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Mod Idea: People/culture/religion extermination

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  • #16
    How about a Mod where a missionary, after one has already spread religion into a city, can "convert" citizens in the city to his religion?

    For example: A city has Judaism and Hinduism present. You send in your Taoist missionary and now a third religion is present. I don't know if the computer keeps track of what percentage of the citizens of each city follow each religion or if it just shows that the religions are there. Anyway, if the computer doesn't keep track of that now, the mod could. A second Missionary would lower the percentage who follow Judaism and Hinduism and add to the percentage who follow Taoism until if you do it enough, Taoism is the only religion present. Maybe it would be easier to do if the city is within your bordrers.

    Its too bad that the developers are afriad of how sensitive some people are regarding this topic because this is a valid strategy that should be in the game. I don't want to have to build three temples to keep my people happy and I may want to deny a rival civilizaion with a Holy City the income from those citizens. I also may want to prevent another civilization from being able to see into my city.

    Unfortunately I am not a skilled enough programmer to Mod this myself. Can anyone do this? How difficult would it be?

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    • #17
      I've been working on a personal project, a mod I hadn't originally intended for release. I still don't have such plans, but things change. So far, changes (re religion, there are wads of other unrelated things) are as follows :

      Religion techs do NOT automatically cause you to found a religion. Instead, you get a missionary, who you can use to found it. Everyone who discovers this tech will receive a free missionary unit UNLESS the religion has already been founded.

      Increased religion spread rates across the board. They behave like viruses now.

      Created a Inquisitor unit, which will be used to purge a city of non-state religions. Side effects are pretty horrific. I want the effects to be based on religion weights, but dunno how yet. Python code isn't finished for this unit yet.

      In fact, the Inq. unit hasn't got far at all, its still in planning as I sidelined it in favour of re-tweaking the speed settings... in my current game, I'm well into the year 10,000 and just got access to uranium with everyone else faffing around in galleys!!!

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      • #18
        It's possible to make a Religious Victory, by the way. (Have a religion to be spread over a certain percent of the world) An ability to remove religion from a city would be excellent for such a victory condition.
        "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
        "Bill3000: The United Demesos? Boy, I was young and stupid back then.
        Jasonian22: Bill, you are STILL young and stupid."

        "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

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        • #19
          For removing religions from a city, see the mod linked in my signature.
          Mylon Mod - Adressing game pace and making big cities bigger.
          Inquisition Mod - Exterminating heretic religions since 1200 AD

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