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Age of History 3
Łukasz Jakowski

Religions in the game

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Mojm zdaniem problem z wieloreligijnościom niektórych państw może być rozwiązany możliwością usunięcia religii państwowej. Wtedy nie będziemy otrzymywać żadnych korzyści ani strat z powodu religii, jedynie straty wprowadzenia tego.

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tbh idea of all religions having different bonus seems too much work and nonsense to me. ppl will be unhappy because their religion has less good benefit and other religion has better. wouldnt quite work. and what if we have to create new religion, we could easily then add op bonuses to our new religion then. 

 

i would suggest a general view towards all faith, and having simple mechanics like population  of a nation would very slowly convert to the state religion. 

we can have a state policy, 1. Religious tolerance and 2. One religion superior 

in the 1. our state would have much more stability and conversion would be there but less rate.

in the 2. stability would be less in province having majority other religion,  but conversion rate higher.

for spreading the state religion, 

1. we can build temples in province where other religion is majority, and then conversion of those majority ppl to our state religion would increase by like 5 percent. we can even upgrade temples. increasing conversion rate. would have minor effect on stability.

2. missionary, we can select provinces to task them to convert to our religion. developed province would have fast rate. unrest would increase very much.

3. we should also have a feature of selecting provinces and select religious groups from those provinces to either convert or migrate. if those provinces have majority of other religion they would rebel, the chance of rebellion gets lower as percentage of other religion decreases in the province.

 

 

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Posted (edited)

Judaism

Positives:

Bonus to tax income and trade income, bonus to spying, bonus to spreading influence, bonus to funding rebellions/easier to start rebellions in other countries, harder to convert (from judaism to other), increased happiness when combined with democracy and capitalism

Negatives:

Reduced army strength, reduced population growth (especially for others), increased inflation, increased economic instability, increased unrest, reduced control for non jewish governments the larger the jewish minority is (but when combined with democracy gives bonus to control over population regardless of majority religion), slow decay within country

Islam

Positives:

Bonus to army strength (specifically offense in general, and defense against significantly stronger (technologically) enemies), bonus to population growth, bonus to natural resource extraction, bonus to trade (but not as big of a bonus as judaism), increased happiness, harder to convert (from islam to other) and when combined with theocracy increases internal unity (different from stability), bonus to army morale, bonus to army movement speed

Negatives:

Reduced relations with other countries, increased instability, increased cost to technological development, reduction to colonization effectiveness and increase to its cost, increased construction time and cost, more likely to have a coalition formed against them, more vulnerable to enemy spies and sabotage

Christianity

Positives:

Bonus to colonization, bonus converting populations to christianity (domestic and foreign (more effective the lower the technology level of the ones being converted) but mostly domestic), bonus to fortifications defense, easier to form a coalition with fellow christian states (even against other christian states)

Negatives:

Increased unrest (but when combined with monarchy decreased unrest and increased stability, but lower technological development), and population more easily influenced and converted by foreign powers, decreased revolt effectiveness (of christian majority provinces)

Atheism

Positives:

Reduced construction time and cost, bonus to technological and economic development, increased stability

Negatives:

Weaker army strength, increased unhappiness, reduced population growth

Non-Hindu Paganism

Bonus to stability, bonus to happiness, bonus to relations with other countries, reduced unrest

Negatives:

Reduced technological and economic development, reduction to natural resource extraction, reduced relations with theocracies

Buddhism

Positives:

Increased relations with other countries, increased stability, increased happiness, increased internal unity, reduced unrest

Negatives:

Reduced technological and economic development, increased contruction time, reduced tax and trade income

Hinduism

Positives:

Increased population growth, increased manpower (not as much as islam), increased stability, increased internal unity

Negatives:

Reduced technological development, weaker military strength on offense, reduced military strength in general, increased internal strife the larger other religion minorities in the same country are

Edited by QuanaKhrea
Typo and forgot to add something

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On 4/27/2024 at 4:09 PM, QuanaKhrea said:

Judaism

Positives:

Bonus to tax income and trade income, bonus to spying, bonus to spreading influence, bonus to funding rebellions/easier to start rebellions in other countries, harder to convert (from judaism to other), increased happiness when combined with democracy and capitalism

Negatives:

Reduced army strength, reduced population growth (especially for others), increased inflation, increased economic instability, increased unrest, reduced control for non jewish governments the larger the jewish minority is (but when combined with democracy gives bonus to control over population regardless of majority religion), slow decay within country

