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[Mod] SettlerReligion

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  • [Mod] SettlerReligion

    SettlerReligion causes all Settlers created to have a religion based on the religions present in their creating city. The religion is chosen randomly from among the religions present in that city. For example, if a city has Hinduism and Christianity, a settler created in the city has a 50/50 chance of being Hindu or Christian. If there is a state religion, and an empire is operating under the Theocracy Civic, a Settler can only have the state religion. If the city does not have the state religion (even if it has other religions), the Settler will have no religion.

    Once the Settler forms a city, that city will automatically get the religion of the Settler. So from the above example, if the Settler was Hindu, once it formed a city, that city would automatically gain Hinduism.

    Settlers gained from goody huts, or created in cities with no religions will not have religions, and neither will the cities they create. Also, if this mod is used in a game in progress, any current Settlers will have no religions. Only Settlers created with this mod running will gain religions.

    At present, there is no visual display of the religion of the Settler. Until the city is created you won't know what religion it has.

    Installation:
    SettlerReligion should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".

    History:
    v0.2
    - restricted Settlers to state religion under Theocracy

    v0.1
    - first release
    Attached Files
    Last edited by Bhruic; December 4, 2005, 04:21.

  • #2
    Updated to v0.2.

    v0.2
    - restricted Settlers to state religion under Theocracy

    Bh

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    • #3
      Nice idea :-). BTW Bhuric, you should add links to all your nice mods in your sig.

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      • #4
        ooh, nice one.

        maybe make it compatible with your culturaldecay mod?
        'Choose Again' by Aenea

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        • #5
          There's nothing about it that would make it incompatible. All you'd have to do is uncomment out the references to CulturalDecay in CvCustomEventManager.py.

          Bh

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          • #6
            Bhruic makes good mods. Mmm hm...

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            • #7
              Now this is a realistic mod! Nice one...

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              • #8
                Glad you like it. Oddly enough, I didn't set out to make this mod at all. What I really planned to do was hard limit each player to founding only one religion. Somehow it turned into this one. I still haven't figured out how to do the original idea - I know a really convoluted way to do it, but I'd prefer a more elegant solution.

                Bh

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                • #9
                  Hm. Is it possible to make religions spread when there already is a religion within the city? The current situation prevents this, and forces people to use missionaries to add more religions - I think there should be an option for natural spread as well.

                  Either way, this is an excellent idea for a mod.
                  "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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                  • #10
                    Bhruic: I've had a similar idea lurking in my brain too, was hoping to tie it to my religion techs somehow, haven't actually explored it yet.

                    Bill: Really? Vanilla civ *needs* missionaries for additional religions? Hadn't realized/noticed that... too much modding I guess.

                    Have to look into that...

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                    • #11
                      Yes - the only time I have ever found a city having more than one religion is if there was a missionary used on it, PC or NPC.

                      If it does still happen, it must be so rare as to me never seeing it.
                      "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

                      Comment


                      • #12
                        Well, the idea I had thought of was to remove the automatic founding system, and spawn a "religious leader". This leader would allow you to found a religion in whichever city you chose. But you could only get one of them.

                        I'd probably still tie them to the same number of techs, but make it so that if you're the first one to a tech and you already have a leader (or have had), no one gets the leader. So there would be an advantage still to getting multiple religions (preventing others from getting the leaders), but you wouldn't be able to go religion-happy the way you can now.

                        The only problem I can see with this system is whether the AI would handle the 'religious leader' concept properly.

                        As for the concept of religions spreading to cities that already have religions, the main problem that I have with that is that the religious 'spread' system isn't done through python. I was hoping that the CyCity.getReligionInfluence() function would help, but unfortunately it seems like all it does is set your state religion to 1, and all other religions to 0. Not terribly useful.

                        There are buildings that supposedly increase the chance of a religion spreading, but unfortunately, there doesn't seem to be any way to check those values.

                        Bh

                        Comment


                        • #13
                          I have noticed second and third religions spontanisly spreading through my cities without missionaries. Its not even that rare.

                          In any Event nice mod idea, it should be easier to have a unified national religions (as I tend to build my capital as a Settler factory early game and any religions you found quickly gets to your capital if it dosen't already start their). Much less time spent on internal Missionary work.

                          Now all we need is an indicator, might I sugjest having a Button on the Settlers control Panel, it would use the Graphic of the Missionaries spread religion Button thus showing religion but haveing no effect otherwise.
                          Last edited by Impaler[WrG]; December 5, 2005, 13:54.
                          Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                          • #14
                            Originally posted by Impaler[WrG]
                            I have noticed second and third religions spontanisly spreading through my cities without missionaries. Its not even that rare.
                            Are you sure? I've never seen a secondary religion spread to a city without a missionary. You may not see AI missionaries spreading religions, but they do, so that might explain your observations. But if I've got multiple religions founded in my empire, and I've got no open border agreements, I have never, ever seen a city get more than one religion without me manually sending a missionary.

                            Bh

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                            • #15
                              Quite regularly I have seen this religion spreading.
                              What do you think the SpreadRate in the religion xml is for? The spread rate of the religion

                              Anyway I think it is some of the only things that is covered by the manual (not sure on this, but I think I have read it)

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