View Full Version : Protestantism in RFC


Panopticon
Jan 07, 2008, 05:15 PM
RFC Reformation
A modification to the Rhye's and Fall of Civilization mod by Rhye
by Edward Gaffney

http://forums.civfanatics.com/downloads.php?do=file&id=12749

Salutation:

RFC Reformation is a sub-mod that adds the Protestant Reformation to the Rhye's and Fall of Civilization mod. In it, Judaism is replaced by Protestantism, and Christianity is replaced by Catholicism.

Protestantism is founded by the first civ to discover Printing Press which has Catholicism as its state religion. To simulate the Protestant Reformation, there is a chance that any civ which controls a Catholic city will choose to embrace Protestantism instead. All their Catholic cities and buildings are converted to their Protestant equivalents (though large cities will retain a Catholic minority), and if a Catholic civ chooses to embrace Protestantism, their state religion is also switched. On the other hand, they can choose to resist the Reformation; in that case, they may end up with Protestant minorities in their cities instead. For human players, there is a prompt, which allows you to choose between the two: for the AI, this happens at random.

The modified assets from the main RFC game include changed text and artwork, new icons and logos for Protestantism, and a number of amended Python files which handle the programming routines involved. Due to the changes involved, it is unlikely that save files from the unmodified RFC game will work with this mod.


Installation:

1. Make a copy of your main Rhye's and Fall of Civilization folder, so you have a back-up.

2. Copy the files in the various folders of the uncompressed .zip file into the same folders in your RFC directory.


Valediction:

I hope you enjoy RFC Reformation. If not, I hope you can provide ideas which will make it more enjoyable. The author can be contacted on the Rhye's forum on the Civilization Fanatics' Forums, under the account name "Panopticon" (chosen in honour of Bentham).

forums.civfanatics.com/forumdisplay.php?f=204.


Opening message, before edit:

I have been thoroughly hacking my version of RFC for the last day and a half in an attempt to integrate the Protestant Reformation into the mod. This was inspired by kairob's "Great Zoroastrianism Challenge" which actually ended rather quickly.

I now have a version I am happy with. First, I edited the XML files for Judaism to turn it into Protestantism. Second, I learned Python. A lot of Python. This allowed me to create the special Protestantism foundation event. Protestantism is founded by the first Christian civ to discover Printing Press. Upon this event, there is a random chance that each civ with a Christian city will "convert". This is compared to a threshold which is somewhat reflective of history - tiny for the Netherlands, huge for Rome. If a civ "converts", its Catholic buildings turn into their Protestant equivalents, and Catholic cities gain the Protestant religion, with small cities losing Catholicism also.

There is still a lot of work to be done.
The art at the moment is just the standard Christian art - that might be OK for buildings and missionaries, but it will need a new icon, to distinguish it from Catholicism. I will use this thread to keep everybody updated, if there is interest in the project.
I want to introduce a popup which makes conversion optional for the human player.
Finally, gameplay. There needs to be something to make up for the loss of Apostolic Palace benefits, which hurts production, and the presence of non-state Catholicism, which hurts stability. The obvious choice is to cut corruption for Protestant civs. In short, I have no idea what the effect is on game balance.

I'll try to have a version that others can test out available soon. Please feel free to help in any way which is convenient for you. One thing which does strike me is that this change has consequences for the Indian and Ethiopian UHVs. I am prepared to ignore these for the time being.

KaiserBenjamin
Jan 07, 2008, 08:19 PM
Awesome. Sorry I can't say anything constructive or helpful but I will be one of the first users to download it once you get some of the kinks worked out. I know there will be people to say that this shouldn't be a high priority because there are lots of other world religions of greater significance. This might be true, but for gameplay purposes, it's definitely a good change for Europe to improve the chances of European infighting and complicating the European diplomacy a bit.

How are you planning to handle the Protestant holy city? Is it the first city to flip over after the Printing Press and random variables are checked?

Panopticon
Jan 07, 2008, 09:00 PM
Well, Protestantism is founded like other religions. The first Christian civ to discover Printing Press gets the holy city, even if they don't undergo the bigger conversion process.

Naturally, though, we don't want Japan to be hosting the Reformation, so there is a small bit of modding to ensure the event only triggers in the situation we want. Specifically, I used a Python function to trigger the founding of the religion, and created a hidden tech that is the "official" tech to found the religion, like Theology or Divine Right, but which no-one can research. I think the code is messy, since it's my first ever Python application, and it probably slows down the game a little, though I haven't noticed.

Gameplay is the justification. I think it might be fun! That's the only reason I did it. (Well, that, and I have three papers due that I really didn't want to work on this weekend.)

kairob
Jan 07, 2008, 09:48 PM
This does sound very interessting and I will certainly download it once it is up :).

Also about the balance, if the was a diplo hit every time a Catholic civ declared war on another Catholic civ with all other Catholic civs then the ability to declare war without pissing off half of europe might be usefull enough in itself?
Although I can understand if you didn't want to mess too much with catholocism, or the Apostolic Palace.

Al-Iskander
Jan 08, 2008, 01:17 AM
Would it be possible to use both this and the Zoroastrianism mod? Or would that exceed over the number of allowed religions?

(I'm guessing it's not doable, since you said you removed Judaism completely)

Śmarth
Jan 08, 2008, 02:45 AM
Yes, but they'd have to be merged first and another religion lost, but Taoism is a bit of a waste of space I suppose.

