View Full Version : [Mod] Inquisitor Mod
Mylon Nov 20, 2005, 10:59 PM === Inquisitor Mod v0.92 by Mylon ===
This mod adds a new unit, the Inquisitor. The inquisitor can be consumed to remove a non-state, non-holycity religion from the city. They are revealed by the tech Theocracy and cost 40 base production.
=== Installation instructions ===
To install, extract to the mods folder where Civilizations 4 is installed (not the my documents folder). Load Civilization 4 and go to the advanced menu, and from there, select load mod, and then Inquisitor Mod. The game will restart, and you may now enjoy the mod.
=== Release notes ===
This mod is not really meant to be a standalone mod, but rather something incorporated into other mods, particularly those pertaining to religion. To add this mod to your own, all of the changes in the XML files are near the end of the file for easy copying and pasting into your own mod. I'll leave merging the python files to the more advanced users, but there's not too much to go through.
ToastyAlbus Nov 21, 2005, 12:30 AM I don't know if I really understand. Can you choose which religion you are removing?
R-A-N-M-A Nov 21, 2005, 12:38 AM Is the inquisitor only usable under the civic Theocracy? Because it probably should. Does it have any negative effects like temporary unhappiness?
Lightzy Nov 21, 2005, 02:39 AM I hope they can only be used on your own cities..
and that the AI can make sense of them and use them..
Otherwise you're giving yourself an unfair advantage :)
Sadistik Nov 21, 2005, 02:41 AM I hope they can only be used on your own cities..
and that the AI can make sense of them and use them..
Otherwise you're giving yourself an unfair advantage :)
I'm sure if they aren't already modified to those specifications that they will be. Purging religions in another civ wouldn't exactly be fair at all.
Phorcys Nov 21, 2005, 08:35 AM I love the idea, founding more than 1 religion or having another one spread in my cities has caused me my fair share of headaches
Supa Nov 21, 2005, 08:58 AM Good idea.
It should add a Happiness malus in the city where the Inquisitor is used for at least 20 turns.
Mylon Nov 21, 2005, 12:40 PM I'll have to release a new version that also removes the buildings from a city, but I have my own mod I'm working on, too.
Corey Nov 21, 2005, 03:01 PM Shouldn't this be in Units forum?
MRM Nov 21, 2005, 03:06 PM IMO the inquisitor should reduce population as well ( 1 point for each religion that is removed ). People who refused to convert are often killed in the medivian.
But great idea - that unit has to be in the game.
Master Kodama Nov 21, 2005, 03:57 PM Shouldn't this be in Units forum?
No, that's for new unit GRAPHICS. This is a mod which adds a new function to the game, which happens to come in the form of a unit. We don't even know what graphics this unit uses. :p
Great idea for a mod though. I was puzzling over how to get rid of religions from a city, considering that it's not very realistic for a religion to exist indefinitely in a location. There are plenty of real life situations where the influence or practice of a religion were completely irraticated from a region.
I feel like you should have a limited number of inquisitors, however -- like with missionaries. And yes, allowing them to purge religions from foreign cities is a bit unrealistic and unfair.
flobi Nov 22, 2005, 09:45 AM That's a good question. What unit graphic does it use? Missionary? New? Mech. Inf.? (I'd download and check myself, but I'm not at my home computer.)
Control Group Nov 22, 2005, 02:45 PM First off, this is a fantastic addition to religion in the game. Second, a couple questions:
What happens to holy buildings of the evicted religion's type in the target city?
Is there a chance of failure?
Are there any drawbacks to using an Inquisitor?
Third, I'll definitely be including this in the plans for a religion mod I'm working on (which may never come to fruition).
Dom Pedro II Nov 24, 2005, 11:11 PM I think using an Inquisitor ought to cause a negative effect on your relations with civ's who have the religion that has been removed. Could work similar to failed spy missions in that it adds -1 to standing each time you do it.
I also agree about the -1 population too... not just for deaths for the unwilling to convert, but also those who might flee the persecution etc.
And yes, it should definitely remove any buildings constructed for the other religion.
It would also be nice if you could select a particular religion or all the religions to be removed if it doesn't do so already.
Donegeal Nov 25, 2005, 05:46 AM This is an idea I had about a month ago. I'm just not that good at implementing my ideas...
In my post, I suggested that you only be able to purge religions from civs that have your founded religion as their state religion. Similar to how the Vatican has power extending way beyond its border...
I also suggested that the Inquisitor could only be built in cites that had a Cathedral or maybe even just the holy city.
spincrus Nov 25, 2005, 08:44 AM Heh, I had a similar post a few days ago, on an inquisitor mod.
