View Full Version : Civ Specific Pagan Temples


icantcmyeye
Jul 03, 2007, 11:41 AM
(Check this post for downloads and updates)

Though the citizens may fall sway to the five major gods, their citizens will always be faithful to their protector

And now that I've finally figured out how to work the CIV4 Modding (thank you VERY much Kael, Grey Fox, Vehem, and C. Roland), i'm ready to start work

DOWNLOAD HERE (http://forums.civfanatics.com/uploads/107836/CustomTemples.zip)
WARNING! ONLY WORKS WITH FFH .022, PATCH H, NO MODS!
BREAKS SAVE GAMES CONTAINING AFFECTED CIVS!
(can't be changed, it's caused by adding/subtracting any unit/building that is in play)
If you want to use this with a mod, tell me which one and I'll be more than happy to make another version for said mod

*File Log*
Current version : 2
Bhalls Pyre - Unfinished Graphics, Simple code
Chanters Tower - Graphics, Code

LIST OF CIVS/Temples (N/A means an area not yet reached in the plan)

Clan Of Embers
Bhalls Pyre
Status: Semi-completed, working on fire graphics, not yet coded fully

+10%:culture:
+1:) from Incense
Can turn 1 citizen into Priest
-5% War :mad: (might make more, see how things go)
http://img509.imageshack.us/img509/3898/civ4screenshot0043ie9.th.jpg (http://img509.imageshack.us/my.php?image=civ4screenshot0043ie9.jpg)http://img19.imageshack.us/img19/3976/civ4screenshot0044kg2.th.jpg (http://img19.imageshack.us/my.php?image=civ4screenshot0044kg2.jpg)


Sheaim
Chanters Tower
Status: Modeled, Textured, not yet coded fully

+10% :culture:
+1:) from Reagents (help the spiritual power of the chanters inside)
+5% :hammers: for Rituals (might make more, see how things go)
Can turn 1 citizen into Sage
(going in a completely different direction, sages are more important to the sheaim, and they have no use for the luxuries of this world like incense. They would be happier with reagents to boost their spells, and bring the armageddon faster)
http://img256.imageshack.us/img256/9872/sheaimtmplvb5.th.jpg (http://img256.imageshack.us/my.php?image=sheaimtmplvb5.jpg)http://img149.imageshack.us/img149/983/sheaimtowerbw8.th.jpg (http://img149.imageshack.us/my.php?image=sheaimtowerbw8.jpg)
http://img175.imageshack.us/img175/4043/sheaimcirclefe5.png (roof texture, you can't see it in game easily, but i love this part of the temple)


[/I]Lanun
Temple of the Seas
Status: N/A
Special Bonuses: Small chance of giving ships produced the Fair Winds promotion, or possibly Navigation 1 depending on how things turn out...

Doviello
Shrine of Chaos
Status: N/A
Special Bonuses: maybe a combat promotion, or chance of mutating?


Malakim
Temple of Lugus
Status: N/A
Special Bonuses: N/A


Illians
Temple of Mulcarn
Status: N/A
Special Bonuses: N/A


Khazad
Shrine of Kilmorph
Status: N/A
Special Bonuses: +1:) with Runes of Kilmorph (maybe penalty for not having RoK?)


Amurites
Library of Oghma
Status: N/A
Special Bonuses: +5% :science:


Calabim
Aeron's Shrine
Status: N/A
Special Bonuses: N/A


Balseraphs
Mammon's Thearter
Status: N/A
Special Bonuses: N/A

(I'm going to do one for each civ, I just don't have time right now to write out each civ/temple... it will get done

Add maybe?

* Buildings give negative effect for civ changing alignment (i.e. good>evil = +1:yuck:, like the god is sending a plague)

* your god becomes corporation (after becoming familiar with BTS coding)

TheJopa
Jul 03, 2007, 12:45 PM
Hey I wanted this in main game few months ago! This could be so good Kael might add it in main game ;)

I might suggest that you give clan of embers temple some small military bonus or WW reduction.

