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The Religion Write Up. Pt 1.

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4 years ago
May 7, 2021, 7:11:18 PM

Deconstructing and Reconstructing the Religious Simplifications into a Broader Context.


In the Victor Hugo Open Development Access the player is treated to the first sampling of the planned religious system. The system is similar to influence but relies more directly on population and buildings. Giving it a distinctness but familiarity. The game allows you to choose between two religions when you have 10 or more population (laborers or units). At this state in development there are only two types of religion available, polytheism and shamanism. At this state in the game’s development both religions are almost substitutes to each other. 


Before I get too far into analysis let me stipulate two points: The first is that because this is an open development there are simplistic tooltips available but it could of course be possible that I am simply fundamentally misunderstanding a mechanic by which faith works. I hope that does not cause a reader to skip over the rest of this write up. The second is that a fundamental concern for me is that religion as it is implemented has a political impact in the game which can drive the AI and the player into a state of hostility between cultures. 


While there could be a potential for dynamic counter play for players who are well studied in the mechanical nuances of the religious system, because it can be a political justification for war - by use of the in game grievance mechanic in diplomatic interactions - this presently further emphasizes the hollowness of the system. Trying to add more religions as the game is currently being presented seems to be a recipe for almost constant war. This problem has overshadowed much of the discourse I’ve read and thought about.

Humankind has a fundamental uniqueness in the 4X setting. Even this simplistic presentation shows a potential for dynamic gameplay with large shifts in gameplay and strategy being possible when transitioning from one era to the next. The scope of the game is suitably vaste but also specific. In playing this game you navigate a novel cultural journey from the Neolithic to the Contemporary (current) epochs of human development. These are loosely categorized under recognizable historical eras. While there are religions today who’s origin spans several of these eras it may be hard to justify that any one religion was so monolithic that it spanned all of human history, enduring through the eras. I am impressed that they tried to do this at all.


Also problematic is the notion that any one religion followed the same clear delineations over time. Religious organizations and beliefs have changed over time. While some of the cultures between era’s had a similar religion while other cultures (such as the early colonial Americas) formed in part around changing religious beliefs. I think it’s interesting because Religion is almost presented as a novel third layer to the game focused on the values and beliefs held by your culture’s population. But I think Amplitude chose to make this process too abstract. Which I appreciate. Olmecs founding Christianity when they create their culture in the era of Ancient cultures seems easily understood as lacking in cultural and historical sensitivity.

As players navigate their way forward through the early game they choose between belief in gods or belief in mediums. The choice is entirely abstract; there is no value-judgment made. There are different advantages to either choice but no disadvantages. Part of the hollowness I describe above is demonstrated at this point of decision. While I approve of the non-judgemental effort to accept that religious experiences are largely positive and contribute to the unity and formation of culture the amount of abstraction that happens around this decision is distracting and almost dishearteningly cynical. From this decision stems not a distillation of possible religious variety into a preferential core set of values that you as the player might hold nor does it distill or grow into a preferential core set of values reflecting the culture’s social values as they exist in the game.


It’s important that any religion introduced does more than present the player with moral statements attached to bonuses they receive. The player can choose tenets, or, moral codes but these always have positive benefits for the player. They do present an interesting decision tree for the player and many players figured out ways to maximize the benefit their culture had from a dominant religion. Usually by focusing bonuses into the same building which generates your ‘faith’, a holy site, which could be built multiple times. This was entirely uninteresting to me as a mechanic. 


If it sounds like you choose bonuses that your population generates from having faith, that is close to the executed effect. Except faith is not generated by the population (units) it is generated by buildings (Wonders, Holy Sites, and some Emblematic Districts). You divert resources to these sites to create a second form of influence - for bonuses you will receive if those buildings have a suitably ‘high number’ of followers. There is some impact changed by proximity and distance and random events but the resulting gameplay is not particularly original and while it mimics the spread of a religion from cities to neighboring cities it seems altogether too similar to the spread of influence. Of course it’s possible this is merely the test bed of future mechanics - tourism, faith spread along trade routes, maybe eventually faith almost always spreads through other buildings of faith (perhaps in the extreme triggering defacement or destruction of property of faiths now viewed in an antagonist light), no, saviors or saints here.


