Quote Originally Posted by Lysander13
So if the building tree is capped out, that pretty much kills it for me because you would need a few slots to take full advantage of this feature..ie..coversion type buildings, colony buildings perhaps?...Oh well, guess I'll just wait for EBII...
I can't really remember how that religion feature worked in BI,but it were buildings, neighbours and characters that influenced them. When it is just a question of buildings having the ability to change religion/culture, you might be able to add this to allready existing buildings, where it makes sense: Factional MICs, Level I and II governments, military colonies, temples(!) and the like.