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The initial pressure for a holy city was kind of weak in Civ 6 and you only quickly converted nearby cities if they were at just 3 population or less. Even on Prince, another civ could sometimes jump in with a missionary or two of their own and convert all of your cities except for the holy city itself.
Same with CPUs sending apostles or missionaries in Civ 6, too. There was no way to close borders to them, and you had to wait until your first city was converted by them to even warn them to stop.
Again, I'm not trying to totally defend the way religion works in Civ 7... but what I've seen, and what is described above, it actually sounds a lot like what I remember from Civ 6.
in mp games people could just lock everyone out of a victory path by closing their borders all the time.
Yeah, it is very spammy and not fun to even try to keep up with.
It is one of the systems I hope gets reworked in some way.
Almost all the religious bonuses are about what the other player has in its borders, and not your own. like ? do i need to study how many desert tiles the enemy has in his empire so i can choose a religion bonus? Or how much jungle? if he built wonders or not?
Or if the AI place a city near a natural wonder? how do i quickly do that? oh i can't the UI is ♥♥♥♥. Manualy study the entire map to scout where the natural wonders are.
Or go for the +4 sci or +4 culture or +4 gold everytime and be done with it. yeah that works.
It seems like a round about way for endeavors based on what you know about rival territory.
I was able to get a bonkers amount of science knowing my neighbor had lots of tropical tiles, selecting +1 science for every tropical tile in foreign settlements, and converting them.
So keeping your settlements to your religion is less about the advantages it confers to you, so much as it is denying rivals from having advantages based on what is in your territory.
I could see it being balanced out with a diplomatic action. Might as well use a system that is already there?
Spend influence => Stop spread of your religion in my citities unless rival negates with influence.
While I did enjoy it in 6, micromanaging religious units was a cluster of Monty Python Holy Hand Grenade proportions.
1. Yes the game is very much pushing the player for conflict, way more than in Civ VI. There are almost no perks that work on you and what you do (like in civ vi). It is all just about forcing you outward. Same with the exploration age: You are very much incentivised to expand and quarrel over the new world. I get why players feel that they are irritated, because in many aspects the game doesn't allow you to focus on yourself.
2. You are also correct, AI was absolutely flooding missionaries and it was just unfun busy work to try to counter it. And even though the "religious combat system" of civ VI wasn't perfect or all that fun, at least it did provide you with means to counter enemy missionaries. Now it is just a boring flooding the zone.
Also there are no helpful map overlays and religion is only relevant for a third of the game. That is the problem with the age mechanic: If you do not start early, you don't have to bother at all with religion. Like many things in this game it does not feel like you are continuously building something, but spam and rush to meet some benchmarks.
In general, the less units to micromanage around the map, the better.
That being said I actually prefer this version to Civ 6 which was too micro intensive for my tastes. In Civ 7 I don't have to care about my cities being converted because maybe I plan to go the Tolerance route or if I want kick-ass science I can pick beliefs that support this tactic and spam my religion on the AI at the end of the Era when most of my cities have nothing to do anyways. Starting the Modern Era with godly science (pun intended).
I just find this version of Religion to be as micro intensive as the user wishes it to be compared to previous versions where you felt FORCED to focus on it early to get the juicy buffs and later micro it or the AI could pull off a Religion Victory.