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To: Grzegorz Borowiak <grzes@xxxxxxxxxxxxxxx>
Cc: Daniel Speyer <Daniel_Speyer@xxxxxxxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Religions in freeciv?
From: Greg Wooledge <greg@xxxxxxxxxxxx>
Date: Wed, 13 Jun 2001 06:48:20 -0400

Grzegorz Borowiak (grzes@xxxxxxxxxxxxxxx) wrote:

> religion:     animism
> tech:         none
> key figure:   none
> specials:     none

Hard to argue with that one. ;-)

> religion:     christianity
> tech:         theology
> key figure:   Jesus
> specials:     -1 unhappy per city

Again, I think that using specific religious names will lead only to
an endless flame war.

> religion:     islam
> tech:         theology
> key figure:   Mohammed
> specials:     +50% attack/defense bonus
>               -1 unhappysize (beer is prohibited)
>               +1 riot factor (high sense of community)

This is insane.  Miriam Godwinson gets a +25% attack bonus in SMAC, and
she's *feared* for it.  +50% attack and defense?  That's unstoppable.

> religion:     judaism
> tech:         monotheism
> key figure:   Moses
> specials:     revenues from trade routes +50%
>               all embassies
>               only one civ can have Judaism

"Only one civ..."?  This isn't a Wonder.

I've snipped the rest.  While I think that adding a religious axis to
the government matrix is a neat concept, it needs to be *generalized*.
Use descriptions of philosophical beliefs, not names of real-world
religions.

For the benefit of those who haven't played SMAC yet, here's the breakdown
of the Social Engineering (SE) system:

POLITICS:
  Frontier:        no bonuses
  Police State:    +2 support, +2 police, -2 efficiency
  Democratic:      +2 efficiency, +2 growth, -2 support
  Fundamentalist:  +2 probe, +1 morale, -2 research

ECONOMICS:
  Simple:          no bonuses
  Free Market:     +2 economy, -5 police, -3 planet
  Planned:         +2 growth, +1 industry, -2 efficiency
  Green:           +2 efficiency, +2 planet, -2 growth

VALUES
  Survival:        no bonuses
  Power:           +2 support, +2 morale, -2 industry
  Knowledge:       +2 research, +1 efficiency, -2 probe
  Wealth:          +1 economy, +1 industry, -2 morale

FUTURE SOCIETY:
  None:            no bonuses
  Cybernetic:      +2 efficiency, -3 police, +2 planet, +2 research
  Eudaimonic:      +2 economy, -2 morale, +2 growth, +2 industry
  Thought Control: -3 support, +2 morale, +2 police, +2 probe

I won't belabor the meaning of the numbers at this point, but: +2 economy
gives you +1 energy (trade) per square; +3 probe makes you immune to
subversion; and +6 growth gives you a population boom (1 new citizen
per turn) in cities that have enough food, etc. (you can get additional
growth points from buildings and Golden Age (celebration)).

Each of the SE choices that have numbers requires a certain tech,
and the future society ones take pretty advanced tech.  The factions
have inherent bonuses and penalties which may augment these choices,
and some factions are restricted in what they can choose.  You can only
choose one from each category, and switching costs energy credits (gold),
but doesn't take any time.  Switching in more than one category in the
same turn costs a *lot*.

-- 
Greg Wooledge                  |   "Truth belongs to everybody."
greg@xxxxxxxxxxxx              |    - The Red Hot Chili Peppers
http://wooledge.org/~greg/     |

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