It was disappointing to see that while diplomatic interactions had a history of behavior they were tracking there was no public opinion or record of behavior for a player’s or an AI’s religious impact on the political landscape. But this also seems by design, because there are no value judgements - there is no impact on your culture’s civics or infrastructure based on the chosen tenets. There isn’t a record or history of prejudicial warmongering that might prevent you from choosing a civic. 


This lack of recorded behavior makes the descriptions and titles for the tenants even more irrelevant. When they are being analysed by the players on Discord or even the G2G forums the primary topic is not the relevance or significance of the tenets as they impact your Culture’s forming ideologies no, the concerns are largely focused on the imbalanced bonuses. 


This is understandable in the context of an early access open development period the players are asked to give feedback on game balance - and let me just agree with the player base here, the system is also problematic because it is imbalance in its current state - I will give you an example where both the Tenants seem randomly described and their impact is game centric.


Tenets have several tiers, higher being presumably ‘better’ or more ‘unique’, but it is agreed that the best Tenet is titled “Donate Generously” which allows you to build several additional holy sites. At the same tier another player could choose “Beware False Prophets” which increases the time it takes to convert their territory by another religion. Neither of these bonuses require any additional actions or have any cost to the culture. In effect religion and the game’s religious followers are a de facto state organized macro-economic bonus to be fought over. The game almost completely abstracts the historical complexities of religion. You can even choose a civic to try and ignore the religious mechanics introduced in the game. This civic does have an associated cost as you may be playing at a disadvantage.


In the context of trying to find a set of human practices or beliefs which are both suitably historical and which have ties through the different eras I have stumbled upon what you might generously describe as an … idea, something which approximates religion and incorporates the idea of a population coming to have core beliefs over time. This will be my second attempt at describing the idea both in the above context and in the specifics of implementation of gameplay mechanics. I’m sure part of what inspired the idea is that it’s an opportunity to introduce something which is both conceptually satisfying to me but is also more familiar to me than religion. I do appreciate that Philosophy has been a staple of 4X games for some time but I find it’s implementation to largely focus on or over state Greek thinkers as miraculous innovators. 




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4 years ago
May 7, 2021, 7:12:43 PM

The Religious System as an Admittedly Still Problematic Abstraction of Philosophical Principles.


There is a conceit in a lot of the events and decisions that you are presented with in the game that seems to accept you, the player - whatever nebulous presence you have in the game - are already aware of some of the outcomes. While it’s true that ancient cultures were, I think, cleverer and more aware of the way the world works than they might be given credit for when reading about them in the third person as ‘discovering’ something we already know. Solving the problems they were faced with relied on similar abilities to problem solve and communicate that we have today. 


Due to the over abundance of Philosophy in historical 4X games being presented as a largely Greek innovation there is an opportunity missed by designers over and over to pay homage to the vast wealth of human ingenuity and critical thinking which has always existed in humankind. In the time approximated as the Ancient Era, urbanization and social organization reached a point sometimes described as the Axial Age. Religion and philosophy became fundamental to the ideological identity of peoples either as an Empire or as one apart from another Empire. I don’t know that it is appropriate but the idea of an Axial Age appeals to me as providing a few useful constraints in reimagining an abstract Religious mechanic.


It may be a bit disingenuous but I feel there are three, perhaps, religious umbrellas and the roots of what might be generously described as practical agnostic philosophy which developed around this time. I admit to being uncomfortable with this distinction because it might leave out Shamanism which is certainly an appropriate approximation of some of the values held by Ancient cultures (not just on the American landmass). I will do my best to keep it in mind but I tried to proceed forward with the following five abstractions; Naturalistic, Theistic, Shamanistic, Dharma, and Yiwenzhi. 


