Faith Mod:
This is a mod aimed half at my own personal taste and half at balance. Its annoyed me that you can build Temples/Missionaries of non-state religions in your cities thus getting their bonus. Furthermore this allows players that found multiple religions to pretty much milk anyone they have open borders with for cash. So with this in mind and a bit of XML editing I changed it so that state religion is a requirement for all Temples/Cathedrals/Monasteries/Missionaries. What this means is that if you want to build Taoist Temples, your state religion need to be Taoist and so forth for the rest.
This also means that when you switch to Free Religion you can no longer build the line of Temples or any Missionaries. I don't see this as much of an issue as Free Religion is supposed to represent it coming out of government control. Plus the bonuses for Free Religion are already great. And lastly by the time the tech comes around cities are well developed enough/large enough to spread religion naturally.
Now obviously this can still be exploited by the player with converting often to spread/build the other temples. But I don't really think anyone who would actually download the mod to restrict religions would bother, so its not much of an issue. What might be an issue is slower tech researching for the first couple of eras(no science bonus from the extra Monasteries) and less culture from multiple temples. I've tested the mod as well as doublechecked the edited XML files and found no bugs, so it should work fine.
Insallation and Play Instructions:
Extract to your Civilization 4\Mods folder then load it through the menu in game by going to advanced and then load mod.
Alternatively if you want to have it load automatically at startup(without requiring restart to play) edit the Civilization4.ini's " Mod =" section, to "Mod = Mods\Faith Mod"
If you want to run it with another mod and assuming they don't edit the Civ4BuildingInfos.xml or Civ4UnitInfos.XML files, just copy the XML dir from Faith Mod into the other mods Assets folder.
New Changes in 1.1: Since the AI seemed to have trouble with converting to new religions that it founded in 1.0 I added a new type of Missionary. It works the same as other missionaries but can only be built in the holy city and the national limit is 1. To also prevent the spread of religion being too fast(by the AI or player controlling holy city and having it as state religion) I lowered the national limit for normal missionaries for two. This results in slower spread of religion overall, allowing more time for other religions to take hold. I've only had time to test this with one game but the AI was converting to new religions it founded after already having another religion, so that issue should be cleared up. If anyone using the mod has time to play i'd love to hear about how things turn out in your game.
Notes: You'll need to finish any games you had using the old mod first before overwriting. I tried to play old saves with the new version of the mod and just ended up with crashes, likely because of the lower limit on missionaries. It might just not like new units being introduced in the middle of the game though.
Faith Mod 1.0 downloaded 32 times.
This is a mod aimed half at my own personal taste and half at balance. Its annoyed me that you can build Temples/Missionaries of non-state religions in your cities thus getting their bonus. Furthermore this allows players that found multiple religions to pretty much milk anyone they have open borders with for cash. So with this in mind and a bit of XML editing I changed it so that state religion is a requirement for all Temples/Cathedrals/Monasteries/Missionaries. What this means is that if you want to build Taoist Temples, your state religion need to be Taoist and so forth for the rest.
This also means that when you switch to Free Religion you can no longer build the line of Temples or any Missionaries. I don't see this as much of an issue as Free Religion is supposed to represent it coming out of government control. Plus the bonuses for Free Religion are already great. And lastly by the time the tech comes around cities are well developed enough/large enough to spread religion naturally.
Now obviously this can still be exploited by the player with converting often to spread/build the other temples. But I don't really think anyone who would actually download the mod to restrict religions would bother, so its not much of an issue. What might be an issue is slower tech researching for the first couple of eras(no science bonus from the extra Monasteries) and less culture from multiple temples. I've tested the mod as well as doublechecked the edited XML files and found no bugs, so it should work fine.
Insallation and Play Instructions:
Extract to your Civilization 4\Mods folder then load it through the menu in game by going to advanced and then load mod.
Alternatively if you want to have it load automatically at startup(without requiring restart to play) edit the Civilization4.ini's " Mod =" section, to "Mod = Mods\Faith Mod"
If you want to run it with another mod and assuming they don't edit the Civ4BuildingInfos.xml or Civ4UnitInfos.XML files, just copy the XML dir from Faith Mod into the other mods Assets folder.
New Changes in 1.1: Since the AI seemed to have trouble with converting to new religions that it founded in 1.0 I added a new type of Missionary. It works the same as other missionaries but can only be built in the holy city and the national limit is 1. To also prevent the spread of religion being too fast(by the AI or player controlling holy city and having it as state religion) I lowered the national limit for normal missionaries for two. This results in slower spread of religion overall, allowing more time for other religions to take hold. I've only had time to test this with one game but the AI was converting to new religions it founded after already having another religion, so that issue should be cleared up. If anyone using the mod has time to play i'd love to hear about how things turn out in your game.
Notes: You'll need to finish any games you had using the old mod first before overwriting. I tried to play old saves with the new version of the mod and just ended up with crashes, likely because of the lower limit on missionaries. It might just not like new units being introduced in the middle of the game though.
Faith Mod 1.0 downloaded 32 times.
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