What this unit MUST do in an updated version:
1) +1 :(
2) -%20 Population (so in a city with 20 population, it's -4, and this makes sense)
3) Removes all buildings tied to the religion that has been removed.
4) Must be possible to choose what religion to remove (Spanish Inquisition didn't target Jews in the beginning, as they were actually helping the Christians because they feared their own safety. Eventually it was their turn later on to be expelled)
5) Chance of revolting and having a "fist" underneath the city for 3 turns.
Optional: Can only be used if the state is in Theocracy.
MRM Nov 25, 2005, 03:39 PM Heh, I had a similar post a few days ago, on an inquisitor mod.
What this unit MUST do in an updated version:
1) +1 :(
2) -%20 Population (so in a city with 20 population, it's -4, and this makes sense)
3) Removes all buildings tied to the religion that has been removed.
4) Must be possible to choose what religion to remove (Spanish Inquisition didn't target Jews in the beginning, as they were actually helping the Christians because they feared their own safety. Eventually it was their turn later on to be expelled)
5) Chance of revolting and having a "fist" underneath the city for 3 turns.
Optional: Can only be used if the state is in Theocracy.
I think loss of 20% don't makes always sence - but whats missing here is simply you don't know how many people following religion A, religion B and C and so on ... so maybe this should be more individuell too ? Maybe in a city of 20 there are 8 buddist, 4 Christians , 4 Hindus ( 4 atheist ;) - this is missing too ) - and if you use your inquisitor to remove Hindus then 2 are forced to convert, and 2 are fleeing the city ( maybe to a civ with Hindu state religion ? ) ) or beeing killed
Zurai Nov 25, 2005, 05:45 PM A population hit doesn't make sense at all. Even during the historical Spanish Inquisition, no city had its population decimated from the Inquisition. Going from a size 20 city to a size 16 city is the same as killing/imprisoning 740,000 people. Going from a size 40 to a size 30 is killing millions of people.
Dom Pedro II Nov 26, 2005, 03:43 AM A population hit doesn't make sense at all. Even during the historical Spanish Inquisition, no city had its population decimated from the Inquisition. Going from a size 20 city to a size 16 city is the same as killing/imprisoning 740,000 people. Going from a size 40 to a size 30 is killing millions of people.
But this number would also represent a portion of the population packing up and leaving too.. as many Jews fled to the New World from the Inquisition in Spain and that which was later imposed on Portugal.
I would say that a loss of 1 population point would be sufficient. 20% is a bit excessive though... even though a general loss of 1 would mean a size 2 city would lose 50% of its population.
Personally, I'd rather have an average city measuring about 100 and have each population point represent fewer people.
Rodman49 Nov 26, 2005, 03:56 AM I must generally agree with suggestions but it should produce say +2 unhappiness for 6-10 turns, which may be able to reduce population in smaller cities. I would avoid making too many modifiers so that you avoid unforseen crashing and balance issues. Allows keep it simple in mods - at least when starting out.
Innocence Nov 26, 2005, 08:28 AM I think using an Inquisitor ought to cause a negative effect on your relations with civ's who have the religion that has been removed. Could work similar to failed spy missions in that it adds -1 to standing each time you do it.Good idea.
I think currently it'd be impossible to make the AI use these units. However this might change when the SDK arrives :king:
Dom Pedro II Nov 26, 2005, 08:39 AM Good idea.
I think currently it'd be impossible to make the AI use these units. However this might change when the SDK arrives :king:
Well, the AI does use Missionaries... so who knows...
Innocence Nov 26, 2005, 08:53 AM Well, the AI does use Missionaries... so who knows...The AI is currently programmed to understand the concept of Missionaries. It couldn't possibly figure out how to use Inquisitors by itself, since removing religon is a new concept.
An AI is 100% artificial, 0% intelligent :)
Dom Pedro II Nov 26, 2005, 09:05 AM The AI is currently programmed to understand the concept of Missionaries. It couldn't possibly figure out how to use Inquisitors by itself, since removing religon is a new concept.
An AI is 100% artificial, 0% intelligent :)
Well, that may be true, but since it would effectively be used in the same way as a missionary, setting the AI to treat it like a Missionary in the XML file should be the solution...
However, the problem (as there always is one) would be that they would most likely use Inquisitors regardless of the consequences since they'd be treating them like Missionaries which really have no negative consequences.
On the other hand, there's not nearly enough wars in the middle game as it is ;)
Zurai Nov 26, 2005, 09:22 AM I would say that a loss of 1 population point would be sufficient. 20% is a bit excessive though... even though a general loss of 1 would mean a size 2 city would lose 50% of its population.