This is largely to accommodate the structure presented by the game in its current form because I only have the two distinct religious archetypes. These philosophical umbrellas are not meant to sum up all of human experience. I wouldn’t defend this position except as an approximation hoping to bring together a lot of distinct beliefs and inspirational insight into the human condition. Each of these umbrellas are distinct enough to offer up an origin for a potential religion recognized by our own history. I am specifically looking to embrace the potential an abstracted system of religion could allow but I also want to reconnect the system to the social values for each Era.


There is a bit of overlap between these. At the time when the Yiwenzhi was being created to organize the 100 Schools of Thought by accounting for all the notable writing of the time by scholars and other Fangshi, there were still people practicing Shintoism. In some places that Shintoism might have a spiritual experience akin to Shamanistic or Theistic. My purpose in starting from these five separate categories was to try and accommodate more religions and not less. However as I read about Fangshi and other cultures I decided to proceed with only four of the five general umbrellas described above.


While it may seem an appropriate generalization I’d rather not include Shamanism. I’ve been aware that it’s a term fraught with limitations but in the last month alone I’ve read about so many different human cultures and beliefs over the eons that I feel comfortable recognizing it as the sort of term you use when you aren’t sure how else to describe something. Shamanism as a practice, or a ritual, doesn’t exist except within stereotypical views of native or indigenous people. While it is probably not true of this game’s fan base I’m uncomfortable with the possibility that many diverse belief systems could be summarized as somehow coming to have the same overall structure. Perhaps I’ve been frustrated about this for months and more than anything it’s been churning over in my mind since I first saw it as something to reimagine.


Of course as I say this I am accepting four other generalizations. If I fail at this, I fail, having made an effort that may still reveal frameworks or provide a framework for a better system - perhaps not just for the game but a useful reminder to the players to recognize that a religious experience is a human experience. With all of that in mind let’s proceed to talk about reworking the system as it is now. Can I, with your help, discover a way to expand the gap between abstract freedom and advantageous decision trees in such a way that it is evocative of more.

I have not been doing a good job tracking my references.
This was referenced in some of the reading I've been doing. - 
KING, THOMAS. (2018). INCONVENIENT INDIAN : a Curious Account of Native People in North America.
UNIV OF MINNESOTA Press. ISBN 978-1-5179-0446-3. OCLC 1007305354.

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4 years ago
May 7, 2021, 7:13:26 PM

The Work of a Rework Begins Here Pt 1. Edition. Version 2.


I’d like to keep Amplitude’s efforts to abstract religion in place but give the abstraction more context. This involves creating a new framework for choosing, in effect, a religious genesis and then later possibly forming an organized religion with churches. I also address the rather tepid impact of tenets and possibly broaden the narrative of having religious populations. This also will probably involve reworking the tenets for hopefully novel focuses of gameplay and may be outside the scope of my abilities without more knowledge of the late game. 


Currently a player chooses between a religion when their population reaches 10. After which the player is tasked with building a Holy Site which generates faith. I do appreciate that Humankind is very focused on urban sprawl as part of the process of development through the ages and that would skew the design towards this sort of causality. But a monument isn’t necessary for people to experience religion. If the late game is already balanced around the current implementation of Holy Sites there still might be merit to incorporating other ideas in this section. 


I hope they can take the criticism to heart voiced in the discord because religion is another reason to stay in the Neolithic (stay in the Neolithic as long as possible because it’s easier to get a population) as long as possible - focusing away from urbanization and creating a rather static optimal start condition. Get 10 population, found at a site for food production, and after picking a religion, rush masonry. It’s simply too good an opportunity to pass up. I believe in my last game I proceeded more carefully and was able to have possibly 9 ‘holy sites’ each producing exactly 644 science. Near the end of the game my capital city produced 4625 science - half of which was from 4 holy sites making a total of 2576 science.


I’ll leave any further discussion of optimization and balance which focuses on a Holy Site to the other players. There are some good ideas out there. But I would rather see the Holy Site removed, early faith generation changed, and the Tenants changed. For a few reasons but one of them is that I’m disquieted again by the idea of so much of the religion being state determined. I do appreciate that organized religion forming around the same time as an established ruling elite all fits the narrative described by the Axial Age I described previously.