Swodhawk
Jul 03, 2007, 02:43 PM
Great undertaking!

icantcmyeye
Jul 03, 2007, 04:03 PM
alright, i just got the installer working, and now that my DSL is fixed, i've uploaded it.

The current installer only works on the BASIC FFH0.22 with PATCH H
Currently FFH mods are not supported

So far, the only temple uploaded is the still incomplete Bhalls Pyre, but it adds a nice touch of uniqueness to the game.

The only thing i haven't added yet is the fire graphic, and haven't decided on what bonuses to give it. I agree with the Military production suggestion, but am a little concerned about balance issues...

Grey Fox
Jul 03, 2007, 06:34 PM
Look at the religion specific temples for influence on effects. And try to think of the mana sphere of the god + other things specific to that angel.

icantcmyeye
Jul 03, 2007, 11:56 PM
Alright, good news and bad...

The good news is i finished the texture on the Chanters Tower, and am quite proud... Especially of this alchemist-looking circle I put on the roof
http://img175.imageshack.us/img175/4043/sheaimcirclefe5.png

However, for the bad news...
While trying to code in for Elegy Of the Sheaim to require their temple, i confused the main file, and completely de-stabalized the entire game code. Apparently this method will not work. It will take me a little while to figure out what i did and straighten it out, but i'm pretty sure the whole problem is isolated in a single line... now to find it...

thapagan
Jul 04, 2007, 12:33 AM
How about a Priest-like unit that can only be made with the temple.
It could have one spell set and found that civs pagan temple. since the unit would come early in the game it should have a two maybe a three strength.
But having the temple give out promotions is a good idea. There are a lot of minor promotion that could be used. Boarding Party for the Luan, Courage and loyality could fit the banner or eomih, fear for the balseraphs, forest stealth,
city defender, withdraw from combat might be good for the hippus.
good luck

QES
Jul 04, 2007, 03:55 AM
Are the effects only useful when you've No religion?

I mean if one converts - should not the benefits of the temple be mitigated to either culture bonii (from roots in the past) or nothing at all? Specific temples sound great - but, there are balance issues AND if paganism is only transient, then the bonuses might have to be as well.
-Qes

Bitwise
Jul 04, 2007, 06:31 AM
I think to a certain degree the world is polytheistic so that shouldn't be a problem.

kenken244
Jul 04, 2007, 03:13 PM
is the lauaun fair winds spell still temporary? if it is then it shoul give it to all naval units instead of ujusts a few

icantcmyeye
Jul 04, 2007, 04:37 PM
I'm not sure how the fair winds promotion acts, and i'm a little wary of tinkering with the xml so deeply again after shattering the entire game last night...

And to answer QES's question -

The temples are intended to act as shrines to the guardians who protect their nations, even if they take up a religion. Though the Malakim may worship the Order, pray to Kilmorph, or, Junil forbid, sacrifice their souls and innocence for the immense knowledge of the Veil, but their lives and minds will always belong to Lugus, will they not?

kenken244
Jul 04, 2007, 04:59 PM
the python is that any unit with the fair winds promo has a 1 in 10 chance of loosing it any turn. it doe snot atter if you used teh spell to gain it

Civkid1991
Jul 04, 2007, 05:24 PM
great job, i remember when this was talked about somewhere else
nice models so far.. keep up the good work:goodjob:

Chandrasekhar
Jul 04, 2007, 05:47 PM
I'm not sure how the fair winds promotion acts, and i'm a little wary of tinkering with the xml so deeply again after shattering the entire game last night...

And to answer QES's question -

The temples are intended to act as shrines to the guardians who protect their nations, even if they take up a religion. Though the Malakim may worship the Order, pray to Kilmorph, or, Junil forbid, sacrifice their souls and innocence for the immense knowledge of the Veil, but their lives and minds will always belong to Lugus, will they not?

It might be good to have the benefits contingent on alignment. So long as the Malakim are Good, like Lugus, their pagan temples will give them Lugus's blessing. If they go Evil or Neutral, however, then they've turned their back on their deity completely.

