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When you look above, you'll notice that I haven't actually played a modern civ game. One unit per hex sounds good from a tactical and management perspective but I can't tell you how well it actually works.
You're quite right that the Crossfire factions need modification. I currently use the Smaniac mod but in any case, the rules could change quite a lot, judging by the faction mods for BE that have already arrived.
As for religion, it's important not to get sidetracked because no one will agree on exactly how it works. It would work well as an independent game mechanic that can be dealt with not dictated, as outlined above.
Totalitarian nations on earth still have religion. Christianity survived in the Soviet Union, it does quite well in China and refuses to disappear in North Korea despite all the efforts of the larded dictator. State repression decreases religion but it doesn't eradicate it, which could make for an interesting game choice.
The majority of Buddhists simply use it as an expansion on existing polytheism. There aren't that many actual 'high' Buddhists. It has always been an elite religion. Without a widespread polytheistic base, it's unlikely to occur in any significant numbers.
You sure about many strange religious options in the future? Religion has an innate tendency to reform and return to its simpler roots. Look at the Protestant Reformation. The wildest cults today aren't crazier than those of the past.
III. FactionsIV. Game MechanicsNothing to note here. Health, orbital layer and terraforming all look good. Use them as are.Only worry is the quest system. Is it any good at all? Looks rather silly.
V. Social EngineeringThis is the hard part. The virtue system doesn't look so thrilling. Will chairman Lal really get upset over someone's use of frontier survivalism? Would very much enjoy a system that opens up all the possibilities of politics, social systems, ecologies and economies.We could have choose between a militaristic culture, a conservative family based structure or a civilization that fabricates people like the state in Brave New World. In the same way, we could choose between an egalitarian democracy, an oppressive police state or a highly stable feudal system. Imagine this as a hybrid between the BE's virtues and Civ5's civics. Suppose the player chooses a militaristic culture. Afterwards, he can select accompanying perks (or policies) to further customize his society. For example, the military officers could have direct control over day-to-day decisions or civilian officials could handle some matters. The Brave New World could start by factory producing children but later choose the perk which allows direct manufacture of adults, thereby saving resources.However, the player could switch systems. If CEO Morgan changes from a Militaristic to a Conservative society, he transfers all his perks. Naturally, this comes at a cost. Such a system would allow us to build any future we want with greater detail than ever before.
VI. ReligionReligion would operate differently than previous Civ games. Various denominations would naturally crop up and influence citizens without any player choice. In great enough numbers, the religious portions of the population would oppose or support wars, slow or speed the transition to other forms of government or even secede with their bases. Similar religious groups also facilitate trade. Religious influence would spread in a manner similar to culture.Players would interact with religion through social engineering perks. Options would include establishing a denomination as state church, encouraging missionaries, minor accommodations, restricting religious expression to home life or attempting to ban it all together. Obviously, none of these measure will result in total uniformity. They will only encourage or discourage.In the future, I suspect all religions will be forms of Christianity because of its focus on conversion. Islam and Hinduism only increase by population growth (sweeping generalization but generally true). This doesn't mean all the denominations will be orthodox traditional Christianity. Outfielders like LDS (Mormons) are a possibility. While denominations do have their differences, we'd never be able to agree on what they are. So, I suggest a single small positive bonus for each one, achieved in a base if converts reach higher than 50% of the population. The motive for discouraging religion would be to curb the random events it generates.The Denominations would be Reformed, Pentecostal, Apostolic, Syncretistic and the Planet Cult. Google the first two if not already familiar. Apostolic would be an Anglican-Catholic church with a rigid top-down structure. Syncretistic beliefs alter Christian monotheism to a pagan pantheon. The Planet Cult isn't related to Christianity (despite the earlier statement) but the extraordinary circumstances of colonization could allow its formation.The Denominations would not become noticeable (in game terms, although we know they've been there all along) until fifty or so turns after planetfall. The Believers are the exception.
VII. VictoryThe later turns of the game should turn into an all out war with planet as the mind worms rise. It's not Alpha Centauri without transcendence but wouldn't it be great to also have the option to terraform the entire planet? To walk, without a rebreather, under a sun that is no longer alien? All fungus must be purged!
I don't think writing would be a problem at all.
As for religion, it's important not to get sidetracked because no one will agree on exactly how it works. It would work well as an independent game mechanic that can be dealt with not dictated, as outlined above.Totalitarian nations on earth still have religion. Christianity survived in the Soviet Union, it does quite well in China and refuses to disappear in North Korea despite all the efforts of the larded dictator. State repression decreases religion but it doesn't eradicate it, which could make for an interesting game choice.
Quote from: MercantileInterest on February 23, 2015, 10:18:50 PMAs for religion, it's important not to get sidetracked because no one will agree on exactly how it works. It would work well as an independent game mechanic that can be dealt with not dictated, as outlined above.Totalitarian nations on earth still have religion. Christianity survived in the Soviet Union, it does quite well in China and refuses to disappear in North Korea despite all the efforts of the larded dictator. State repression decreases religion but it doesn't eradicate it, which could make for an interesting game choice."Even in our dark times, God is still there." As you've found its impossible to break true Christians. Probably why they just kill us in some places.
Rather than religion, why not use the percentage of people who subscribe to another faction's ideology?
There's also the "tech web" concept; while interesting, I don't think it would work well with SMAC's overall themes. And affinities would have to be completely reworked.
Pretty much the only thing that can truly end a religion is another religion...and even then it usually takes multiple generations.