From: mathers@sibelius.trl.oz.au (Steven Mathers)
Subject: Re: Board game design
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Sun, 15 Nov 1992 22:55:04 GMT

In article <1992Nov11.111738@IASTATE.EDU>, wehumble@IASTATE.EDU (Ed Humble) writes:
|> In article <17353@mindlink.bc.ca>, Bruce_Harper@mindlink.bc.ca (Bruce Harper)
|> writes:
|> > I still monitor this group out of habit, but there seems to be nothing at all
|> > from board game designers or people who are interested in that topic.
|> > 
|> > Is that topic covered by that group?  Is it worth posting on the subject or
|> > even bothering with this group if you aren't interested computer games or
|> > role-playing games?
|> 
|>It comes and it goes.  There was a thread a couple of weeks ago about board
|> game movement systems.  I'm sure there are quite a few people out there like me
|> who prefer board games and are just waiting for the subject to arise here in
|> r.g.d.
`


OK, you asked for it.  Anyone have any ideas on what effects religion
should have in an empire game?  It seems to me that religion should not
be ignored as it is such an important influence on the masses.  And
empire games are all about controlling the masses. 

In a computer game, you dont really have to worry about how you
implement some ideas.  Complex formulas and variables can be used to
model the problem behind the scenes without any worries for the player.
With a board game, you have to worry about how hard it is for the player
to use your rules, because to a certain extent, the player is your
medium.

q)  How can I model which areas on the board have different religions?
Obviously I can use counters in each area, but I have already approached
my counter-on-the-board limit.  I could just say that any empire with a
strong state religion imposes this religion on all areas it controls,
but this seems too simplistic.

q) What can religion do for you?

It seems to me that having a strong state religion helps the state
control the populace, but I have already used Government and Culture
aspects that have a smiliar effect.  Besides, the aspect of religion I
would like to pursue in an empire game is external, rather than internal.
ie: This empire and that empire are of Religion X, while that one over
there is a proponent of Religion Y.  This somehow makes the first two
more likely to become allies against the third, but not always.  Witness
the Crusades and the behaviour of the 'Franks' towards the Byzantines at
various times.

I also feel that having a strong state religion can also be a hindrance
in some cases.  ie:  Marrying Church and State means that when you take
over an area formerly  of a different religion, you WILL impose your
religion on that area, which makes the chances of revolt in that area
more likely in the short term.  Doubly so if the area was previously
controlled by an empire who had their own strong religion.  The up side
of this is that the reverse is also true.  It is harder for others to
take and hold your areas if they are bound to your empire thru strong
religious ties.  Another idea is that declaring war with an empire of
the same religion as yours is a bad idea.  It encourages civil strife as
the 'church' would get upset at this.  By the same token, the chances of
internal strife would be lessened by declaring war (jihad if you like)
on an empire of an opposing religion.

q)  When does an empire 'get' religion, and how does it loose it again?

I thought about having 3 counters of differnt colours/symbols which
represented 3 different strong religions.  A player could 'take up' one
of these counters at any stage in the game, and thus marry his church &
state.  Having done so, the above effects come into play.  At any stage
during the game, the player has the option of `putting down` the
counter, and thus sever the church from the state.  This of course, is
not always easy.  I think a random dice roll should come into play to
judge the success of this option.  Also, taking this option increases
the chance of civil strife.  Maybe the player doesnt even get the option
of taking up a religion.  Perhaps a random dice roll per turn, modified
by the number of surrounding empires religions, results in an empire
getting or not getting religion. 

Any thoughts?