Sureshot
Jul 04, 2007, 05:49 PM
How about a Priest-like unit that can only be made with the temple.
It could have one spell set and found that civs pagan temple. since the unit would come early in the game it should have a two maybe a three strength.
But having the temple give out promotions is a good idea. There are a lot of minor promotion that could be used. Boarding Party for the Luan, Courage and loyality could fit the banner or eomih, fear for the balseraphs, forest stealth,
city defender, withdraw from combat might be good for the hippus.
good luck

just do UU's for prophets, like how Lightbringers are UU's for prophets for Malakim.

really like this civ specific pagan temple business :D

kenken244
Jul 04, 2007, 05:56 PM
an interesting mechanic is make pagan temples unbuildaable, and let them build a special unit, as soon as you research mysticisim you get your pagan temple in your capital and you can use tthe aformentioned unit to make temples in other cities.

Sureshot
Jul 04, 2007, 06:03 PM
would be neat to have your temples built in other civs cities and gain something from it heh

MagisterCultuum
Jul 04, 2007, 09:13 PM
Perhaps they cold use a corporation-like mechanic.

icantcmyeye
Jul 04, 2007, 10:26 PM
When BTS comes out i'll try that, but right now there doesn't seem to be any mechanic in the game that could replicate the corporation effect, or spread the temples to other civs.

Right now i'm just focusing on the graphical aspects, and just experimenting with xml and python modification. I'm sure enough of myself to work with adding the buildings in and modifying the basics, but some stuff is just way over my head...

Sureshot
Jul 05, 2007, 07:33 AM
could use spell mechanic like Hope or Inspiration, they (atleast they used to, havent checked in a while) create a building in a city after the spell is cast, and it stays unless the caster moves.

so like, the prophet UU for the clan could go into a friendly civs city and cast something like "found temple" that creates a temporary Fire temple there. would help the friendly civs city through its natural benefits like +10% culture.. could also make every civs palace work like the Spiral Minaret wonder that gives +1 gold per temple of that type so that the more you spread your temples around the more gold you get.

kenken244
Jul 05, 2007, 05:35 PM
i was thinking that when you get the tech foryour temple you get a free one in your capital. pagan temples allow you to build a UU that can use the great person academey code for building a temple in one of your cities

jimi12
Jul 06, 2007, 03:10 PM
i have wanted something that incorporates the rest of the FfH pantheon for a really long time. Great work! are you planning on doing all the patron gods? if so i made up a list of each of the civs and their patrons and what they are the god of:

Bannor- Junil (Law)
Malakim- Lugus (Light, Sun)
Elohim- Sirona (Wisdom)
Luchuirp- Nantosuelta (Enchantment)
Kuriotates- Amathaon (Creation)
Ljosalfar- Cernunnos (Nature)
Khazad- Kilmorph (Earth)
Sidar- Arawn (Death)
Lanun- Danalin (Water)
Grigori- Agnostic but used to be Dagda (Force)
Hippus- Tali (Air)
Amurites- Oghma (Metamagic)
Doviello- Camulos (Chaos)
Balseraphs- Mammon (Mind)
Clan of Embers- Bhall (Fire)
Svartalfar- Esus (Shadow)
Calabim- Aeron (Body)
Sheiam- Ceridwen (Dimensional)
Illians- Mulcarn, kinda (Ice, Winter)
Infernal- Agares (Entropy)
Mercurians- Used to be Arawn. He is aligned with Life though and that is Sucellus' domain. i dont think he is affiliated with him though.

I hope this helps. Under no circumstances do I gaurantee the accuracy of this. I am sure there are things that Kael can clarify for us.

icantcmyeye
Jul 06, 2007, 05:04 PM
Just uploaded version 2

This version adds a -5% war :mad: addition to the Bhalls Pyre and a whole reworking of the chanters tower.

MagisterCultuum
Jul 06, 2007, 08:48 PM
The Grigori are deists, believing only in the One, but Cassiel was the second in command of Dagda, the angel of force/balance

The Illian leader, Auric Ulvin, is possessed by the spirit of the dead god Mulcarn.

