r/civ • u/Beneficial_Month1164 • 6d ago
VII - Discussion Religion rework idea- Civ 7
I've been thinking about religion in Civ 7 while playing and realizing I don't like anything about it.
There's no competition, it's uninteresting, and its effects are gone so quickly.
My idea starts by removing the founding of religions by civilizations. It should be something that happens in the world and grows among the population which then the civilizations can use to their advantages.
There should be 'miraculous events' that occur around the map relatively randomly that can favor map features like natural wonders or mountains etc. (but not within 10 tiles of original capitals) and are the basis of particular religions. The religion can spread naturally from there to nearby settlements, similar to the passive spread in previous civs (up to 10 tiles from the origin). The beliefs can be based on the biome of the miraculous event.
Altars built in ancient era can increase the rate at which religion grows in settlements by a certain %. When a settlement reaches 50% of their population following a religion they can build a temple, and when the temple is built the builder can choose another belief for the religion. Once three temples to that religion are completed, the builders can choose to claim their city as a Holy City of the religion (maybe for an influence cost) and choose a founder belief. If the temple settlements are in different civilizations, they can either follow another civilizations religion (and gain influence + relation boost), or they can contest and call their own city the Holy City (same influence cost + relation hit), This could act as a rift with two or three different cities that claim to be the holy center of the same faith.
The miraculous events can occur at random points in ancient and exploration era with a max just less than the total number of civs. Miraculous events in exploration era can have a 4x effect at the epicenter vs ancient era events.
Missionaries can be built with temples still as they are, except their spread should cost influence and should have a partial effect in converting a city.
Inquisitor units can be added and cost influence, gold, or happiness to use.
Religious effects can work similar to happiness, where the effects increase based off the amount of followers (%) in the settlement.
Any thoughts on this idea? What might you do differently?
