Summary
[Balancing] [Religion] In the current state of the game, I avoid to have a religionExpected Result
It is fairly easy to satisfy the need for religion and there is a benefit of religion which is big enough to justify the investment and the additionally reduced growth of inhabitants of regions (due to the additional need for religion - religion is imposing a new need on you regions that you otherwise would not have which is in itself already a steep cost).Actual Result
I find it extremely cumbersome and expensive to satisfy the need for religion so that the main effect of a religion is that it just hampers the growth of population of religious regions. Compared to the benefit (some culture), the investment is huge. The only way I have found so far to increase the faith to arbitrarily high numbers is the religious scribe. However, to feed a religious scribe, you need two paper from a paper mill. To get the paper, you need two tree trunks. All you get from the religious scribe is 12 faith (and some other stuff which does not make up for the investment). So 4 workers produce 12 faith. 8 of this faith are already needed to satisfy the religious need of these 4 workers 200%, so overall I need 4 workers just to fulfill the religious need of two other pop 200%.As long this gets not balanced thoroughly (e.g. the output of faith from scribes is at least doubled and/or you get much more culture per religious population), I will never ever choose to have a religion in the game since it just damages my progress.
Steps to reproduce
Start a game and play good enough to have regions with big populations.Then just start a religion in the game and see what happens. In the long run, either you can't satisfy the religious need of the population (and the regions growth is damaged) or you have to dedicate a huge part of the population to the production of faith. But then you can't do other things.
To assess an example you can open my attached save game. Go to region "Cenn Müh". 8 of 30 population (more than 25%) is dedicated to the production of faith, and the religious need is fulfilled only 112%. I mean, 8 population to solve a problem which I just wouldn't have without a religion... and I just water down the problem a little bit... and I get just 9.54 culture (of a total of 56.4 culture per turn) from my religious population. To me, this seems ridiculous when compared to the investment. In the current state of the game I would go so far as to destroy religious cities of other nations if they threaten to infect my cities with a religion. But the best countermeasure is to be so far ahead of the computer opponents that religions they start have not enough time to spread before secularization kicks in.
Do I miss something?