Groups
Population is modeled by the game as “Groups.” A Group is an abstracted group of 30-1000 people (I haven't decided yet, Groups may have variable sizes) that have the same general location, beliefs, religion, political affiliation, and culture. A Group can change all of it's characteristics, has variables controlling the rate and/or possibility of change, and a Groups interaction with other groups. Groups also adapt to whatever conditions they live in, and will have tolerances for gravity, temperature, humidity(or the lack thereof) and radiation.
Group class variables:
Religion religion – The religion of the group. Can be Catholic, Orthodox, Coptic/Oriental Orthodox, Sunni, Shia, Buddhist, Nihilist, Atheist(Atheists, Deists, and Agnostics are lumped together for simplicity's sake), Calvinist, Evangelical(Catchall for Baptist, Church of Christ, non-denominational, etc.), Shinto, Animist, Pantheist, Satanist, and Cultist. Cults are generally distortions of an ideology and/or a religion, and will be explained later.
bool isSyncretic – Determines whether the Group has a syncretic religion, such as Santeria(Totemism + Catholicism). If true, the Group instance has a second religion object/variable, and will combine aspects of the two in certain situations. Some syncretic religions will have names, others will be natural occurrences when two religions overlap in a province, education is low, and religious leadership does not exist in the province but at some point the province owners religion was unsuccessfully established in the province.
byte religiosity – -124 corresponds to nonpracticing, 124 corresponds to zealous. Affects how strongly Groups adhere to their religion, and how easily they can convert to another.
String/Culture culture – The culture of the Group. See the Cultures document for a list of cultures.
Occupation occupation
int (This may change) location – The full index of the province where the Group resides.