I absolutely LOVE religious gameplay in Civ games, from Civ 5 and 6. But due to various reasons, that was never incorporated into Freeciv.
Thusly I felt bad about myself and played more Civ 5.
But my laptop can only barely support it. And that will not do. And I have a hard time with square grids, so I couldn't get into Civ 4 in current state.
So I decided to figure out a solution.
I have written up a concept for how Religion could be implemented into a game like Freeciv while remaining sensitive to real world situations. I'll post it here, for now. I don't know if it'll help, and I don't really care if it's used at all, but my main request is just to have religious gameplay in Freeciv.
Here you go:
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Freeciv Religion Concept
TENENTS
Burial Rites:
Pantheism - +2 Food from all worked tiles
Mysticism:
Transtheism - +15% City Output for each Wonder.
Dualism - +2 Relationship Ranks during Diplomacy
Panpsychism - +20% Science progress rate.
Polytheism:
Polytheism - Units have +10% effectiveness in combat.
Monolatry - City with Palace gains +100% City Output
Henotheism - Religious Buildings give a +30% Production bonus.
Philosophy:
Agnosticism - Religious Buildings give +30% Science progress.
Deism - Religious Doctrines are 15% more effective.
Omnism - Obtain bonus of all currently existing Religions, at 10% Effectiveness
Ignosticism - Gain 10% city output for each religion existing ingame.
Panentheism - +1 Food from all controlled units
Monotheism:
Monotheism - Religious Buildings give a +10% bonus to Production, Growth, and Science.
Monism - You may view all cities with Religious Buildings and surrounding area.
Kathenotheism - Prophets generate 50% faster.
Atheism - Your cities/units are immune to other player's religion effects.
Theism - Completely copy another player's religion.
Doctrines
Holy War- Cities with Religious Buildings gain +60% Production towards military units
Reformation- Allows you to build a Great Prophet
Apologetics- Doctrines add +5% bonus to Science rate
Mythos- Religious Buildings have increased Line of Site
Conversion- Religious units gain "Capturer" flag
Missions- Religious units can capture cities with lower Population than their Home City
Hostelry- Units resting in cities with Religious buildings heal in one turn.
State Religion- Cities with Religious Buildings produce 4 additional Luxuries.
Faith- Cities producing Religious Units/Buildings gain +50% Production.
Incarnation- Religious Bonus doubled within area around city with Palace
Priesthood- Cities with Religious Buildings can train Priests
Ceremony- Religious Bonus doubled in celebrating cities
Pilgrimage- Cities with Sacred Sites in workable radius gain 50% Gold production.
Heresy- Remove a Doctrine of a known Religion
Excommunication- Chose a Doctrine you have. Remove it from all Players.
Mandate- Instantly discover a Technology you can research.
Relics- Trade Routes can be established between Cities and Sacred Sites.
Holy Ground- Sacred Sites count as Religious Buildings
Word- Religious Units cost reduced by 50%.
Grace- Doctrines add a +5% bonus to Growth rate.
Blessing- Doctrines add a +5% bonus to Production rate.
Mercy- Enemy units you defeat adjacent to Religious Units you control respawn under your control at 1 HP.
Reincarnation- When a unit you control dies, it adds Production equal to it's Cost to the Production of a random city you control.
Resurrection- Units you control that die adjacent to Religious Units you control respawn at 1 HP.
Restoration- Religious Units heal any adjacent friendly units every turn.
Adulation- Religious units add an "Entertainer" slot to home city.
Offering- Cities with Religious Buildings gain +20% Gold Production
Sacrifice- During Growth, a city automatically produces bonus Luxury points equal to 2x the amount of Citizens. These bonus points are reduced by 1 every turn.
Sacrament- Cities with Religious Buildings gain +10% Food, Science, and Production from worked tiles.
Apocalypse- Accelerate Global Warning and Nuclear Winter two ranks.
Creation- Remove Pollution and Fallout across entire nation.
Holy Ground- Sacred Sites can only be moved onto by your own Religious Units.
Rules
-You need the associated Technologies researched to access any of these.
-When you have a Religious Building in a city, that City can create Religious Units.
-When you research Theology, you may see the Tenants and Doctrines of all known players.
-Tenants and Doctrines behave like Technologies, lasting the rest of the game when used.
-Tenants and Doctrines stack with each other and copies of themselves. Percentages stack in a compound manner if possible?
Religious Buildings:
Cathedral
Temple
JS Bach's Cathedral
King Richard's Crusade
Michelangelo's Chapel
Oracle
Pyramids
Religious Units:
Prophet Cost 100 M:1 A:0 D:0 HP:20 FP:0
Can consume itself to gain a Doctrine.
Can only be made if you have a Tenant in place
Great Prophet Cost 300 M:1 A:0 D:0 HP:20 FP:0
Can consume itself to gain a Tenant.
After built, disables option to build more. (Also Cancels Production)
Upon death when consumed, the tile it's on is flagged as "Sacred Site"
Priest Cost 30 M:1 A:0 D:1 HP:20 FP:1
Adds 2 Luxuries to home city.