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View Full Version : Religion/culture and thier Implications for Government



Mecha Pope
10-08-2008, 00:20
I've heard that the religion mechanic may be used to simulate culture in EB II. Now, I've played a bit on the MTWII Britania campaign, and I inevitably got to thinking, "What if EB II was to use the culture percent unit availabilty that we see used here?" This could potentially replace all that static homeland, expansion, allied territory buisness all together, especially if building can have culture requirements as well. Imagine, if you will, being forced to use a level three or four government, untill your culture assimilates the region to the point where you can make it a solid piece of your empire! No longer will a region remain ethnicly stagnent after years of forgin colonization! Imagine avoiding the building of cultural building in certain regions so that you can maintain the local culture, so that the percantage doesn't fall to the point where you cannot recruit desired regional troops.

Its just too bad the the number of religions is as likley as not hardcoded; just imagine the depth which could be added to this wonderfull mod then.

Till from my bones my flesh be ripped,

Will

machinor
07-07-2009, 13:10
I think Mecha Pope's suggestions will probabely be the direction in which the EBII team is taking the recruitment-system. It has already been mentioned several times that the MIC-system from EB will be radically changed.

Ludens
07-07-2009, 19:07
Yes, the number of religions is going to be hardcoded, and the team stated it is not going to be used for culture because conversion rates are unrealistically fast, even at the lowest setting. A comment by one of the team members suggested that religion will instead be used to simulate government systems (i.e. republic, oligarchy, monarchy).