I think the Holy Sites as they were implemented have largely been understood to be unbalanced. For now I aim to rework them as churches you build once per territory after choosing a religion (discussed later). By utilizing these 4 larger umbrellas to encompass religions and philosophies of so many different geographical and culturally distinct peoples is only meant to allude to different faith's origins as they are understood today. I want to avoid getting into the particular merits of any one specific religion over another. I also want to avoid over emphasising Divine Right as a religious origin. Maybe I’ve failed on all attempts.


Notably different in this rework is the Ancient period of religion where your culture’s faith is largely an internal matter. However Divine Mandate or Natural Right both infer the beginnings of your Culture’s religious structure and you may begin to spread that to neighboring territories with population. If you ascend your culture you will be prompted to make a subsequent delineation between Platonism/Dharma or Thiestic/Yiwenzhi. 


Moralistic behavior is not limited to the faithful or religious but few I understand that it’s very uncommon to be religious and not have strong opinions on what is or is not moral. I’m nervous to suggest any religion must have blasphemies or sins but as I continued to dwell on my concerns about the religious system in its current form the absence of a moral impact started to bother me. I think there is a narrative approach and a cumulative ideological approach. The narrative experience is simple, as you pick these beneficial tenets and establish the moral virtues of your culture's religion(s) there may be fewer options available for some events. 


The cumulative approach requires an extrapolated example. But we will start by examining one of the two examples given in the table above. In either choice (see boxes labeled change 2) there is an ideological preference of + 3 in favor of (3 in the direction of) one specific ideology. If that choice also creates a limit in the opposing ideology lowering your maximum affinity possible by 1 this might start to adequately reflect a moral change in your society’s population and create a potential for a lasting identity. Of course it could become problematic both in it’s limitation in a specific game and as a limitation on the player’s options however if that limitation may be removed - possibly by events or specifically chosen using the non-religious civic.


Let me step back a moment and describe the previously modeled “Tenets”. The table below has as it’s first item an example of a “Tenet” you could take. It has no ideology qualities or qualifiers. That was one of the first annoyances I had when choosing Tenet's; they don’t even have that much impact on your culture’s values - nor are they in any way limited by the values of your culture. So I added those tags as a proposed rework. Then it occurred to me then that if this Tenet has an ideological bias a restriction could exist - maybe you can’t take a tenet in opposition to your culture’s ideological position. 




Purge Idleness

+10 Food on Holy Site

A true believer rests not, knowing their holy work is never done.

Change 1.


No Holy Sites ->

Purge Idleness

+10 Food on Capital

A true believer rests not, knowing their holy work is never done.

Change 2.

Theistic (DM focus)
Ideological Impact.

Purge Idleness

+10 industry (capital)

+3 Collectivism.

-1 max Individualism.

A true believer celebrates their health by helping out.

Change 2.
Dharma (NR focus)

Ideological Impact

Abstain from Intoxicants

+1 City Capacity

+3 Authority

-1 max Liberalism.

Avoid peddlers who would weaken your body and mind.


For game balance the decision to rule by Natural Right or Divine Mandate is only triggered once every player has at least 10 population or when the first player ascends or transcends into the Classical era. The first choice is a civic and it determines which 2 of 4 religious origins your culture will have as it’s original religion. The second choice is your religion’s origin.


Natural Right - 2nd choice when you ascend/transcend into Classical -> Platonism or Dharma.

Divine Mandate - 2nd choice when you ascend/transcend into Classical -> Theistic or Yiwenzhi.


                                                                                                                                                

            

Natural Right (ancient)

        
            

Divine Right (ancient)

        
            

+5 influence (main plaza)

        
            

+5 faith (main plaza)

        
            

Platonism (classical)

        
            

Dharma (classical)

        
            

Theistic (classical)

        
            

Yiwenzhi (classical)

        
+10 faith on Wonders

+5 inf on Wonders

Ancient Era EQ. gains +1 faith per adjacent production (any ISMF) Quarter.+5 faith on Outposts

+3 faith (main plaza)

+3 inf (admin)

        
Churches will also gain the above bonus.Churches will also gain the above bonus.
Churches will also gain the above bonus.
Churches will also gain the above bonus.