Sounds good so far. May I suggest for the icons that you keep the vanilla Christian icon for Protestantism, and then change Catholicism's icon any one of the more ornate cross and crucifix styles eschewed by most Protestant sects.

Al-Iskander
Jan 08, 2008, 03:12 AM
Yes, but they'd have to be merged first and another religion lost, but Taoism is a bit of a waste of space I suppose.

Sounds good so far. May I suggest for the icons that you keep the vanilla Christian icon for Protestantism, and then change Catholicism's icon any one of the more ornate cross and crucifix styles eschewed by most Protestant sects.

Then I guess that means they're fully incompatible for Rhye's. I am extremely reluctant to tamper with Taoism as it's an integral part of the Chinese UHV.

(If someone could PM me [to keep the thread on topic] telling me whether it's possible to raise the max number of religions, that'd be cool)

Śmarth
Jan 08, 2008, 03:41 AM
Actually it must be possible because abbamouse's mod has loads of them.

Zipzapzup
Jan 08, 2008, 07:31 AM
Of course its possible, but not quite easy. You have to modify the CvGamecoreDLL (so you need to request the uncompiled files from rhye), the python files at some points and certainly the xml-files about religions.

Panopticon
Jan 08, 2008, 01:08 PM
It can be done, but you would also have to alter the Religions screen, etc. to accommodate 8 religions.

Since yesterday, I've compiled the popup and changed some of the graphics. (Catholicism has the old logo; Protestantism has a cross on a Bible, which is more important to them than it is to Catholics. The difference between a cross and a crucifix is too subtle to render properly at this level.) I've also rebalanced the Christian minority aspect; only big cities in Protestant civs will have Catholic minorities, and Catholic civs will have Protestant minorities, with the number depending on the same factor that affects how likely they are to turn Protestant in the first place.

I am now going to edit the DDS file to change the graphic of the big cross, then finally check how it plays in a real game.

Śmarth
Jan 08, 2008, 02:15 PM
...Protestantism has a cross on a Bible, which is more important to them than it is to Catholics...

That's a rather... controversial position.

SadoMacho
Jan 08, 2008, 02:18 PM
Check out Eusebius World Religions MOD. It has many religions in it. Maybe you can find some nice grafics. (It's a warlords MOD)

http://forums.civfanatics.com/downloads.php?do=file&id=3977

For the Thread

http://forums.civfanatics.com/showthread.php?p=4975296

Keep up the work, it's looking great.

There is one point:
if a civ has protestantism, it shouldn't dislike catholic civs as much as other religions, IMO. It should dislike for example a muslim civ more then a catholic one and the other way around. They are after all christians, are the not. The other ones are just lost sheeps, aren't they?

Aeon221
Jan 08, 2008, 02:44 PM
That's a rather... controversial position.

No it isn't. Not in the least. All you've done is indicate a gross ignorance of the theological and historical reality.

Lutheranism was, at its base, a break from the Catholic tenet that an educated go-between was needed to intermediate between the layman and the Scripture.

As an example, John Wycliffe, the 14th century founder of Lollardism and one of the primary inspirations for the Hussites, was declared a heretic primarily because of his translation of the Bible into vernacular English.

Only in the 1960s, with Vatican II's strong stance in favor of active participation by the laity, did the Catholic Church truly renounce this position -- Vatican II also required the use of the local vernacular in the performance of the Mass for the first time, a radical break from millennia of Latin Masses.

Panopticon
Jan 08, 2008, 03:51 PM
@Umarth: I myself am a Catholic and I can confirm that what Aeon221 says is true. One distinction is that Catholics traditionally accept the interpretation of the Bible offered to them by church authorities. In contrast, many Protestant denominations urge their followers to read the Bible for themselves. You learn something new about Christian theology everyday, I suppose.

@SadoMacho: Thanks for the link. As for your second point, I don't know if it can be done, and for sure, I don't know how to do it.

Art really is the sticking point, at this stage. I try to create custom art, but it makes the other images in their files look grainy. I'm using GIMP (which I don't think is the problem) and the DXTBmp DDS converter. Does anyone know a better program which turns the DDS files into something I can use? EDIT: I found a plugin for GIMP, now let's see how it goes.

Śmarth
Jan 08, 2008, 05:08 PM
I'm not saying that Catholicism doesn't have a lot more extra-scriptural dogma than Protestantism, just that I don't think (I'm a "lapsed"/cultural Catholic myself) many Catholics would take kindly to the idea that the Bible is less important to them. They would [have] of course say [said] that Catholic interpretation, being correct, is ultimately the same as the Bible. Just because they believed, for whatever reason, the layman couldn't or shouldn't read the Bible themselves it doesn't mean they thought it less important. In reality, a critical observer would find that Protestant teachings are probably closer to those of the Bible than the Roman Catholic's but that's not what an un-critical Catholic observer would find.

@Aeon221
Thanks for the history lesson. Totally irrelevant, unnecessary and condescending. But thanks anyway.

kairob
Jan 08, 2008, 05:10 PM
There is one point:
if a civ has protestantism, it shouldn't dislike catholic civs as much as other religions, IMO. It should dislike for example a muslim civ more then a catholic one and the other way around. They are after all christians, are the not. The other ones are just lost sheeps, aren't they?

I don't know I think gameplay wise it would be good to break up the christian civs, and this will help to do that. Also the Islamic civs don't dislike other people of the book less than pagan civs in the game.