Actually a size 2 going to size 1 would lose 2/3 its population. The way the game counts population is SUM{1...citysize} * 10,000. So, a size 1 city is 10,000 people, a size 2 city is 30,000 people, a size 3 city is 60,000 people, and so on.
Dom Pedro II Nov 26, 2005, 09:31 AM I stand corrected :)
What's a mere 20,000 corpses between friends? :D
JRockford Nov 26, 2005, 10:50 PM deleted for double - sorry
JRockford Nov 27, 2005, 05:05 AM Has anyone used this? I've read through this and it seems that there are a lot of questions asked or comments on how it should be, but nothing on an actual review of the mod.
Is it possible to use the inquisitor units on foreign cities (if so...how can this be modified so it can not be?) Also, will the AI use these units, or do they not even bother?
Thanks
Mylon Nov 27, 2005, 07:20 AM Oh, forgot to mention: Mod updated to 0.92. This version has been disassociated from the other python files for easier integration and now removes buildings along with a religion.
As for the use of this mod, let me say this again that this mod isn't really a stand-alone mod, but rather a proof-of-concept for those working religious mods out there. It'll save them a bit of trouble.
On a side note, my mod will use religion to spread culture. of the holy city's founder, and holy buildings will do the same. It may be wise, for example, to send an inquisitor to a border city that's having problems to reduce the foreign cultural influence.
winddbourne Nov 27, 2005, 07:39 PM I think something like this is a MUST for the next patch. But it needs to be balanced in, especially if it destroys holy buildings of the offending religion. It also should be matched and balanced with the "religious victory" thing listed in another mod.
As for destroying tons of people . . . Hitler killed millions of Jews in his concentration camps in the name of german mysticism. Same deal, and by the time you have a size twenty city you probably have WWII level technology anyway.
However I know that there are great benefits to having multiple religions in the city, a higher defense bonus, more cultural improvements, etc . . . so what is the great benefit recieved right now for using the inquisition? That is my biggest question.
Rodman49 Nov 27, 2005, 08:12 PM However I know that there are great benefits to having multiple religions in the city, a higher defense bonus, more cultural improvements, etc . . . so what is the great benefit recieved right now for using the inquisition? That is my biggest question.
How about reducing enemy line of sight and their commerce? Those are huge things man.
spincrus Nov 27, 2005, 08:52 PM However I know that there are great benefits to having multiple religions in the city, a higher defense bonus, more cultural improvements, etc . . . so what is the great benefit recieved right now for using the inquisition? That is my biggest question.
Correct. On a second thought, this is a big thing to think about.
Well, maybe the infulence? Maybe there is hinduism spread in 2 major cities which you want to keep out of enemy sight (if they have the holy city, that's even more important), and that religion constantly is causing you trouble when you declare war on states with that religion?
Ok, what about -10% population loss? There SHOULD be some population loss.
jbfballrb Nov 28, 2005, 12:24 PM if you want people to be unhappy with non-state religions, go to GameInfo\CivicInfos.xml. under theocracy (or whatever civic you want it to work under), find <NonStateReligionHappiness> and enter -1 (or -2, etc.). this will make 1 (or 2, etc) people unhappy per non-state religion.
Rodman49 Nov 28, 2005, 01:15 PM I was thinking of implementing Inquisitors slightly differently. I know many have suggested using a civic requirement but that runs into a lot of problems. What do you do when you change civics while building an Inquisitor unit, what happens to current Inquistor units, etc?
I was thinking of making some kind a national wonder that would enable Inquisitors to be built from that city, that way it takes some time to prepare to a purging of other religions and makes the player have some hard choices (Do I use one of my national wonders for producing Inquisitors in a main city where I can pump them out, or do I it in a podunk city where they will be slower to build but I won't use up a national wonder slot?). Additionally I would make Inquisitors only work in your own territory and they would add +2 unhappy faces for 10 turns in the city they were used.
I'm not to keen on allowing Inquisitors to be used in opponent lands; I mean if I was a leader and some foreign nationals came into my territory and oppressed my own people - I would flip out. Using an Inquisitor on opponent lands would be the diplomatic equivalent of crapping in someone's cereal. If it is allowed then it should have some MAJOR ramifications, like -5 attitude with city owner and -1 with all other civs. Additionally using Inquisitors at all should cause a negative modifier with all other civs, probably a small "-1 You freaking kill your own citizens who don't follow your religion."
BTW thanks for that tip jbfballrb, I might have to use that.
