README to the Religion Code by Pedrunn and mapfi

Basic Idea:
The game already provides religion as a gameplay option. So far this was only available for theocratic governments. This mod makes it available to every rulership. Furthermore it introduces the concept of a changeable state/leader religion. The religions names are those of the founding civilizations.

Features:
-Youre starting religion will be your own, easily noticeable when you found your first city because the blue cross will appear next to the name on the next turn. Every fifth turn a religion info message will appear. This can be changed to every 10 or 20th turn and also to only appear in the message tab. It tells you: your current state religion, the current religion level (percentage of world pop converted to your state religion) and the effects religion has on cities, those being amounts of money paid by/to you by your/foreign cities with different/your state religion and happiness effects on each city depending on the success of the citys religion. Be advised that in the beginning you need to grow as quickly as the AIs in order not to have to put up with a severe happiness penalty for quite a while.
-With the discovery of religion (often already given at start) youll be able to build priests. Their abilities are those of the known cleric, converting cities, selling indulgences and soothsaying. Converting another city if successful has a chance of converting the AI to your state religion. While you wont get any money from that player anymore the religion level of your civ will rise resulting in greater happiness. If another player successfully converts some of your cities the citizens will ask you to convert to this new religion. Positive aspects are that you wont be paying anything to that civ anymore and your happiness will rise in those cities, the drawback is that youll have to reform the not yet converted cities which can be rather costly. With the discovery and the installment of a theocratic government youll be able to produce clerics, which have higher success rates when converting.
-Reformation by combat units: On ordering a reformation youll be giving the following options: Dont do it after all, convert to your state religion or convert to your civs original religion. The last one will also revert your state religion back to your civs original religion. Reformation costs now depend on the religion level of the citys religion youre trying to convert and the number of combat units that can help you with the reformation in that city.
-Settler religion: Settlers, being of the pop of a city, naturally have the religion of that city and will stick to it even when that city is converted while theyre looking for a new settling spot. The newly founded city will then have the settlers religion.
-Assimilation: By killing another player every city on the planet that was converted to this civs original religion will be converted to your current state religion.
-Diplomacy: Players with the same state religion will like you more, while the others will like you less.

success rates
priest, success 0.4, death 0.5
cleric, success 0.8, death 0.25

sell indulgences
you'll get the nr of pop in the city times 1/2/1/.5, depending if the city owner has researched default/theology/age of reason/mass media
if the city's religion is your state religion you'll get twice that amount

tenth
if a city of yours has got a different religion than your state religion it'll pay a tenth to all other players who have that religion as state religion
the paid amount is equal to the nr of pop of the city times 3/5/3/1, depending if the city owner has researched default/theology/age of reason/mass media if there's only one other player with that state religion, for each additional player the city will pay an additional half of this amount, the so paid amount is equally divided between the other players.

reformation
NewReformCost = percentage of world pop converted to the religion of the city times number of players times city pop times 5 divided by the number of units in the city

changing your state religion
when another player converts one of your cities you'll get a message to convert to that player's religion if more than 10 percent of your pop have converted to it already
when you're state religion is not your original one anymore and you try to reform one of your cities with another player's religion you'll get an option to resurrect your original religion

happiness bonus/malus
the so called happymod of a city is on a scale of 0 to 100, it is calculated in the following way:
As default the value of (percentage of world pop converted to the city's religion times number of players) is 100.
If this value is above 100 then the happymod is equal to (this value minus 100) divided by (the number of players minus 1)
if this value is below 100 than the happymod is 100 minus this value.
So the default value of the happymod is 0, and converting the whole world is equally grave as having no city converted to one's state religion
if	HappyMod < 12.5 0 happiness
	HappyMod < 27.5 +/- 1 happiness
	HappyMod < 42.5 +/- 2 happiness
	HappyMod < 57.5 +/- 3 happiness
	HappyMod < 72.5 +/- 4 happiness
	HappyMod < 87.5 +/- 5 happiness
	HappyMod >= 87.5 +/- 6 happiness

reforming a city give's it -2 happiness for one turn
denying the request for a change of the state religion also give's the city -2 happiness for one turn