Here’s the thing - when you ascend your religion lags behind. The population you have becomes the “Followers of (Assyrian) Dharma”. You gain the bonus you choose and the tenet becomes attached to the Followers of (Assyrian) Dharma. I do have suggestions for the Tenet bonuses and they are listed in the next post. So long as your culture has followers of the (Assyrian) Dharma you will gain the selected bonuses. 


The followers of (Assyrian) Dharma remain converted in ‘Assyrian’ territories at no cost but any new or additional territories will only be converted to your new culture’s religious origin. So if you choose (Greek) as the culture you ascend to then any followers in any territories created, new cities founded, cities or territories taken, or added to a city will be followers of (Greek) Dharma. When you Ascend into the next Era you can use an additional Tenet for the followers of (Greek) Dharma. This is not meant to be cumulative with (Assyrian) Dharma until you get a religion.


Also up to this point I’ve largely been ignoring a mechanic introduced in the game - choosing a state religion. That is not done in the same way under this build. You still spread your faith but it’s impact on your cities is reduced. The main benefit comes later when you have a state religion. Instead of a state religion imagine you pick a religious affinity. If your neighboring civilizations have the same origin you can convert each other along cultural lines. Your neighboring (Olmecs) Dharma can be converted to (Greek) Dharma. After you've reached the point where you choose a religion you can also choose to go over to another religion if their more predominant.


I am inclined to suggest that if a culture does not have the same religious origin converting them without a religion should be impossible OR done at a penalty. Dharma </> Platonism conversion costs 15% more but Dharma </> Theistic or Yiwenzhi costs 40% more faith. I’m just suggesting numbers. I’d also like to see bonuses to conversion along trade routes but that’s an aside.


Accordingly the Civic for Religious Tolerance could be changed to reflect this new population dynamic. If it was changed to An Orthodox Question - Orthodoxy [homeland] When you create a religion all of your denominations automatically convert (additional faith p/some # of followers / unlocks: Heresy). [world] The - Dharma - encompases the world and all it’s peoples (here you gain a faith bonus in territories with any # of followers, your religion gains a bonus converting those of any Dharma faith / unlocks: Proselytize). In the second option your religion will need to integrate the different denominations over time into the church. I see a potential here for other civics and events creating splits and schism possibly.


Note: Procession is overpowered and should be removed. Proselytize - costs inf to boost faith.


A pattern may be emerging here, the hopes for this design is to try and broaden the number of religious and cultural populations in the game and then allow religion or the state to try and coalesce these different populations. But sticking to a somewhat more abstracted and not strictly similar ideology to what might be problematic in a recreation of some of today’s conflicts. This might allow the modding community access to tools for scenario building if they so desire. 


I don’t know what the numbers would be but as you play the game eventually you will accumulate enough faith or followers to create a state religion. Choosing to build a state religion will grant two bonuses. One is the ability to build churches in your territories (which are a unique building, like an EQ) but the other is that you can then adopt more distinctive tenets. These churches would use the Holy Site assets but grant faith bonuses and greatly reduce conversion of your population against any faith with a different origin. The only drawback is that choosing a religion doubles the reduction to social maximums of your religions chosen Tenets. But having a cumulative Tenet bonus for a larger population base is impactful even if you decide to adopt another faction's religiion.


An example of the kind of decision you might face under this system.

After ascending out of the Medieval Age into the Early Modern Age you’ll have picked 3 Tenets for your population and you might have 3 different denominations. For example you might have followers of the (Assyrian/Greek/Mughal) Dharma and you might be receiving the following benefits: + 1 city capacity, +5 stability on EQ, + 1 science p/3 followers of a denomination in a city. Because you chose a Dharma as your religion your EQ’s* produce 1 faith p/adjacent district on top of any other bonuses they may receive. The limitations of these choices have accumulated in a reduced maximum by 3 of Liberty and a reduced maximum of 1 of Tradition.