DuneSoldier Nov 28, 2005, 04:36 PM I've noticed something that I think would be good to change with regards to religion. A human player captured my Holy City and burned it to the ground. 3 computers also shared my state religion, capturing a holy city if it's not one of your state religion should start a Crusade. Destroying a holy city should have even more profound effects.
wooga Nov 28, 2005, 05:14 PM I think this might be easier to implement through "Inquisition" buildings as opposed to "Inquisitor" units. An Inquisition building decreases happiness and culture in a city, but blocks any missionaries from spreading religion to that city and drops any non-state religion by x% per turn. This seems much easier to code than a unit bringing unhappiness to town (hmmm, I wonder if a Santa Claus unit will appear on Christmas)
It might be harder to code in something that stops the 'natural' spread of a religion (so that would still be the bane of the inquisitor), but the above seems like it might be feasible.
I'd also like to tweak the "religion % per city" to be more like civ3 ethnicity, with some religion/ethnicity eventually replacing others over time, without my active interference.
jbfballrb Nov 29, 2005, 03:58 PM what do i have to do with the code to make multiple units be able to do this?
Kael Dec 01, 2005, 05:53 AM what do i have to do with the code to make multiple units be able to do this?
You would need the following in each of their unit definitions:
<ForceBuildings>
<ForceBuilding>
<BuildingType>BUILDING_INQUISITION</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
What would I have to change in the following to get it to remove all of the non-state, non-holy city religions in the city? (Instead of just a random one)
def Inquisit(self, pCity):
szReligionList = [ ]
StateBelief = gc.getPlayer(pCity.getOwner()).getStateReligion()
for i in range(gc.getNumReligionInfos()):
if (not StateBelief == i and pCity.isHasReligion(i) and not pCity.isHolyCityByType(i)):
szReligionList.append(i)
if len(szReligionList) != 0:
iTarget = szReligionList[CyRandom().get(len(szReligionList), "Get a random number for religion removal.")]
pCity.setHasReligion(iTarget, False, True, True)
for i in range(gc.getNumBuildingInfos()):
if gc.getBuildingInfo(i).getPrereqReligion() == iTarget:
pCity.setHasRealBuilding(i, False)
CyInterface().addMessage(CyGame().getActivePlayer( ),True,25,'The Inquisition strikes again!','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Actions/Pillage.dds',ColorTypes(7),pCity.getX(),pCity.getY (),True,True)
jbfballrb Dec 01, 2005, 02:43 PM so i wouldnt have to do anything with the python?
Kael Dec 01, 2005, 05:17 PM so i wouldnt have to do anything with the python?
No, the python waits for the building to be created, then does the event and deletes the building (a quite brilliant idea). Giving this ability to multiple units is a piece of cake.
Remember that creating the building destroys the unit so any unit that has this will auto-destruct when he uses the ability.
jbfballrb Dec 02, 2005, 02:34 PM i see that...pretty clever. but where does it decide which building triggers that?
Kael Dec 02, 2005, 10:36 PM Mylon has rewritten the Build Building command to include the following:
def onBuildingBuilt(self, argsList):
'Building Completed'
pCity, iBuildingType = argsList
game = CyGame()
if ((not self.bMultiPlayer) and (pCity.getOwner() == CyGame().getActivePlayer()) and isWorldWonderClass(gc.getBuildingInfo(iBuildingTyp e).getBuildingClassType())):
# If this is a wonder...
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTT ONPOPUP_PYTHON_SCREEN)
popupInfo.setData1(iBuildingType)
popupInfo.setData2(pCity.getID())
popupInfo.setData3(0)
popupInfo.setText(u"showWonderMovie")
popupInfo.addPopup(pCity.getOwner())
Inquisition = gc.getInfoTypeForString('BUILDING_INQUISITION')
if iBuildingType == Inquisition:
cf.Inqusit(pCity)
pCity.setHasRealBuilding(Inquisition, False)
The last 4 lines are the ones of interest. Every time a building is built (which is when this event is called) it checks to see if the building was "Inquisition"). If it is then it runs the cf.Inquist function (the program Mylon wrote that grabs and removes a random religion). The last line has the building delete itself, leaving no trace of Mylon's tricks.
Mylon Dec 02, 2005, 10:44 PM The building doesn't delete itself as to leave no trace, but rather to make the event repeatable. If the Inquisition didn't delete itself, it would only be usable once.
Reuhka Dec 03, 2005, 02:14 PM Now, this look good. Could be extra fun with the Religious Victory mod.
For the National Wonder idea, perhaps Vatican (or Holy See) which could be build after inventing Theology. Just like Scotland Yard but for Inquisitors - Theocracy civic could let players build the Inquisitors with half price.