Islam

Positives:

Bonus to army strength (specifically offense in general, and defense against significantly stronger (technologically) enemies), bonus to population growth, bonus to natural resource extraction, bonus to trade (but not as big of a bonus as judaism), increased happiness, harder to convert (from islam to other) and when combined with theocracy increases internal unity (different from stability), bonus to army morale, bonus to army movement speed

Negatives:

Reduced relations with other countries, increased instability, increased cost to technological development, reduction to colonization effectiveness and increase to its cost, increased construction time and cost, more likely to have a coalition formed against them, more vulnerable to enemy spies and sabotage

Christianity

Positives:

Bonus to colonization, bonus converting populations to christianity (domestic and foreign (more effective the lower the technology level of the ones being converted) but mostly domestic), bonus to fortifications defense, easier to form a coalition with fellow christian states (even against other christian states)

Negatives:

Increased unrest (but when combined with monarchy decreased unrest and increased stability, but lower technological development), and population more easily influenced and converted by foreign powers, decreased revolt effectiveness (of christian majority provinces)

Atheism

Positives:

Reduced construction time and cost, bonus to technological and economic development, increased stability

Negatives:

Weaker army strength, increased unhappiness, reduced population growth

Non-Hindu Paganism

Bonus to stability, bonus to happiness, bonus to relations with other countries, reduced unrest

Negatives:

Reduced technological and economic development, reduction to natural resource extraction, reduced relations with theocracies

Buddhism

Positives:

Increased relations with other countries, increased stability, increased happiness, increased internal unity, reduced unrest

Negatives:

Reduced technological and economic development, increased contruction time, reduced tax and trade income

Hinduism

Positives:

Increased population growth, increased manpower (not as much as islam), increased stability, increased internal unity

Negatives:

Reduced technological development, weaker military strength on offense, reduced military strength in general, increased internal strife the larger other religion minorities in the same country are

where is sikhism, shintoism, taoism, tengrinism, native american faith and african traditional religion

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Religions should be reformable like the goverment in game. Should have the laws and dogms, which can be changed by the player and this will lead the new religion creation. Like protestan reforms in real life

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Hi everyone. If ever the great administrator approves adding a new religion entity to game which is the Unification Church it would be great. Since the Unification Church has a lot of issues like mass donations resulting to debts. Influential spread is strong and have a strong corruption.

Logo_of_the_Family_Federation_for_World_Peace_and_Unification.jpg

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Religion would have more influence in periods before industrial revolution. It would possible for civ to create missionaries and send them to neighbouring countries to convert them to your religion (depends on the religion, e.g hinduism wouldn't allow creation of missionaries but as a trade off it would be harder for missionaries of other religions to convert them).

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Religion would have more influence in periods before industrial revolution. It would possible for civ to create missionaries and send them to neighbouring countries to convert them to your religion (depends on the religion, e.g hinduism wouldn't allow creation of missionaries but as a trade off it would be harder for missionaries of other religions to convert them).

 

religion of the leaders would also affect their stats, for example a Jain king wouldn't wage a war a hindu king would be less aggressive, muslim kings would be more aggressive but all we have their own buffs and debuffs. 

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Posted (edited)

Dear Lukasz,

On a religion map you should see power of religion, no only religion and church.

Representatives of church ( like papal ) should take tax for religion, according to his power. Their strength depends on the strength of their religion and the strength of their church ( that is, how strong is their religion in their church ).

 They could also do holy missions, so that they could declare any army as holy and ask other civilizations in the church for help in the form of units ( the rules would apply as I said above ). This army should have increased morale .

In order to become a representative of the church, you should meet the following conditions ( there could be more representatives, such as John XVI and Gregory V ) 😞

 - Have a high church fortification.

 - Have great power, or have at least 1 supporter with great power.

 - You must be in the given church for at least 50 years.

You can become a representative of only 1 church, and that is the one that is the main one of your civilization.

Edited by New port
I can't delete sad smile. 😞 ( This )

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I suggest replacing the civ based assimilation that exists in AoH2 by religious and cultural assimilation.

so that the provinces don't be like "either sunni or jewish" but would be "35% jewish and 65% sunni, 5% hebrew and 95% andalusian".

also, there should be other factors for changing religion's percentage in a province other than conversion. there should be the effect of population growth (muslims or mormons should have increased growth due to polyginy) and other factors like religious massacres.