Basium strongly dislikes Sucellus, considering him too weak to deserve so great a gift as mastery over life, because of his "death" at the hands of Mulcarn. Basium wants to be the god of Life, so that this extra power would help him fight demons. He still prays to the One.

icantcmyeye
Jul 06, 2007, 10:52 PM
I'm sorry if this sounds rude, but I know the FFH story, and if I'm confused on a part i know where to look it up. Before i started this project i dug into the FFH storyline and found out all the things you all are telling me now. Could we please discuss the buildings on this thread? You all will be the first i ask if i need help with the story line, but for now I have it all down

the_fish
Jul 10, 2007, 08:20 AM
Fantastic idea :) I always disliked the fact there was this rich religious backstory which wasn't fully borne out in game, it seemed a waste. I tried thinking up some smaller mechanic like cults for the other religions, but it always seemed too messy.

I'd prefer it if this were kept simple, with just unique pagan temples and unique prophets (maybe unique "wonder" able to be built by a great prophet also). This way it adds flavour to the game without miring it down in added complexity - as a new player trust me when I say that the game is complex enough!

The Illians could do with a more substantial boost here to make up for their otherwise agnostic tendencies...I know they're not complete but this would be the perfect place to start.

How about keeping temples as doing two things, but switching the +1 :) with incense and +10% culture for other things?

e.g.
Khazad +1 :) (with gems), +10% city defense
Bannor +1 :) (with incense), -10% ww (or maintenance)
Balseraphs +1 :) (with silks), +10% culture
Kuriotates +1 :) (for each of three things they don't have buildings for - these guys need a boost)
Lanun +1 :) (with pearls), +10% naval unit production

Rex rgis of Ter
Jul 10, 2007, 02:29 PM
Perhaps a replacment for the Library could be the Shrine of Kylorin. After all, he founded the Amurites, and gave them the ability to use magic. From what I understand, Oghma is farily detached from events taking place on earth, while Kylorin may be watching over his children.

Perhaps the effects would be..

+5%:science:
+1 xp for aracne units
+10%:culture:

Sureshot
Jul 10, 2007, 04:49 PM
Fantastic idea :) I always disliked the fact there was this rich religious backstory which wasn't fully borne out in game, it seemed a waste. I tried thinking up some smaller mechanic like cults for the other religions, but it always seemed too messy.

I'd prefer it if this were kept simple, with just unique pagan temples and unique prophets (maybe unique "wonder" able to be built by a great prophet also). This way it adds flavour to the game without miring it down in added complexity - as a new player trust me when I say that the game is complex enough!

The Illians could do with a more substantial boost here to make up for their otherwise agnostic tendencies...I know they're not complete but this would be the perfect place to start.

How about keeping temples as doing two things, but switching the +1 :) with incense and +10% culture for other things?

e.g.
Khazad +1 :) (with gems), +10% city defense
Bannor +1 :) (with incense), -10% ww (or maintenance)
Balseraphs +1 :) (with silks), +10% culture
Kuriotates +1 :) (for each of three things they don't have buildings for - these guys need a boost)
Lanun +1 :) (with pearls), +10% naval unit production

i kinda like the 10% bonuses for unique effects, 5% current effects seem like they'd be nonexistant in most cases (need 20 of something just to get a bonus of +1)

Grey Fox
Jul 10, 2007, 05:36 PM
i kinda like the 10% bonuses for unique effects, 5% current effects seem like they'd be nonexistant in most cases (need 20 of something just to get a bonus of +1)

Well, all building bonuses add up before they apply its bonus. So if you have a building that gives +25% bonus, it would add 30% if you have another that gives +5%.

Sureshot
Jul 10, 2007, 05:42 PM
ah thats true, still like 10% more heh

icantcmyeye
Jul 11, 2007, 12:28 AM
yeah, i played a few test games as the civ's in question, and the +5% bonuses did absolutely nothing except in the most extreme cases. I'm thinking about bumping it up to 10%, but i'm a little nervous about doing any more work until i know how the layout will be in BTS

QES
Jul 11, 2007, 04:06 AM
I'm not sure how the fair winds promotion acts, and i'm a little wary of tinkering with the xml so deeply again after shattering the entire game last night...