Fachy Dec 06, 2005, 09:43 PM Great idea Mylon! But although I read most the replies here, I still don't know whether in the current mod:
1) This effect causes unhappiness or not?
2) Can you do it to foreign cities?
3) More importantly, does the AI "understands" how it works? Can it utilize it?
Coz if it doesn't, then it's really cheating
Master Lexx Dec 21, 2005, 01:10 PM InquisitorMod (GreenMod version) 1.1
This is the improved version of InquisitorMod 0.92 by Mylon
-new picture and new 3d mesh of the inquisitor
-cannot b used on enemy cities in singleplayer
-needs tech_theology and palace to be built
-added unhappieness to inquisition building,
-4 happieness to city and -1 on continent for 8 turns
-it can no longer be used on foreign cities
-compatible with civ4 1.52
Download here: http://www.civ.columnz.net/InquisitorModGM11.rar
I only released this because some people were asking for the inquisitor alone.
Mylon Dec 21, 2005, 01:46 PM Huh? Mine can be used on enemy cities? That's odd, because I don't recall great scientists being able to build academies on enemy cities. Then again, I never tried... Anyway, you're free to post your upgraded version. I'll probably use the model file myself in my own mod. The happiness portion makes sense, however I won't include that in my mod until it makes more sense to remove religions from a city.
RED DIAMOND Dec 28, 2005, 06:08 PM I just tried it Mylon and it is indeed just what the doctor ordered. I have played many games on theo just to keep the AI from getting cash from me via relgion spread. This will actually allow me to play something other than theo for a change thx!!!!!!:goodjob:
Impaler[WrG] Dec 28, 2005, 06:34 PM I think the next version should aim to allow us to select the pursecuted religion.
Either generate a popup screen that lists each religion in the City for us to select from OR give the Inquisitor a button for each religion, when they are in a city buttons that corespond to purgabe religions are highlighted and can be used to target that particular religion.
Fachy Dec 28, 2005, 09:35 PM err.. does this mean that the AI can use it? o.o
RED DIAMOND Dec 29, 2005, 12:40 PM err.. does this mean that the AI can use it? o.o
I don't really know if they do right now or not. They still have closed borders/theo option and they seem to use that effectively. I would imagine that it could require a new AI routine for unit behavior that the AI can use. Good question.
Fachy Dec 29, 2005, 04:17 PM Yes I think it needs python to make the AI "understand" the values pros/cons of that new feature
Otherwise it's not fun to do it (unless you're playing with ppl)
RED DIAMOND Dec 29, 2005, 08:53 PM Yes I think it needs python to make the AI "understand" the values pros/cons of that new feature
Otherwise it's not fun to do it (unless you're playing with ppl)
I don't know I guess its a perspective and depends on how you play. For instance, I use it because I stick to Mali and they were Islamic. Can't found that until later so I have no religion "State" until I found Islam.
By that time I meet other religious civs that I need to make trade with
and they eventualy spread their religion into my country. So naturally when I found Islam I need to purge the others with an inquesition and spread Islam in my country and then abroad. But that's just how "I" like it and the best thing about this game to me is its flexible nature. Without that, it would be dead for me.
Fachy Dec 29, 2005, 09:09 PM But it's unfair for them, they can't purge Islam (or any other religions)! Anyway you can have it anyway you like, but I like the AI to have the same abilities
RED DIAMOND Dec 29, 2005, 09:45 PM But it's unfair for them, they can't purge Islam (or any other religions)! Anyway you can have it anyway you like, but I like the AI to have the same abilities
Once again its a matter of prespective. Some see playing the AI on levels where they get specific advantages that the player does not as unfair etc...
Thank you for your permission to have it the way I like it LOL! :D :p
Fachy Dec 29, 2005, 10:27 PM lol no problemo :p
Mylon Dec 30, 2005, 12:04 AM I'll take a crack and editing the AI when the SDK comes out. I know that I find the AI rather lacking in many respects. so I'll definitely try my best, and not just for this mod, but also because of my main mod and a side-mod I'd like to produce for inter-AI diplomacy.
Robo Magic Man Dec 30, 2005, 02:48 PM I really liked the idea of having inquisitors, and I downloaded it, but I can't say I'm too fond of the spy graphics. So, I made the inquisitor a red robed christian missionary (to look more like the spanish inquisitors). Here's the edited mod:
RED DIAMOND Dec 30, 2005, 05:22 PM I really liked the idea of having inquisitors, and I downloaded it, but I can't say I'm too fond of the spy graphics. So, I made the inquisitor a red robed christian missionary (to look more like the spanish inquisitors). Here's the edited mod:
I changed mine to the Explorer grahics.:cool:
Robo Magic Man Dec 30, 2005, 11:24 PM Not to insult your choice or anything, but why explorer?