You’ve unlocked the option to choose a religion. You choose Buddhism. Ostensibly from a practical interest in their tenet regarding stability but also, a little bit because you think it’s churches will look good alongside the EQ’s you’ve already built. After the decision if you chose [Orthodoxy] as your civic for Religious Tolerance then Buddhism unifies all the denominations of your various faiths granting you a boon to science from your previous Tenet selections. It also increases the maximum limits on your Liberty to 6 and a maximum limit on your Tradition to 2. This could result in a change in your civilization ideology immediately or just impact it's future dramatically.

Also I should note that another example which might be too complicated for me to parse at the moment because I'd need to see if there is an appropriate Civic but if you didn't choose [Orthodoxy] it occurs to me that you could potentially make another later choice to pick and choose the denominations that your religion has. Or maybe that could be a Tenet bonus is choosing denominations to exclude/revile/declare-heretics... you might do that because of a real politic pressure where the current political attitude of your neighbor is hostility towards followers of Assyrian (Dharma) but not followers of Greek (Dharma). I admit. There's a potential here for it be a heck of a lot more complicated! 

Updated 4 years ago.
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4 years ago
May 7, 2021, 8:00:55 PM
You have very eloquently summed up many of the reasons that the current system feels shallow, and I really like the direction you're going in with regards to ways the system can be changed. I look forward to seeing how you develop this idea further, but get some rest! This is very well thought out and I'm sure took a while to type out, so I'm sure you need to come back at it refreshed.

I know for me, and I think you touch on it above as well, one of the big reasons religion doesn't feel like religion is your absolute control over it. Obviously, this is a game, and I'd want to have some sway in the way my people's religion develops, but it definitely needs to be far more dynamic and unpredictable and have far more impact beyonds upping my FIMS than it currently does.
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4 years ago
May 7, 2021, 8:12:24 PM
PotatoesAreBland wrote:

Currently a player chooses between a religion when their population reaches 10. After which the player is tasked with building a Holy Site which generates faith. While I can appreciate that a game focused largely on urban sprawl as a measure of humankind’s progression through the ages would skew towards this sort of causality. But a large monument isn’t necessary for people to experience religion. However it might be a necessary mechanic.

I thought about how necessary Holy sites are to the religious system but while I was making my suggestion about reworking the religious start I also couldn't help but think if Holy sites were really a necessary measure to start religion. I opted for the idea that your people would naturally be faithful and the Holy site would just be a necessary evil to open up the religious gameplay experience, but now I'm not so sure.

At this point Holy sites are used as a metric to gain followers and followers are the only way tenets progress, which I find to be too shallow and don't properly represent faith. I think using the faith statistic itself is a much better start to gameplay, and simply having people generate faith in addition to holy sites, or monuments would be a lot more enjoyable to play and more "accurate" to describe religious movement.

I also like your idea of an expanded religious set of principles even if I don't agree with their associated bonuses. The section on Shamanism and how it wasn't a real set of beliefs but rather a projection of outside cultures is something new I didn't know. I don't think they should remove it altogether but rather make it a fifth possible religious thought in addition to the ones you have listed.

I'm also open to the idea of religion tying into civics and the politics of your empire, as well as not making just "bigger" religions with more followers stronger due to the current follower and tenet system.

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4 years ago
Aug 20, 2021, 7:15:49 AM

I am literally stuck in my game due to religion. Once I reached Tier 2 in the Tenets, it seems all other Civs have already chosen all of the Tenets. I am unable to choose a tenet, so I am unable to proceed to the next turn. Is this a bug or a feature?

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4 years ago
Aug 20, 2021, 12:28:58 PM
SivaMarti wrote:

I am literally stuck in my game due to religion. Once I reached Tier 2 in the Tenets, it seems all other Civs have already chosen all of the Tenets. I am unable to choose a tenet, so I am unable to proceed to the next turn. Is this a bug or a feature?

Seems like a bug to me.

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4 years ago
Aug 20, 2021, 6:55:20 PM

That's unfortunate. Uhm. While I appreciate the attention to this thread it's from pre-launch and very much related to possibilities not the game as it is played. Although I'm happy to see it's still here. I very much enjoyed researching and over thinking about this.

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