And to answer QES's question -

The temples are intended to act as shrines to the guardians who protect their nations, even if they take up a religion. Though the Malakim may worship the Order, pray to Kilmorph, or, Junil forbid, sacrifice their souls and innocence for the immense knowledge of the Veil, but their lives and minds will always belong to Lugus, will they not?

That my friend is a most excellent answer. The paganism of ancestor worship and the homage to those who came before. "Never forget where you come from." I love it.

-Qes

zxcvbnm
Oct 07, 2007, 11:03 AM
Perhaps a replacment for the Library could be the Shrine of Kylorin. After all, he founded the Amurites, and gave them the ability to use magic. From what I understand, Oghma is farily detached from events taking place on earth, while Kylorin may be watching over his children.

Perhaps the effects would be..

+5%:science:
+1 xp for aracne units
+10%:culture:

The amurites already have the cave of ancestors which gives arcane units 1xp with every mana node they control

@MagisterCultuum: "The Grigori are deists, believing only in the One, but Cassiel was the second in command of Dagda, the angel of force/balance"

Only the luonnotar of the grigori are worshippers of the One, most have, like cassiel, simply given up the religions which were no good for them.

Rex rgis of Ter
Jan 16, 2008, 04:00 PM
Svaralfar- Dungeon of Esus

+10 to crime rate
+1 :) from the Ratcatcher's Guild
+ 20% production of Recon units
City more likley to have Ratcatcher's Guild to it

The dungeon of Esus is all about controlling crime

Sidar-Shrine of Arwan

+ :) for each Wine
+ 2 xp for all land units

The Sidar are inspired by Arwan, and though he doesn't respond they feel better (hence the xp). The wine represents the sacrements the Sidar use to appease Arwan.

The Grigori should not even be allowed to build any temple.

xienwolf
Jan 16, 2008, 04:17 PM
You mention Arwan in your discussion about the Sidar, but you called it the Shrine of Oghma? Personally I would see Oghma as more fitting for Cassiel, isn't he "The One?" Technically Cassiel IS religious, he believes very strongly in The One, and thinks all of the Angels need to bugger off.

Rex rgis of Ter
Jan 16, 2008, 04:21 PM
Sorry, I meant Arwan. I don't think Cassiel really worships the One, rather reveres him.

MagisterCultuum
Jan 16, 2008, 04:49 PM
No, Oghma and the One are totally different.

Oghma is the neutral Goddess of Knowledge (Metamagic), the enemy of Mammon and the patron angel of the Amurites. The Erebus of Kael's campaigns was actually the heaven/vault of Oghma, which had been overrun by the forces of mammon. She was a Neutral Angel though, and helped write and enforce the Compact.

The One created Oghma, along with all the other angels. Cassiel reveres him and condemns all his fellow angels for their petty conflicts, but I'm not exactly sure he "Worships" The One. Although he gave protection to those that do worship the one (the Luonnatar), Cassiel personally believes that The One doesn't want worship. He probably would worship the one if he though thats what the One wanted, but he views the desire to be worshiped as a petty, childish emotion of angels and men. He considers the One to be above that , whether the One really is or not.

Cuteunit
Jan 16, 2008, 07:52 PM
Svaralfar- Dungeon of Esus

+10 to crime rate
+1 :) from the Ratcatcher's Guild
+ 20% production of Recon units
City more likley to have Ratcatcher's Guild to it

The dungeon of Esus is all about controlling crime

Sidar-Shrine of Arwan

+ :) for each Wine
+ 2 xp for all land units

The Sidar are inspired by Arwan, and though he doesn't respond they feel better (hence the xp). The wine represents the sacrements the Sidar use to appease Arwan.

The Grigori should not even be allowed to build any temple.


Sorry, but svartalfar hunter rush isnt already a monster?

Cuteunit
Jan 16, 2008, 07:58 PM
If we were creating a custom building in the pagan temple slot for the Sidar, I would make it function like a half baked version of Sacrifice the Weak's effect on the food consumption of the city's pop. Shades Don't Eat.

Put simply, Specialists would consume only 1 food or no food, while normal non-assigned would still consume 2foods.