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On 8/24/2024 at 2:06 AM, man_s_our said:

 

Religions should be in percentages like  buddhism 70%, islam 5%, hinduism 14%, christianity 11%. Each province has percentage of religions and various factors effect the composition of religions. We could convert the province by building religious buildings. I really hope lukasz🩷 will add it.   

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On 1/21/2024 at 12:03 AM, Łukasz Jakowski said:

Role of the religion in the game

What religion should do in the game? 
Every civilization and every province has a religion.

 

If a province has a different religion than civilization, the province's income will be reduced by X%

Civilization can convert religion in province.

Relations between civilizations having different religions are worse.

 

Religion should have unique bonuses? 

I'm looking for your ideas!

1. Religion Basics

  • Religious Affiliation: Every civilization and province is assigned a specific religion, reflecting historical and cultural contexts.
  • Religious Diversity: Civilizations can have multiple religions within their provinces, adding complexity to governance and strategy.

2. Impact on Income and Economy

  • Income Reduction: If a province has a different religion than the governing civilization, its income should be reduced by a percentage (e.g., 10-30%). This reflects the challenges of governing a diverse population with different beliefs.
  • Tax and Trade Adjustments: Different religions could also impact taxation efficiency and trade routes, with some religions boosting trade relations while others cause penalties.

3. Conversion Mechanics

  • Convert Religion in Province: Civilizations should have the ability to convert the religion of provinces, which could take time and resources:
    • Cost and Time: Converting a province's religion might require gold, manpower, or special actions (like sending missionaries).
    • Resistance: Provinces with a different religion may resist conversion, leading to unrest or rebellion, reflecting historical tensions in regions with strong religious identities.

4. Diplomatic Relations

  • Worse Relations: Civilizations with differing religions should have worse relations, leading to:
    • Increased Tensions: Diplomatic penalties, making alliances harder to form.
    • Possible Conflicts: Greater likelihood of wars or conflicts between civilizations with opposing religions.
  • Religious Alliances: Countries sharing the same religion may form stronger alliances or coalitions, reflecting historical alliances formed on religious grounds.

5. Unique Religious Bonuses

Each religion could have specific bonuses that affect gameplay, providing strategic benefits:

  • Christianity:

    • Bonus: Increased loyalty and unity among provinces with the same faith.
    • Ability: Can convert provinces faster and may have access to unique diplomatic options with other Christian nations.
  • Islam:

    • Bonus: Bonus to trade income in provinces with the same faith due to trade networks.
    • Ability: Increased manpower regeneration from provinces with the same faith.
  • Hinduism:

    • Bonus: Higher cultural stability in provinces, reducing unrest and rebellion chances.
    • Ability: Enhanced agricultural output in provinces with the same faith.
  • Buddhism:

    • Bonus: Increased happiness in provinces, leading to lower corruption.
    • Ability: Improved diplomatic relations with other Buddhist civilizations.
  • Paganism:

    • Bonus: Resource bonuses in certain regions (e.g., nature-related resources).
    • Ability: Greater adaptability to different environments and terrain, leading to unique military bonuses.
  • Judaism:

    • Bonus: Increased espionage effectiveness, allowing for better intelligence gathering against other civilizations.
    • Ability: Special diplomatic options when dealing with other Jewish civilizations.

6. Religious Events and Decisions

  • Religious Events: Implement events tied to religious conflicts, reforms, or conversions that can affect gameplay significantly. For example:
    • Crusades: Triggered events that can lead to wars between religions, offering unique bonuses or penalties.
    • Reformation: Major shifts within religions that could change the dynamics of the game, allowing for new bonuses or abilities.
  • Religious Policies: Civilizations could adopt policies that impact religious dynamics:
    • Religious Tolerance: Increases income from diverse religions but may reduce certain unique bonuses.
    • Religious Persecution: Increases conversion speed but could lead to unrest or rebellion in provinces.

7. Religious Factions

  • Factions Based on Religion: Different factions within civilizations can form based on religious lines, leading to potential civil unrest or revolts:
    • Radical Factions: Extremist factions could emerge, pushing for a specific religion’s dominance, causing internal conflict.
    • Cultural and Religious Leaders: Important figures could emerge within the game that influence the populace, leading to potential religious uprisings or movements.