@Śmarth
All cultures are stereotyped and put into boxes so that the game can function properly, the trick is not to get offended. I think the group of people with the most right to complain would be the Germans, whose whole civilization (UHV, UP, UU + UB) is centered around the one period of history few of them like to remember.

Panopticon
Jan 08, 2008, 05:34 PM
The other point on Catholic-Protestant relations is, of course, that the Thirty Years' War was not exactly a walk in the park for the German states of the 17th century.

Śmarth
Jan 08, 2008, 05:45 PM
It's not a game play issue, it's just an icon. Why use something which can potentially be construed as offensive or anti-Catholic when any number of arbitrary distinguishing features could be employed (a simple change of colour perhaps)?

Panopticon
Jan 08, 2008, 06:04 PM
Now that I have some screenshots, you can judge for yourself! (It's not a real game, but you get the picture... get it...)

musicfreak
Jan 08, 2008, 06:29 PM
Gameplay is the justification. I think it might be fun! That's the only reason I did it. (Well, that, and I have three papers due that I really didn't want to work on this weekend.)Making a modcomp is a good way to procrastinate. XD

Panopticon
Jan 08, 2008, 06:43 PM
Well, I can confirm that it leads to more tense diplomacy in Europe, anyway. Who would have guessed that Isabella would be so angry about a little thing like joining a religious schism? ;)

Śmarth
Jan 08, 2008, 06:52 PM
Are there any benefits of Protestantism to offset the diplomatic problems it causes?

KaiserBenjamin
Jan 08, 2008, 07:05 PM
Just delete one of the goal's from the Indian UHV- that things is hard enough already. And I think the Ethiopian one will remain relatively unaffected- their best shot is founding Christianity or Islam anyhow.

kairob
Jan 08, 2008, 07:14 PM
Wow, just wow. This is Brillant!
Now I am going to have to have two installations of the Mod, so I can have Zoroastrian if I play BC and Protistantism if I play AD. :)

You won't be Diplomatically penolised for it though would you? As even if you don't switch then you will still fall out with those that did...

Panopticon
Jan 08, 2008, 07:59 PM
On the one hand, you have Catholic Spain; on the other hand, you have Protestant Germany. I don't think it will matter too much for diplomacy which you choose.

Tomorrow, I will be working on art, and on removing some of the bugs that are still in the amended files. For instance, the dynamic names are not coming up correctly at the start of the scenario for some reason (e.g. "German Empire" instead of "The Germans"). (EDIT: Fixed.) After that is done, this should be ready for general release.

Panopticon
Jan 08, 2008, 08:38 PM
I have a version I'm prepared to release now. Caveats: It needs BTS, it is only in English, the art changes are incomplete, and there may still be unexpected bugs. I will fix these in whatever order I see fit unless someone really wants one in particular. If you want to try this mod to the mod out, here's what to do. Make a copy of your RFC folder first of all - you don't want to lose that. Then take the files in the attachment to this post and copy them into the correct folders, replacing the originals. I hope you enjoy it; if not, I hope you can help make it enjoyable with useful things like bug reports.

kairob
Jan 08, 2008, 09:03 PM
Hey will try this out thanks mate :)

I am having some trouble getting it to run, I am pretty sure it is my fault as I have messed with some of the game files. Just out of Curiocity, what did you change in the riseandfall python file?

Aeon221
Jan 09, 2008, 01:09 AM
I'm not saying that Catholicism doesn't have a lot more extra-scriptural dogma than Protestantism, just that I don't think (I'm a "lapsed"/cultural Catholic myself) many Catholics would take kindly to the idea that the Bible is less important to them. They would [have] of course say [said] that Catholic interpretation, being correct, is ultimately the same as the Bible. Just because they believed, for whatever reason, the layman couldn't or shouldn't read the Bible themselves it doesn't mean they thought it less important. In reality, a critical observer would find that Protestant teachings are probably closer to those of the Bible than the Roman Catholic's but that's not what an un-critical Catholic observer would find.

@Aeon221
Thanks for the history lesson. Totally irrelevant, unnecessary and condescending. But thanks anyway.

Couple of things.

As an actual Catholic, I'm offended when people say ignorant things about my faith. As a member of this community, I've been contributing historical information for years. What I contributed to this discussion was both entirely relevant and utterly necessary -- it was also one hundred per cent correct. Ask your priest about it, because he'll say exactly what I did.

It was also condescending -- which, mostly because I don't feel like shitting up this thread for an excellent modcomp by starting a flame war, I'll apologize for.

Just be sure to do a little research before making a blanket statement like that.

Śmarth
Jan 09, 2008, 04:43 AM
It was correct. It wasn't relevant or necessary. I said I though that assertion was controversial, a five-word, post. Now somehow from that you assumed that I was completely ignorant about Christian theology and the particulars of the Reformation. Which, for the record, was untrue. In actuality, you missed the point of my post completely. As I said earlier, the fact that Catholics insisted a mediator was necessary between scripture and layman does not indicate they placed less importance on the Bible as Panopticon said.

I of course can't force Panopticon to do anything nor I am that adamant about what I said, it was a passing comment. I am adamant that you are an extremely arrogant person. So, if you can hop down from your high horse for a second, read through your post and Panopticon's. Can you spot the difference? They're saying basically thing, only he didn't open with an insult or include superfluous historical detail (presumably because he doesn't have anything to prove). Going around assuming people know less than yourself, taking the smallest disagreements as personal assumptions, that's how you start flame wars. Oh, and really nice apology by the way.