RED DIAMOND Dec 31, 2005, 10:38 AM Not to insult your choice or anything, but why explorer?
I don't know except that it looked right for the job.:cool:
jbfballrb Dec 31, 2005, 02:06 PM something in the files seems to have changed in 1.52; basically, everything custom you added doesnt work
tmarcl Jan 02, 2006, 07:18 PM -needs tech_theology and palace to be built
Does this mean it can only be built in your capital?
Marc
RED DIAMOND Jan 02, 2006, 09:02 PM something in the files seems to have changed in 1.52; basically, everything custom you added doesnt work
Are you sure? I added it manually to my game without incident.
RED DIAMOND Jan 03, 2006, 01:25 PM Does this mean it can only be built in your capital?
Marc
No once you have the tech any of your cities can build them.
Frankly, I just LOVE this little unit. It inspired me to make a few UU spy type units since I rarely like to get into full blown wars.
In terms of balance I have not seen the AI use it yet and you can use it against them. However, there is NO assurance that you won't have to use it again and again as the AI will continue to respread ANY relgion they found.
So right now in my game I founded Buddhism and spread it to about 40% of the world. Ghandi the religion Guru has founded Hinduism, Judaism, Christianity and Taosim. However, his state religion is Hinduism. We are about 6-7 turns away from each other by ocean. So I load up each cara with the Inquisitors, as you know the limit is a total of 3 at a time. Unload conduct the business in several cities rinse and repeat. Finally got him down to Hinduism only in each city except for the Holy cities and thought cool that will teach him.
Fast forward 2-3 turns and guess what? Yep he was spreading his religions to all his cities all over again.
The limit of 3 makes it fit in without being overpowered IMHO.
Grave Jan 06, 2006, 06:54 PM InquisitorMod (GreenMod version) 1.1
This is the improved version of InquisitorMod 0.92 by Mylon
-new picture and new 3d mesh of the inquisitor
-cannot b used on enemy cities in singleplayer
-needs tech_theology and palace to be built
-added unhappieness to inquisition building,
-4 happieness to city and -1 on continent for 8 turns
-it can no longer be used on foreign cities
-compatible with civ4 1.52
Download here: http://www.civ.columnz.net/InquisitorModGM11.rar
I only released this because some people were asking for the inquisitor alone.
I found a problem with this...
If you're in a Holy City, and the only religion that city is the religion founded there, and you try the Inquisition it will not remove the Inquisition building. Also, it won't remove said religion either (which is good, actually).
And since the Inquisition building can't be removed, you'll have permanent unhappiness instead of the 8 turns of unrest.
How would one patch this piece of code up, so that you cannot do an Inquisition in a Holy City's founding religion?
Don Pelayo Jan 06, 2006, 06:57 PM I was wondering how long it would take someone to make that reference. And by the way...
http://img432.imageshack.us/img432/6667/spanishinquisition4oo.jpg (http://imageshack.us)
"Nobody expects the Spanish Inquisition!"
***
A little Michael Palin-unit that worked the opposite way of missionaries would be delightful, though.
Heh, I had a similar post a few days ago, on an inquisitor mod.
What this unit MUST do in an updated version:
1) +1 :(
2) -%20 Population (so in a city with 20 population, it's -4, and this makes sense)
3) Removes all buildings tied to the religion that has been removed.
4) Must be possible to choose what religion to remove (Spanish Inquisition didn't target Jews in the beginning, as they were actually helping the Christians because they feared their own safety. Eventually it was their turn later on to be expelled)
5) Chance of revolting and having a "fist" underneath the city for 3 turns.
Optional: Can only be used if the state is in Theocracy.
Some facts with respect to the Spanish Inquisition:
- In its approximately four centuries of existence, the Spanish Inquisition judged around 130,000 people.
- Less than 2% were actually condemned to death, less than 2,600 in total, which averages around 7 death penalties per year.
- Although some people were sentenced to prison or to row in the galleys, most sentences were spiritual, like doing a pilgrimage.
- Torture was used in around 10% of the cases, almost always only once, never more than twice, and using softer methods than those employed by the civil courts. We must take into account that torture was legally used everywhere in the world at the time, and it was considered an essencial method to obtain otherwise unattainable information, necessary to save innocents and punish evil-doers.
