


an update on religion
Religion should be one of the pillars of a god simulation game like WorldBox. However, it is a system that is still missing today, even though it could make civilizations much more alive.
Each individual should have a faith score indicating their loyalty to their religion. The player could view this score individually or see the percentage of followers in each kingdom. The more a religion has believers with high faith, the more it unlocks bonuses for the nation: greater stability, higher crop yields, increased birth rates, mana generation, stronger morale, and other benefits.
Religious festivals should vary depending on seasons, eras, or beliefs. They could provide unpredictable and funny events. For example, part of the population could become completely drunk and more aggressive, leading to more fights, a temporary drop in productivity, or other unusual situations.
Temples would be the core of each religion. This is where the player could influence beliefs. Each religion would have its own doctrine and mechanics. A repressive religion based on fear and sacrifices, one that forbids other cults, another that regularly organizes pilgrimages, or a more peaceful religion that promotes diplomacy, with different bonuses depending on the level of the religion.
Religions could also evolve over time: becoming more tolerant or more extreme, splitting into different branches, or being reformed by a ruler
However, it is important that religion does not become the central focus of the game. It is not a religion simulation. Some civilizations could develop an atheist trait, where faith gradually disappears in favor of science ,book or philosophy. Others might have a largely non-religious population with no dominant faith. On the other hand, some civilizations could practice a cult of personality, worshipping their king, queen, or other individuals as if they were gods. Others could change religion after a war, a catastrophe, or lose faith and become atheist.