Am I supposed to be impressed that you believe in ancient mythical beings and I do not? Does this make your opinion on Church history more valid? Does it mean you speak for a billion Roman Catholics alive today and billions more in the past in terms of what they do and do not find offensive (if the answer is yes to this one, you should probably let the ol' Pope know he's wasting his time)?

As for 'research', I still not aware I made any incorrect or misleading theological or historical statements pertaining to the Roman Catholic Church in a post that was seven times shorter than this sentence. Please tell me where to direct my research in order to correct myself if I have. Or maybe I should give up the history game and go into poetry, if I'm talented enough to pack so much meaning into my words without even thinking about it.

Now I am going to have to have two installations of the Mod, so I can have Zoroastrian if I play BC and Protistantism if I play AD.
Once Panopticon is finished with it I was thinking of merging them into a more general religion mod, if he doesn't object.

Panopticon
Jan 09, 2008, 11:40 AM
To be honest, people need to realise that it is very easy to cause offence on the Internet since it's so impersonal and public. It would be nice if we could all continue in a spirit of collegiality.

Sure Umarth, once this is done, feel free to do whatever you want with it.

@kairob: The following code was added to RiseAndFall.py:


lReformationMatrix = [80, 50, 50, 50, 80, 50, 50, 95, 50, 80, 50, 10, 80, 50, 95, 75, 30, 25, 80, 10, 50, 95, 50, 50, 50, 80, 50, 50, 50, 50, 80, 50]


def reformationPopup(self):
self.showPopup(7624, CyTranslator().getText("TXT_KEY_REFORMATION_TITLE", ()), CyTranslator().getText("TXT_KEY_REFORMATION_MESSAGE",()), (CyTranslator().getText("TXT_KEY_POPUP_YES", ()), CyTranslator().getText("TXT_KEY_POPUP_NO", ())))

def eventApply7624(self, popupReturn):
iHuman = utils.getHumanID()
if(popupReturn.getButtonClicked() == 0):
self.reformationyes(iHuman)
elif(popupReturn.getButtonClicked() == 1):
self.reformationno(iHuman)

def checkTurn(self, iGameTurn):
if(not gc.getGame().isReligionFounded(con.iJudaism)):
for iPlayer in range(iNumPlayers):
pPlayer = gc.getPlayer(iPlayer)
pTeam = gc.getTeam(iPlayer)
iStateReligion = pPlayer.getStateReligion()
if((iStateReligion == con.iChristianity) and (pTeam.isHasTech(con.iPrintingPress))):
pPlayer.foundReligion(con.iJudaism, con.iJudaism, True)
self.reformation()
break


def reformation(self):
for iCiv in range(iNumPlayers):
cityList = PyPlayer(iCiv).getCityList()
for city in cityList:
if(city.hasReligion(1)):
self.reformationchoice(iCiv)
break

def reformationchoice(self, iCiv):
if ((gc.getPlayer(iCiv)).isHuman()):
self.reformationPopup()
else:
rndnum = gc.getGame().getSorenRandNum(100, 'Reformation')
if(rndnum >= lReformationMatrix[iCiv]):
self.reformationyes(iCiv)
else:
self.reformationno(iCiv)

def reformationyes(self, iCiv):
cityList = PyPlayer(iCiv).getCityList()
for city in cityList:
if(city.city.isHasReligion(1)):
if(city.hasBuilding(con.iChristianTemple)):
city.city.setHasRealBuilding(con.iChristianTemple, False)
city.city.setHasRealBuilding(con.iJewishTemple, True)
if(city.hasBuilding(con.iChristianMonastery)):
city.city.setHasRealBuilding(con.iChristianMonaste ry, False)
city.city.setHasRealBuilding(con.iJewishMonastery, True)
if(city.hasBuilding(con.iChristianTemple)):
city.city.setHasRealBuilding(con.iChristianCathedr al, False)
city.city.setHasRealBuilding(con.iJewishCathedral, True)
if((city.city.getPopulation() < 9) and (not city.city.isHolyCityByType(1))):
city.city.setHasReligion(1, False, False, False)
city.city.setHasReligion(0, True, False, False)

pPlayer = gc.getPlayer(iCiv)
iStateReligion = pPlayer.getStateReligion()
if (iStateReligion == 1):
pPlayer.setLastStateReligion(0)

def reformationno(self, iCiv):
cityList = PyPlayer(iCiv).getCityList()
for city in cityList:
if(city.city.isHasReligion(1)):
rndnum = gc.getGame().getSorenRandNum(100, 'ReformationAnyway')
if(rndnum >= lReformationMatrix[iCiv]):
city.city.setHasReligion(0, True, False, False)


Sorry if it's difficult to follow, it's my first ever Python app. lReformationMatrix comes before class RiseAndFall is declared. reformationPopup and applyEvent7624 are at the end of the Popups section. The code for checkTurn is in addition to everything else that's already in checkTurn. I just added it in at the start. Everything else is at the bottom of the file.

However, a more pressing reason why your game might not be working is that I forgot to include the updated 600 AD map! (Obviously, I need to remove Judaism/Protestantism from Jerusalem to make the mod work... doh!) It should be working now. Sorry for all the different entries in this thread - when it is fully ready, I'll make a new thread.