You can check the veracity of the above in the following links:
Article from Marvin R. O'Connell, professor emeritus of history at the University of Notre Dame -this one actually refers to the scene displayed above:
http://www.catholic.net/RCC/Periodicals/Dossier/1112-96/article2.html
Wikipedia Encyclopedia:
http://en.wikipedia.org/wiki/Spanish_Inquisition
Article from Agostino Borromeo, History Professor at the University of La Sapienza in Rome (in Spanish):
http://www.paxtv.org/documentos/junio_2004/doc28_15_06_04.htm
Regards
Robo Magic Man Jan 07, 2006, 11:19 AM But now, after that screenshot, does everyone see why I chose to make a red robed christian missionary for the inquisitor icon, and not a spy or explorer?
RED DIAMOND Jan 13, 2006, 01:02 PM But now, after that screenshot, does everyone see why I chose to make a red robed christian missionary for the inquisitor icon, and not a spy or explorer?
LOL! Yes. :D
Master Lexx Jan 13, 2006, 04:59 PM @GraveEatr nope.
if (not StateBelief == i and pCity.isHasReligion(i) and not pCity.isHolyCityByType(i)):
szReligionList.append(i)
if the city is the holy one and no other religions are there which are not state rel, the building is removed.
NiroZ Feb 13, 2006, 09:49 PM is there any reason why i can't access this file? (1.10)
Spocko Feb 14, 2006, 05:03 AM is there any reason why i can't access this file? (1.10)
I found the file InquisitorModGM11.rar at: http://civ.myrror.net/
Master Lexx points us to that www address for his GreenMod21.rar file, so I took a guess and browsed the directory and found the file InquisitorModGM11.rar.
Spocko Feb 14, 2006, 09:13 PM I really liked the idea of having inquisitors, and I downloaded it, but I can't say I'm too fond of the spy graphics. So, I made the inquisitor a red robed christian missionary (to look more like the spanish inquisitors). Here's the edited mod:
I like the Monty Pythonesque red-robed missionary as well, so I'm going to cook your mod of Mylon's Inquisitor mod (thanks Mylon!) into my own mod.
Unfortunately, I've incorporated Alilum's Alt Religion mod that replaces the RW religions with other, contrived religions. Since I don't fully understand how we create new units that are based on existing units, and since your mod establishes the Inquisitor based on a unit that I no longer maintain (the Christian Missionary), I'm thinking I cannot just port your mod into mine using straight cut and paste methods that have served me so well now for the 24 mods I've cooked into my own mod.
So, I'm wondering:
(1) whether I can rename your missionary_christian and christian_missionary dds files to be missionary_inquisitor and inquisitor_missionary dds, respectively;
(2) how such a renaming impacts your XML files.
I tried cooking Master Lexx's GreenMod Inquisitor into my mod, but the Civilopedia doesn't like it when I bring up the Inquisitor (some kind of Python exception related to, I believe, the CvUnitInfo's reference to the Christian Missionary in the CvUnitInfos file, a reference that exists in your mod files as well).
In CvUnitInfos, I did the following:
<EarlyArtDefineTag>ART_DEF_EZBOLIAN_MISSIONARY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/christian_missionary.dds</Button>
Upon which the Civilopedia displayed a full view of the blue-robed Ezbolian Missionary and your red-robed button. I'd like for the full view to be the red-robed unit as well. When I switch "EZBOLIAN" to be "CHRISTIAN", I get the Python exception.
I first chose Master Lexx's version because I don't want the Inquisitor to work in foreign lands. Since I'm not able to figure out how to merge Master Lexx's Inquisitor into my Alt Religion-ed mod, I figure I should try to cook yours in since I really do like that red-robed Inquisitor - and maybe I could either flip an XML switch that prevents the Inquisitor from operating in foreign cities, or I could find Master Lexx's python code that sets this limitation.
The tricky part for me is that I cannot figure out which XML file points to the dds file that illustrates the unit (not the button, the unit itself). If I knew that, I would just point it to your formerly-named christian_missionary.dds file. I suspect there is a default directory structure the hardwires how the code seeks the illustrative dds file, but since I'm not using christian_missionary, I don't know how to make this work.
I'm so tired. I bet this is as clear as mud. But still, maybe it makes sense to you, Robo Magic Man.
Can you help?
Thanks, Spocko
EDIT: Aha! I think I will find my answer by looking into the CIV4ArtDefines_Unit file.
Winner Feb 19, 2006, 11:32 AM If I wanted to include this mod into some other mod, what should I do?
(EDIT: never mind, I've figured it out.)
Spocko Feb 19, 2006, 06:38 PM Purging religions in another civ wouldn't exactly be fair at all.
I agree. So I used Master Lexx's version of the Inquisitor and it does not work in foreign cities.
