The purpose of this thread is t point to the two main issues I have about cIV - and to wonder if they are mod-able.
RELIGION
As I understand it, religion in cities is taken completely binary. A city is either Christian/Non-Christian, Jewish/Non-Jewish, etc.
In my opinion, it does not reflect any kind of reality of the spread and the importance of religions.
Indeed, there should be some "weight" added to religions (ie, in a city with 8 population points, 6 are [Religion_A], 1 are [Religion_B], 1 non-religious.
This would model the actual religious themes in a best way, I think.
Does anyone knows wheter it's modable ?
RESEARCH
I have been playing the gorgeous mod Fall From Heaven II, and I have played Master of Magic; I am very interested in the options of having several tech trees researchable at the same time, through different ways.
I was wondering whether it was possible to create several research trees (ie: You put your Flasks to research Metallurgy, and something else to research Necromancy).
The two idea I came up with would be
1. Have a separate tech tree where [Tech_A] is given to everyone, and let people build [Building_A], once [Building_A] is built, you automatically unlock [Tech_B], abd its powers, also letting you building [Building_B], which will you let you unlock [Tech_C], and so on.
That would equal to use shields (hammers) as a parrallel channel to research. I'm not sure whether it would ne doable through Great Persons or Culture. (Actually Im not even positive it would be doable as described)
2. Ther eis only one research tree, but once you build a building, you unlock one (or more) building options (very MoM-ish). This could also be linked through research (ie. You need a [Building:Smith] to get a [Building:Forge], and a [Building:Forge] and [Tech:Secret of the Earth] to get a [Building:Fine Smith].
SLAVERY
To be continued, I am still thinking and how and why its not working.
Thank you for your feedback
RELIGION
As I understand it, religion in cities is taken completely binary. A city is either Christian/Non-Christian, Jewish/Non-Jewish, etc.
In my opinion, it does not reflect any kind of reality of the spread and the importance of religions.
Indeed, there should be some "weight" added to religions (ie, in a city with 8 population points, 6 are [Religion_A], 1 are [Religion_B], 1 non-religious.
This would model the actual religious themes in a best way, I think.
Does anyone knows wheter it's modable ?
RESEARCH
I have been playing the gorgeous mod Fall From Heaven II, and I have played Master of Magic; I am very interested in the options of having several tech trees researchable at the same time, through different ways.
I was wondering whether it was possible to create several research trees (ie: You put your Flasks to research Metallurgy, and something else to research Necromancy).
The two idea I came up with would be
1. Have a separate tech tree where [Tech_A] is given to everyone, and let people build [Building_A], once [Building_A] is built, you automatically unlock [Tech_B], abd its powers, also letting you building [Building_B], which will you let you unlock [Tech_C], and so on.
That would equal to use shields (hammers) as a parrallel channel to research. I'm not sure whether it would ne doable through Great Persons or Culture. (Actually Im not even positive it would be doable as described)
2. Ther eis only one research tree, but once you build a building, you unlock one (or more) building options (very MoM-ish). This could also be linked through research (ie. You need a [Building:Smith] to get a [Building:Forge], and a [Building:Forge] and [Tech:Secret of the Earth] to get a [Building:Fine Smith].
SLAVERY
To be continued, I am still thinking and how and why its not working.
Thank you for your feedback
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