Talkie_Toaster
Jan 09, 2008, 11:54 AM
Hey, with regards to the icons, don't Catholics put Jesus on the cross more, while Protestants just have a plain one more? Couldn't you change the catholic icon then, to differenciate?

I hope I don't cause as much trouble as the bible suggestion :p

Edit: Śmarth, I'd worship you forever if you did that! :D

Which other religion would you remove, presumably you'd have to?

Śmarth
Jan 09, 2008, 12:35 PM
I might just hold you to that!

One of the Eastern religions. Taoism probably because I like to see a battle between Confucianism and Buddhism in the orient.

SadoMacho
Jan 09, 2008, 12:45 PM
You cannot remove taoism nor confusianism because of the UHV of China. How are you gonna build the cathedrals of a religion that doen't excist?

Panopticon
Jan 09, 2008, 01:11 PM
New build up. Unlike the last one, this should work. If it does, it'll probably be the final unofficial build. Also unlike the last one, it is too big for CFC to host, so I've uploaded it to my filespace instead.

http://www.edwardgaffney.com/files/RFC_Reformation.zip

@Talkie_Toaster: Umarth had that idea too, but it would be too difficult to render at the tiny graphics level we are talking about. Besides, when you look at the images, there's very little difference between the two icons. The controversy earlier was over some harsh words used by the disputant.

Talkie_Toaster
Jan 09, 2008, 01:22 PM
@Talkie_Toaster: Umarth had that idea too, but it would be too difficult to render at the tiny graphics level we are talking about. Besides, when you look at the images, there's very little difference between the two icons. The controversy earlier was over some harsh words used by the disputant.

Good point. Hadn't thought of that.

kairob
Jan 09, 2008, 01:24 PM
The last version worked on my game as I just had the sence to get rid of Judaism from the 600AD start myself ;)

Is the coding in the riseandfall python file still the same?

Panopticon
Jan 09, 2008, 01:34 PM
Good, it's quite a silly error once you realise what's happened. The only change in RiseAndFall.py from the last is that "iTotalNumPlayers" replaces "iNumPlayers" in one function. This is to allow Byzantium and independents to convert also.

Talkie_Toaster
Jan 09, 2008, 01:35 PM
Uhm...how do I make it work? If I double click on the worldbuilder files, it loads normal RFC, if I try to open them from the mod it says that it needs "The mod mods/Rhye's and fall of Civilization" to work :S

This because I named it something different?

Panopticon
Jan 09, 2008, 01:41 PM
Yes, it is because you have named it something other than "Rhye's and Fall of Civilization". Right-click your WorldBuilder file and edit in in Notepad. Look for the line that says:
ModPath=Mods\Rhye's and Fall of Civilization
and change it to read whatever directory you have named it.

kairob
Jan 09, 2008, 01:53 PM
I havn't had a chance to check out the new version yet, It is installed but I can't go on it for a few minuits, I'll let you know what I think then. Though the last version worked great, I assume this is mostly cosmetic work you have added?

Halk
Jan 09, 2008, 02:08 PM
This probably takes a bit of the wind out of the idea... But I think the idea of implementing the Reformation creates a few problems... so it might be done a little simpler.

An event, which causes Civs to choose between Reformed Christianity, or not. The ones that choose yes to the Reformation get a +3 with the other Reformers, and a -2 with the non-reformers. Have the civs which went Protestant more likely to choose Reformed than not. Percentages would be, I would guess Netherlands 85%, Germany 75%, Vikings, England 65%, France 35%, Spain 35%, Rome 15%, etc.

An alternative would be a mod where Religious splits were catered for in depth. From relatively benign ones, for example Karaite and Rabbinic Judaism, to the Protestant reformation...

Śmarth
Jan 09, 2008, 02:08 PM
You cannot remove taoism nor confusianism because of the UHV of China. How are you gonna build the cathedrals of a religion that doen't excist?
That's easily changed though.

kairob
Jan 09, 2008, 02:42 PM
So which religions were you thinking of including?

Panopticon
Jan 09, 2008, 03:02 PM
Not really, some of the Civilopedia entries are slightly amended and more importantly the map is corrected. I'll work on the art tomorrow, then it will go on "general release".

kairob
Jan 09, 2008, 03:21 PM
Oh ok sounds good to me :)

Congratulations on this BTW.

Panopticon
Jan 09, 2008, 06:53 PM
Righto, here it is. It would be called v1.0 if I were keeping a count. However I'm not, so it's not. There are very few programming updates from my last release, if any. Most of the changes relate to unit and building art, as well as flavor text of buildings and religions.

I'll update the first post of this thread as well.

http://www.edwardgaffney.com/files/RFC_Reformation.zip

kairob
Jan 09, 2008, 07:19 PM
any changes to r&f python file?

Will install it now cap'n.

Panopticon
Jan 09, 2008, 07:36 PM
No, none. 10ch

kairob
Jan 09, 2008, 07:47 PM
Awsome, its installed!!!

I will play a quick game and tell you what I think. I recon I might play as Portugal as a bit of Alt-History ;)

Śmarth
Jan 12, 2008, 08:52 AM
You should add this to the wiki:
http://wikirhye.wikidot.com/rfc-modcomps

SadoMacho
Jan 15, 2008, 06:27 AM
Is this finnished?

Panopticon
Jan 15, 2008, 03:54 PM
Yes, unless I choose to add anything more (or someone volunteers). For now it is finished.

