religious units. I'm not decided if there should be two types, one for spreading influence internationally, the other for controlling religion within their own cities, or if one type of unit that dealt with both issues, depending on how he was assigned.
These units wouldn't "move" per se... you'd deal with them on an unconventional action screen, for the empire, rather than for each individual city.
You'd build these units (and only Theocratic type governments should be able to build or use the "religion influencing" or offensive religious units,) and their numbers would be shown on this top level screen...
Something like
"Missionaries 0/20 - Clergy 10"
This means that you have 20 Missionaries... that is units that spread your religious influence to foreign lands. The 0 means that they've not been allocated to a particular job... yet. The 10 Clergy would be units that spread the word about the national religion amongst the home nations cities... they prevent incursion of foreign religion.
The missionaries are currently unassigned. Clicking on the number would bring you to another sub screen.
You'd see a list of civs with icons for your relationship, relative power. You'd also see a temple icon, if they had any religious buildings (and therefore there was a possibility of their being influenced,) the average percentage of religious influence in their cities (of any type,) the number of missionaries you'd assigned to converting that civs religion and finally their clergy... their defense against this.
You might choose to allocate all of your 20 unallocated missionaries to one particular civ. That civ has temples in 4 of its 8 cities, and currently no one else is trying to convert their religion. It has 10 clergy.
When you allocate the 20 missionaries to that civ, since that value is higher than the 10 clergy that it has, then at the start of next turn, your civ-religion will have 10 points of religious influence in each of the cities with temples... this would be displayed in game terms as 1% influence.
If another civ had also allocated 10 missionaries to influencing that target civs religion, they would not have any effect, since their 10 missionaries isn't a higher influencing factor than the 10 clergy the target civ has.
In other words, your clergy give an equal value of defence versus any individual influence attack.
Religious alliances would convey mutual advantages: Individual civs within the religious alliance would still allocate missionaries independantly, but the sum of all of the missionaries allocated by the members count in combination versus the clergy of the target civ(s).
Thus a religious alliance can influence a more powerful foe, even if individually they couldn't, if together, they can...
In similar terms if a member of the alliance is under religious influence attack... that is he doesn't have sufficient clergy to deal with foreign missionaries, then if other members of the religious alliance have "spare" clergy, that is clergy over and above the highest number of missionaries that are influencing them, then shared among those members who don't have enough clergy.
Complicated? To explain? Yes. In game terms, its really quite simple, and pretty automatic.
The degree of religious influence wouldn't be in terms of tithes... it would count towards (a) game victory, through religious influence of x% of the worlds population, with a minimum pop requirement, or (b) unrest AND unhappiness in a city where your nation is attacking a civ that has religious influence in your city.
There are a few ways that you or the AI can deal with religious effects...
- build more clergy and/or missionaries (if appropriate)
- form or join a religious alliance to gain combined power and defence
- as a last resort destroy all the religious buildings in your cities
Obviously destroying all the religious buildings you have will cause you social issues, but will at the same time, remove potentially serious negative influences in your cities, and is the quickest way of doing so.
Knocking down all the religious buildings and rebuilding them would simulate "religious reform"... you'd start from a neutral (or national religion in the case of Theocracies) point again.
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Any interest in this idea?
Should I explain the Commercialism/Politicism ideas too?
Last edited by MrBaggins on 29-01-2004 at 22:30
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tyrantpimp
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Sounds like a good system to me, im only concerned with the weakness of the theocratic gov type. Somehow success in the world religious arena should help beef it up so that its a decent alt to the other govs. Or perhaps we should invent some beefier futuristic type of theocracy?
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tyrantpimp
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This discussion of religion has me thinking that maybe we should allow some sort of special military unit to theocracies too. Im thinking fundamentalists 2 types one pre gunpowder one after. Then again i dunno could cause some play balance issues. Any thoughts on this one?
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MrBaggins
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quote: Originally posted by tyrantpimp
This discussion of religion has me thinking that maybe we should allow some sort of special military unit to theocracies too. Im thinking fundamentalists 2 types one pre gunpowder one after. Then again i dunno could cause some play balance issues. Any thoughts on this one? |
No reason why they'd be a problem... You'd just need to make them appropriately expensive.
I might suggest Crusaders for the Medieval period... an enhanced knight. Maybe... Hospitalier for Renaissance... and perhaps Fundamentalist for a modern Fundementalism government.
I think Cradle had some other religious units... IIRC.
They definitely add flavor... which I definitely support.
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MrBaggins
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Politicism is essentially the counterpoint to religion in terms of influence, and would work in an almost identical manner...
Media would be its basis... so... the Printing Press, TV and Movie improvements... for example would be the the city improvements the provided the base influence.
Propaganda and Domestic Media would be the "offensive" and "defensive" build choices of Politicism.
You'd have alliances of "like" governments... so Communist nations might join political alliances... but not Theocracies and Republics... for example.
In fact, I think, for balance reasons, Theocracies shouldn't be able to use Propaganda... since they have their own form... Missionaries.
The same mutual advantage and defense concepts, that apply to a religious alliance, would apply to a political alliance.
The effects of politicism are basically the same as religion... a goal to control x% of the world population, with minimums, and unhappiness and unrest in cities where the nation is attacking a civ, with political influence in that city.
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When you have competing systems, you need to be able to resolve conflicting situations.
Each city improvement is "worth" a certain amount of influence. A city has 1000 possible "points" of influence.
If you built a temple, it might be worth, say 200. Thus, you could have potentially 20% foreign influence in a city with just a temple.
A city can never have more than 100% possible influence, so even if you built all possible religious buildings, totalling, say 1200 "influence points", and there were no other influence buildings, you'd have 1000 total religious influence in the city, not 1200.
Religion, Commerce and Politics all coexist within the same influence pool, too.
If you had 800 Religion influence, from CI's, 200 from Commerce, and 400 from Politics, then that would total 1400 points.
The game would calculate, for that city, that there be (800/1400)*1000 Religious influence, (200/1400)*1000 Commercial and (400/1400)*1000 Political, for a total of
Religion Influence Pool 571
Commercial Influence Pool 143
Political Influence Pool 286
Figures round to the nearest digit, for each calculation. Final rounding to 1000 is done on the highest base value, rounding only if necessary.
To be continued...
Comments?
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MrBaggins
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I don't see why victory is too much. Alliances would allow the AI to compete against the human, in these alternate victory types, because defence is simple (E.G. build more clergy/lawyers/domestic media) and cooperative.
I agree that having high influence short of victory should mean something in diplomacy too.
For example, if your cities have a large religious influence from your opponent negotiator, then a message could say in a diplomatic counteroffer... "Your religious populace want you to accept this proposal". You could ignore that, and refuse, but the cities would become more unhappy/have more unrest, as a result.
There are methods to prevent intrusion, but they take time to build, or have social impact.
As tyrantimp said... its pretty fair.
Diplomacy and alliances make the system more interesting, and fair... or unfair, depending on the situation, but thats as it should be.
I also do agree that wonders could indeed add different effects into the system, and certainly add interest.
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