Mesix
Jan 16, 2008, 11:38 PM
If we were creating a custom building in the pagan temple slot for the Sidar, I would make it function like a half baked version of Sacrifice the Weak's effect on the food consumption of the city's pop. Shades Don't Eat.

Put simply, Specialists would consume only 1 food or no food, while normal non-assigned would still consume 2foods.

Wow...specialists that consume no food...the SE just got stronger!

Seriously though...the Sidar do not need a boost to specialists. In my last game as the Sidar I had more than 35 settled shades cranking out everything my civilization needed. The shade maechanic is already powerful enough. Specialists that are assigned are not shades, they are just population like any other civ.

Settled Great People and shades for the Sidar do not consume food. Only assigned specialists consume food.

Ekolite
Jan 17, 2008, 01:24 AM
Gate to the Underworld

- Sidar temple

Sidar do not die naturally, however, many shades get weary of enternity and wish to leave Erebus after all. They say suicide is always an option for a shade, which would be done at the gate, not literally a gate, but a small shrine, I imagine the suicide of a shade to be a kind of ritual and Arawn would be slightly pleased that some shades are returning to the underworld.

Effects:
+ 1 :) from incense
+ 10% GPP/turn

mtagge
Jan 17, 2008, 04:25 AM
Fantastic idea :) I always disliked the fact there was this rich religious backstory which wasn't fully borne out in game, it seemed a waste. I tried thinking up some smaller mechanic like cults for the other religions, but it always seemed too messy.

I'd prefer it if this were kept simple, with just unique pagan temples and unique prophets (maybe unique "wonder" able to be built by a great prophet also). This way it adds flavour to the game without miring it down in added complexity - as a new player trust me when I say that the game is complex enough!

The Illians could do with a more substantial boost here to make up for their otherwise agnostic tendencies...I know they're not complete but this would be the perfect place to start.

How about keeping temples as doing two things, but switching the +1 :) with incense and +10% culture for other things?

e.g.
Khazad +1 :) (with gems), +10% city defense
Bannor +1 :) (with incense), -10% ww (or maintenance)
Balseraphs +1 :) (with silks), +10% culture
Kuriotates +1 :) (for each of three things they don't have buildings for - these guys need a boost)
Lanun +1 :) (with pearls), +10% naval unit production
I agree as long as the unique wonder is a national wonder. I don't like having too many things needing the use of a great prophet. Shouldn't be too hard to do (I think the ViSA mod had national wonders that were unique for some civs as well).

Alzara
Jan 17, 2008, 06:42 AM
Did you getting modding lessons from the team?

Al

Cuteunit
Jan 17, 2008, 10:34 AM
Well I am also in support of a nerf to Wane, myself.

specialists eating only 1 food over 2 makes sense, though. Check Sandalphon's pedia.

Alzara
Jan 17, 2008, 11:52 AM
Specialists eating 1 food definately does NOT make sense. A single population member represents a certain number of people who consume a certain amount of food. These people work the land, or have different educational experiences (such as a priests and engineers). Specialists represent a group of people the same size as those working the land, only they are "specialists". They dont have the ability to survive on less food than a "non-specialist" group of people.

Also I think that making specialists only require 1 food would make the game far too easy. Starvation would not be an issue anymore as you could respond to lack of food by racking up the specialists, and at the same time have a greater chance of getting a great leader. It would ruin the gameplay (not to mention the effects of famine etc).

Al

Cuteunit
Jan 17, 2008, 11:58 AM
It makes sense for the Sidar. Read Sandalphon's pedia.

Part of why I suggest it, is that STW is blatantly good for Sidar which goes mechanically against their theme.

xienwolf
Jan 17, 2008, 12:50 PM
The pedia doesn't apply here. A Shade is a GREAT specialist (bottom of the screen, eats no food, normally only from settling a Great Person). For the Sidar, an assigned specialist (eats food) is the same as any other civ, just better at the job, hence eating less doesn't particular apply for them.

Cuteunit
Jan 17, 2008, 12:54 PM
Your logic has won me over.

What about a 'Waning Circle" for the sidar to replace pagan temple then?

Wane ability only works on a unit in a city with this structure