SadoMacho
Jan 16, 2008, 05:52 AM
Astonishing!

But:
-Jeruzalem now is just an other city, and that's not to historical.
-The Arab UHV got a lot harder (needing 3 shrines)

But there might just be an easy way to solve this:
-We give Jeruzalem a wonder:
600AD : You could use the Temple of Solomon grafics, remane it to Temple Mount as the Temple of Solomon isn't around anymore. As this is a holy place for Christianity and Islam too, this wonder could give a free priest, and some culture (like +2 :culture: ) and maybe a lttle gold (1+ :gold: ), a +1 :gp: for a prophet, and a +1 citizen to turn to priest.
This will make Jeruzalem more important, and will give the Arabs a better chance at the UHV.

3000BC: Same wonder could be used, but some python will be needed.
It should spawn automaticly in Jeruzalem, at the date Judaism now spawn there unless some one first discouvers the tech that founds Judaism (=priesthood, monotheism?). Then it could spawn in a city of that civ.

What do yoy think?

Panopticon
Jan 16, 2008, 12:43 PM
I was thinking of keeping the Temple of Solomon around in another form, but it fell by the wayside while designing. I might do that next week. I think it can be done - there is Python code to give buildings to cities, and it can have equal cultural weight to that of the usual Jewish holy city. It should probably just be built in Yerushalayim regardless of who discovers Monotheism first.

Problem is, it wouldn't help the Arabs with their UHV unless you included it in the code. I've been reluctant to mess with victories, but I can see why it's necessary. Arabian UHV is hard enough without this on top (it took me until about 1800 to win it).

SadoMacho
Jan 16, 2008, 01:39 PM
helping the Arabs to get prophets will help there UHV, specially in the 600AD start. I often get al-Iksandria real fast and end up with a bunch of great scientists. Having a city that is a great prophet farm could help building the shrine for Islam.
Ofcourse getting the 2 other shrines is a bit harder, but with some great prophets joining your cities as superspecialist, you can build more unit and you'll have more money.

One could allways go for 8 religions and bring back Judaism (and while we are at is, add Zoroastrianism too, Ahura Mazda would really like that)

Panopticon
Jan 16, 2008, 01:47 PM
In general, I send the starting Camels to Patna, taking everything in their path. It's too difficult to both invade North Africa and secure it against barbarians until you have a big army. Any city with a food surplus that you've conquered can serve as a GP farm (thanks to the Arabian unique power).

mitsho
Jan 16, 2008, 02:47 PM
It would be best - if it can be done by anyone around here - to bring back judaism. It is kinda essential for the game (can't you have zoro and judaism?). 9 religions wouldn't really be too much for this game... ;)

m

kairob
Feb 04, 2008, 04:46 AM
I love this mod any chance of making a version for the new patch?

Panopticon
Feb 04, 2008, 03:13 PM
Yeah - we have FINALLY reached Reading Week in college so I will have lots of time tonight and tomorrow. I want to play the new version first to get the gist of it though!

AnotherPacifist
Feb 04, 2008, 03:26 PM
Yeah - we have FINALLY reached Reading Week in college so I will have lots of time tonight and tomorrow. I want to play the new version first to get the gist of it though!

Ah, the good old reading days, good for reading and playing video games.:lol:

Panopticon
Feb 04, 2008, 06:07 PM
Updated for version 1.98.

kairob
Feb 04, 2008, 06:47 PM
yay, your my hero!

(are the changes in the riseandfall file still all at the bottom?)

Panopticon
Feb 04, 2008, 07:00 PM
Yes, except for ReformationMatrix, the popup event, and the change at the top of CheckTurn.

Edward The Big
Feb 05, 2008, 06:34 AM
Will this work for the BTS version?

Panopticon
Feb 05, 2008, 10:38 AM
It is only for the BTS version. In fact, as far as I am aware, it only works on the latest RFC patch.

Panopticon
Feb 06, 2008, 09:14 AM
The version 1.98 update is now finished. Please re-download to remove an error in the first release; the new tech tree had not been included.

kairob
Feb 06, 2008, 09:32 AM
awsome, thanks :D

kairob
Feb 06, 2008, 09:37 AM
Can I ask, what benifits are the to converting to counteract the +2 production catholic civs have?

Panopticon
Feb 06, 2008, 01:09 PM
Not much, to be honest. Balancing the conversion in that manner would require more work and I can't think of anything good that would work.

I suppose you get better diplomatic relations with other Protestant countries, if you want to think of that as a bonus.

(Of course, this is not necessarily an issue in the 4000 AD start.)

kairob
Feb 07, 2008, 11:56 AM
Ok, in the mean time I am going to give it a small maintenance reduction as I cant think of anything better and england neads a helping hand with her empire ;).

btw has anyone thought about adding orthadoxy as well? to make byzantium a more important city and to distance russia from the rest of europe a little bit?

SadoMacho
Feb 07, 2008, 02:08 PM
Panopticon, have you been working on the readding of Judaism or the temple mount concept for Jeruzalem to symbolize the presence of Judaism in Jeruzalem?

Seems like a good idea and I was thinking of a combinde modcomp for RFC:BtS and this one can't be left out, but I feel the need for judaism in the mod, as a full religion, or just a building in Jeruzalem.

Panopticon
Feb 10, 2008, 11:09 AM
@kairob: I will try a maintenance reduction. It seems appropriate that the benefit in gold should be dispersed among all Protestant nations rather than the founder alone as in other religions.