Now I would like to be able to choose which religion to remove, when there is more than one religion operating in the city.
Spocko
Spocko Feb 19, 2006, 07:19 PM I've been playing my composite mod in which I've merged TrueProphets, Alt Religion, the Inquisitor, and Religious Victory. It works beautifully
I really like the feel of the game now that I've removed RW religions, and I like the fact that religions are founded by people, not by technology.
Thanks to Kidinnu, Alulim, Mylon/Robo Magic Man/Master Lexx and donquixote235 for creating the initial mods - together, they've made religion a much more satisfying and complex aspect of the game, IMHO.
hamtastic Feb 24, 2006, 11:34 AM Spocko,
Does the AI ever use inquistors? IF not, it seems like you'll really have an unfair advantage.
Fachy Mar 09, 2006, 01:07 PM I'm still waiting for an inquisitor mod which could be used by the AI!
Mylon Mar 11, 2006, 06:56 AM When the SDK is released people will be able to edit the AI. Until then, live with the fact that the AI doesn't play by the same rules even in the default game and cheats to make up for a lack of strategy.
Fachy Apr 07, 2006, 06:13 AM What I really hate about the AI is that it treats you like a buddy, not a leader. I mean, in alot of cases (in the real world) there would've been wars if you go by love-and-hate, but INTERESTS govern 90% of the world politics. That's not reflected in the game
Big J Money Apr 07, 2006, 01:09 PM Just to agree with the original idea of this unit:
The inquisitor should be able to purge religion from foreign/enemy cities, but only if you have a Holy City, and only if your state religion already exists on the foreign city. It won't purge all religions; it will purge all religions other than your state religion. Also, the base chance of success should be lower than the missionary's, and for each extra religion other than your state religion, the chance of success should be further reduced.
This would allow religious wars. That is not imbalanced at all, since anyone can try to get a holy city and participate in a religious war. Also, inquisitors should become obsolete eventually, and maybe one of the civics can make a person immune to inqisitors.
Here is another idea. Give a new ability to a religious Great Leader called "Grand Inquisition". You must use this ability before you can send inquisitors against other nations.
Guys, there is a way to balance anything if you put your mind to it.
=$= Big J Money =$=
Fachy Apr 10, 2006, 03:10 PM "But there's no way to let the AI use it" :D
Sharule Apr 26, 2006, 10:38 PM This mod doesnt work anymore with 1.61, any plans do update it? Are there other inquisitor mods out there?
The Capo Aug 22, 2008, 01:26 PM IMO the inquisitor should reduce population as well ( 1 point for each religion that is removed ). People who refused to convert are often killed in the medivian.
But great idea - that unit has to be in the game.
Actually during the Christian inquisition not as many people were actually killed as is popularly believed. Most of the time they were imprisoned for around a year and their property was taken. There wasn't really too many deaths, and rarely was an actual sentence of death given.
Sonereal Aug 22, 2008, 01:48 PM Hey, I have a suggestion.
Say that there's a Christian Nation that's trying to get rid of other relgions in the nation, wouldn't some of those people flee to safer places, like Muslims would run to a Islamic Nation?
Maybe a population deduction for each religion that flees? So if you just attacked the Muslims and Hindus, they escape to a nation with free religion or that has similar idealogy.
The Capo Sep 01, 2008, 06:08 PM People really didn't "flee" that often because of inquisition, usually they would just pretend to repent/agree with the inquisitors. They had business and lives and families (often, in cases of the persecuted people, in mixed religious families) that they couldn't really leave. And its not like they could just call up Long & Foster and U-Haul, pack up their stuff and move somewhere else. This was in the middle ages.
frekk Sep 02, 2008, 11:46 AM Actually during the Christian inquisition not as many people were actually killed as is popularly believed. Most of the time they were imprisoned for around a year and their property was taken. There wasn't really too many deaths, and rarely was an actual sentence of death given.
That's not true of the Inquisition as a whole, though it is true of the Spanish Inquistion. The broader inquistion, however, began with the Albigensian Crusade in southern France - or rather, shortly before that, with a papal bull issued in 1184, entitled "For the purpose of doing away with", and aimed at persecuting the Cathars. Trials, torture, and executions didn't do away with the Cathars, so things built up to the Albigensian Crusade in which whole cities were razed - it is estimated that anywhere from half a million to a million people died in the Albigensian Crusade. By modern numbers, this is pretty bad - by medieval numbers, its an utter apocalypse.
Deaths in the Spanish Inquisition were probably not as high as some think, however, the Spanish Inquisition was not the whole of the Inquisition. That began with the movement against the Cathars (and a few others, like the Waldensians).
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