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  • Holy city attacks

    An idea about a mod...

    When you attack a holy city, it should effect the relations (depending on civics) of all those who have that state religion. It could add: " -2 You attacked our holy city!" or something of the sort. Might be possible with python.

  • #2
    But what if you're that religion too, and it's held by a state not of that religion? Capturing Jerusalem from the Muslims was the goal of the crusades, and didn't hurt Christian standing with other Christians. Or, I'd guess, with Jews, not that their relations could have been much worse.

    And if you're not that religion, you're already facing a diplomacy penalty for differing religions. This seems a little bit superfluous to me.

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    • #3
      True you already face some penalty... but it really isn't much. Just to use a current example, if the US attacked Mecca, pretty much every islamic nation would get upset. It could better refelect how much these cities affected the times. As civics change, so could the severity.

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      • #4
        Very good idea !

        The differents cases could be :

        If my nation (religion A) conquest a holy city (religion A) of a nation having religion A :
        - No diplomatic malus (you share the same religion, you won't destroy the holy things)

        If my nation (religion A) conquest a holy city (religion A) of a nation having religion B :
        - You try to "reconquest" the holy city, you will get a +4 diplomatic bonus for nations sharing religion A
        - All of your cities have religion A (more than X%) will gain Y hapiness

        If my nation (religion A) conquest a holy city (religion B) of a nation having any religion :
        - You attack a holy city, you will get a -4 diplomatic bonus for nations sharing religion B
        - All of your cities have religion B (more than X%) will loose Y hapiness


        If my nation destroy a holy city (religion A):
        - All nation having religion A will give you -30 diplomatic malus
        - All of your cities have religion A (more than X%) will revolt for Y turns


        Should not be very difficult to implements in a mod

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        • #5
          the implementation barrier seems to be how to modify the attitude of the AI players. You need the SDK (I think) to add a new reason type (i.e. -5 You attacked our Holy City!). In the XML, there is memory_holycity_razed already, but thats about it.

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          • #6
            I'll look at the python API to see if we cannot add it ...

            Interesting, has something already tried to raze a Holy City to see if the game don't take it into account ?

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            • #7
              Originally posted by Nelis
              If my nation (religion A) conquest a holy city (religion A) of a nation having religion B :
              - All of your cities have religion A (more than X%) will gain Y hapiness
              That would give a double boost, since when your holy city is in hands of another religion (or maybe it's just someone you are at war with ) You get unhappiness from "We must take out Holy city back."
              Creator of the Civ3MultiTool

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              • #8
                And if you're not that religion, you're already facing a diplomacy penalty for differing religions. This seems a little bit superfluous to me.
                I wouldn't say this is superfluous.

                Medieval Christians would have a different view about muslims staying in Egypt and the same muslims capturing Rome, for example.
                The problem with leadership is inevitably: Who will play God?
                - Frank Herbert

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                • #9
                  In fact this gave me another idea.

                  Have the following diplomacy modifiers:

                  +2 from people with state religion X if you control holy city of religion X AND have state religion X (the "Pope" situation)

                  -2 from people with state religion X if you control holy city of religion X and have state religion Y (the "Crusade" situation)

                  This will make the player twice about trying to get all religions.
                  The problem with leadership is inevitably: Who will play God?
                  - Frank Herbert

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                  • #10
                    Originally posted by Nelis
                    I'll look at the python API to see if we cannot add it ...

                    Interesting, has something already tried to raze a Holy City to see if the game don't take it into account ?
                    Can't tell ya about the python (I'm an asp/vb.net guy), but in the xml, there is a -200 hit when razing a holy city.

                    I've never seen it happen, but it would be cool if that -200 was added to every civ that had that religion. It seemed odd, there is a -200 for razing a holy city, but a -250 for razing a plain (non-holy) city?! Seems backwards, doesn't it?

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                    • #11
                      yea, would really like some details about what is already in the game invloving the holy city razing.

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                      • #12
                        Originally posted by Saldrin
                        It seemed odd, there is a -200 for razing a holy city, but a -250 for razing a plain (non-holy) city?! Seems backwards, doesn't it?
                        I think it's culminative.
                        Creator of the Civ3MultiTool

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