@SadoMacho: I just don't see the need for Judaism in a mod which is about the actual course of human history. It is relatively small by world standards (http://www.adherents.com/Religions_By_Adherents.html), it has predominantly been present in the form of minority communities since the flight of the Diaspora and it has had relatively little influence on governments. Having said that, I don't really see the point of Confucianism and Taoism co-existing either. I don't think Jerusalem itself had the kind of cultural influence that would justify creating a special building for it.

kairob
Feb 10, 2008, 12:08 PM
I have to side with Panopticon here.

MrPopov
Feb 13, 2008, 04:56 AM
I was playing a game as Arabia and discovered Printing Press first. Since I assume I can't host the reformation, I gifted the tech to Russia to try and pry him away from some of the Catholic diehards, and to give him a bit of a boost so I may team up with him when Turkey spawned. Unfortunately it seems that Russia too, can not host the reformation? I think that Russia (and Greece) should be able to host the reformation to symbolise their adoption of Eastern Orthodox Christianity.

kairob
Feb 13, 2008, 05:36 AM
was russia christian in your game?

MrPopov
Feb 13, 2008, 05:52 AM
haha, you are right, they weren't. Buddhisim spread quite a bit this game and they were Buddhist

kairob
Feb 13, 2008, 06:19 AM
lol, I hate it when that happens ;)

Panopticon
Feb 13, 2008, 06:11 PM
Updated; small logos are fixed to make the colours match, and the mechanism that determines whether a city retains a Catholic minority is fixed too.

Rhye
Feb 19, 2008, 08:09 AM
Added this mod to the wiki.
I've always wanted to do something like this, but in a more generic way (not tied to Christianity) and without deleting any religion. And this would become a very complicated thing to do. Who knows, maybe one day this mini mod may be useful...

SadoMacho
Feb 21, 2008, 09:29 AM
I can't wait to see the master at work!

Panopticon
Feb 21, 2008, 05:00 PM
Indeed. I would rather restrain my own work to a very small and simple change, because I don't want the difficulty of expanding it, but it's not too difficult for a Python writer to convert it into a generic schism mechanism.

Talkie_Toaster
Feb 22, 2008, 04:26 AM
...That. Would. Be. Awesome.

*worships Rhye*

MatthewH86
Feb 23, 2008, 01:34 AM
i expanded Panopticon's mod to include the schism of the orthodox church, minus permission (sorry!)

http://forums.civfanatics.com/showthread.php?t=264282

Talkie_Toaster
Feb 25, 2008, 04:20 AM
This little Modcomp adds this mod while retaining the other religions. (http://forums.civfanatics.com/showthread.php?t=264856)

It was harder than it sounds, actually. Still not done, but very very nearly.

Panopticon
Feb 26, 2008, 03:11 PM
This all sounds great; I'll play these as soon as I have time. Exams and debates are looming, so I don't have time to do Civ things as much.

Panopticon
Mar 30, 2008, 02:48 PM
This is updated to v1.981

kairob
Mar 31, 2008, 06:21 AM
Awsomeness, I am as giddy as a schoolboy ;)

rhinoman
Jun 08, 2008, 03:14 PM
Yes, but they'd have to be merged first and another religion lost, but Taoism is a bit of a waste of space I suppose.

Sounds good so far. May I suggest for the icons that you keep the vanilla Christian icon for Protestantism, and then change Catholicism's icon any one of the more ornate cross and crucifix styles eschewed by most Protestant sects.

How about gold cross for the catholics and silver for protestant. I'm not saying catholicism or protestantism is better but it would be much easier to make by just changing the color.

Dabur
Jun 08, 2008, 05:57 PM
hi ,

just a a thought , if we will include protestantism we should include shinto also , .... :mischief:

Have a nice day :)

Panopticon
Jun 13, 2008, 09:25 AM
How about gold cross for the catholics and silver for protestant. I'm not saying catholicism or protestantism is better but it would be much easier to make by just changing the color.

It's done now so the question is moot! Also gold and silver aren't all that different as colours.

Shinto would add little to the game, as only one country ought to have it.

lumpthing
Aug 03, 2008, 04:36 AM
Do you know if this mod works with RFC RAND?

Panopticon
Aug 05, 2008, 05:28 AM
I'm fairly certain it doesn't, but I haven't tried yet.

Cethegus
Aug 05, 2008, 12:10 PM
How about brown and silver crosses? At least they're easily told apart. :rolleyes:

Panopticon
Aug 06, 2008, 06:30 AM
The present icons are easily distinguishable.

Cethegus
Aug 06, 2008, 08:52 AM
I was thinking about the controversiality between the Catholic and Protestant crosses... if the only difference was color change, it wouldn't be offensive as it is now that "bible is more important to protestants".

Cethegus
Aug 27, 2008, 02:01 PM
A little question to those who know the mod a little better than I do...

I tried modifying it a little bit by changing the religions' graphics a little bit by switching around the symbols used for Catholicism and Protestantism for my own use but I couldn't pull it all the way through and I didn't know where to look for cure for the problem.

Basically, what I didn't know how to change around the building portrait graphics and how to introduce "the small logo" to the game. The mini-picture next to the buildable building and the mini-cross next to the Catholic/Protestant country's name on the score screen got me baffled. (The logo next to the "Empire" in direct diplomacy is correct, though.) Anyone know how I can change around the portrait graphics for the "Christian" and the "Jewish" buildings, as well as replace the little logo with the correct insignia? Everything else I can cover by myself and so far this is the only thing keeping me from playing this mod.