8. Historical Events and Figures

  • Integration of Historical Context: Events and historical figures tied to religious movements can be added to enrich gameplay and provide players with unique scenarios.
    • Examples: Key historical events (like the Protestant Reformation or the Great Schism) could affect multiple civilizations and provinces, leading to shifts in power dynamics and relationships.

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On 10/3/2024 at 9:30 PM, SamDerminji said:

1. Religion Basics

  • Religious Affiliation: Every civilization and province is assigned a specific religion, reflecting historical and cultural contexts.
  • Religious Diversity: Civilizations can have multiple religions within their provinces, adding complexity to governance and strategy.

2. Impact on Income and Economy

  • Income Reduction: If a province has a different religion than the governing civilization, its income should be reduced by a percentage (e.g., 10-30%). This reflects the challenges of governing a diverse population with different beliefs.
  • Tax and Trade Adjustments: Different religions could also impact taxation efficiency and trade routes, with some religions boosting trade relations while others cause penalties.

3. Conversion Mechanics

  • Convert Religion in Province: Civilizations should have the ability to convert the religion of provinces, which could take time and resources:
    • Cost and Time: Converting a province's religion might require gold, manpower, or special actions (like sending missionaries).
    • Resistance: Provinces with a different religion may resist conversion, leading to unrest or rebellion, reflecting historical tensions in regions with strong religious identities.

4. Diplomatic Relations

  • Worse Relations: Civilizations with differing religions should have worse relations, leading to:
    • Increased Tensions: Diplomatic penalties, making alliances harder to form.
    • Possible Conflicts: Greater likelihood of wars or conflicts between civilizations with opposing religions.
  • Religious Alliances: Countries sharing the same religion may form stronger alliances or coalitions, reflecting historical alliances formed on religious grounds.

5. Unique Religious Bonuses

Each religion could have specific bonuses that affect gameplay, providing strategic benefits:

  • Christianity:

    • Bonus: Increased loyalty and unity among provinces with the same faith.
    • Ability: Can convert provinces faster and may have access to unique diplomatic options with other Christian nations.
  • Islam:

    • Bonus: Bonus to trade income in provinces with the same faith due to trade networks.
    • Ability: Increased manpower regeneration from provinces with the same faith.
  • Hinduism:

    • Bonus: Higher cultural stability in provinces, reducing unrest and rebellion chances.
    • Ability: Enhanced agricultural output in provinces with the same faith.
  • Buddhism:

    • Bonus: Increased happiness in provinces, leading to lower corruption.
    • Ability: Improved diplomatic relations with other Buddhist civilizations.
  • Paganism:

    • Bonus: Resource bonuses in certain regions (e.g., nature-related resources).
    • Ability: Greater adaptability to different environments and terrain, leading to unique military bonuses.
  • Judaism:

    • Bonus: Increased espionage effectiveness, allowing for better intelligence gathering against other civilizations.
    • Ability: Special diplomatic options when dealing with other Jewish civilizations.

6. Religious Events and Decisions

  • Religious Events: Implement events tied to religious conflicts, reforms, or conversions that can affect gameplay significantly. For example:
    • Crusades: Triggered events that can lead to wars between religions, offering unique bonuses or penalties.
    • Reformation: Major shifts within religions that could change the dynamics of the game, allowing for new bonuses or abilities.
  • Religious Policies: Civilizations could adopt policies that impact religious dynamics:
    • Religious Tolerance: Increases income from diverse religions but may reduce certain unique bonuses.
    • Religious Persecution: Increases conversion speed but could lead to unrest or rebellion in provinces.

7. Religious Factions

  • Factions Based on Religion: Different factions within civilizations can form based on religious lines, leading to potential civil unrest or revolts:
    • Radical Factions: Extremist factions could emerge, pushing for a specific religion’s dominance, causing internal conflict.
    • Cultural and Religious Leaders: Important figures could emerge within the game that influence the populace, leading to potential religious uprisings or movements.

8. Historical Events and Figures

  • Integration of Historical Context: Events and historical figures tied to religious movements can be added to enrich gameplay and provide players with unique scenarios.
    • Examples: Key historical events (like the Protestant Reformation or the Great Schism) could affect multiple civilizations and provinces, leading to shifts in power dynamics and relationships.

@Łukasz Jakowski

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