Jinnai
Aug 28, 2008, 09:04 AM
i expanded Panopticon's mod to include the schism of the orthodox church, minus permission (sorry!)

http://forums.civfanatics.com/showthread.php?t=264282
Sounds good. Now you just need other major world religions...

Panopticon
Aug 31, 2008, 01:32 PM
A little question to those who know the mod a little better than I do...

I tried modifying it a little bit by changing the religions' graphics a little bit by switching around the symbols used for Catholicism and Protestantism for my own use but I couldn't pull it all the way through and I didn't know where to look for cure for the problem.

Basically, what I didn't know how to change around the building portrait graphics and how to introduce "the small logo" to the game. The mini-picture next to the buildable building and the mini-cross next to the Catholic/Protestant country's name on the score screen got me baffled. (The logo next to the "Empire" in direct diplomacy is correct, though.) Anyone know how I can change around the portrait graphics for the "Christian" and the "Jewish" buildings, as well as replace the little logo with the correct insignia? Everything else I can cover by myself and so far this is the only thing keeping me from playing this mod.

My advice would be to go through the .zip file for the mod and look at each file in the Assets/Art and Assets/res folders. You might need a tool like GIMP for looking at some of the files, if you don't have one already.

As far as I am aware:
The Assets/res/Fonts folder has the small logos.
Assets/Art/Interface/Buttons has other logos, and the building portraits (those are in buildings_atlas.dds).

Cethegus
Sep 01, 2008, 12:56 PM
My advice would be to go through the .zip file for the mod and look at each file in the Assets/Art and Assets/res folders. You might need a tool like GIMP for looking at some of the files, if you don't have one already.

As far as I am aware:
The Assets/res/Fonts folder has the small logos.
Assets/Art/Interface/Buttons has other logos, and the building portraits (those are in buildings_atlas.dds).

Thanks, that's probably what I needed help with. :)

Cethegus
Sep 14, 2008, 12:06 PM
I'm having one problem with the mod. I can't build neither Catholic nor Protestant temples. -.- Granted I modified the files a bit but that limited only to changing the logo graphics to golden and brown crosses. However, right now I can't build anything connected to Christianity. Churches, monasteries, cathedrals. All banned.

I'll replace the files with the original ones and see if I have the same problem then. I doubt things would be any different then, but then again I also doubt Panopticon would have released a buggy modcomp.

I'll see if it works the way it's "intended" to work. Reporting soon.


EDIT:

Alright, tried it out on Vanilla BTS RFC. Still can't build either churches. Furthermore, each state that they replace each other on Civilopedia. I have no clue what's the matter. No-one else has this same problem?

Panopticon
Sep 14, 2008, 12:42 PM
I don't understand the problem, sorry. I can't see how that happened. Do you have the latest patch for BTS?

Cethegus
Sep 14, 2008, 12:47 PM
3.17? Sure thing, as well as latest RFC.

I have installed other modcomps on RFC (Great Sphinx, Varietas Delectat, Inquisitor, modified Arabian UP) but I've tweaked the files so that in my mind there's no chance they'd overlap each other. Don't know what's the matter, though. Only this and the Inq. modcomps affect religions, and even then they both treat "Judaism" as Judaism, no less when it comes to file names. No Protestantism.

Oh, and about changing around the religion logos, I just swapped them around in Civ4ReligionInfo.xml and gave the "Jewish" religion a new logo with Gimp on the res > Logo folder.

Panopticon
Sep 14, 2008, 01:16 PM
OK, I have no clue what's happening! Sorry. I suspect it's an XML problem, though.

Cethegus
Sep 15, 2008, 12:14 PM
Figured as much. :P I'll see if Judaism and Christianity are crippled without either version of the modcomp installed. I played my most recent game as the Chinese after installing the Inquisitor modcomp so I don't know did this problem exist before Protestantism. If not, then I'm confused. I'll be sure to come back and report any possible problems, though.

Regarding the XML suggestion, I considered that too. Can't see me messing the XML though, I made sure to copy the appropriate data on the new XML each time.

EDIT:
The link to the Inquisitor modcomp.
http://forums.civfanatics.com/showthread.php?t=267606

EDIT 2:
Alright, I copied my earlier back up save (Great Sphinx, Inquisitor, Arabian UP fix, Varietas Delectat) and noticed that the problem isn't Protestantism specific, the mess up happened when I installed the Inquisitor mod. Don't know what caused it, but I'll try finding it out. If I can't fix the problem by myself, I'll probably just ditch the idea of installing Inquisition in the game, although I absolutely love the concept. Well, in a mod as complex as Civ:RFC, one can't ask for everything.

Thank you for your time.

Cethegus
Sep 16, 2008, 09:50 AM
Alright, I cleared the problem now. I had accidentally put Christian and Jewish buildings Default Buildings as each other on Assets -> XML -> Buildings CIV4BuildingClassInfos. :blush: However, I fixed this problem and everything runs now as planned! Even with the Inquisitor modcomp! :)

Sorry for the bother, I had accidentally messed with the XML a bit when I first tried to set things "right". Well, now things are going as smoothly as ever.

Panopticon
Sep 16, 2008, 11:44 AM
:goodjob: Good news.

Cethegus
Sep 16, 2008, 01:14 PM
Lol... I decide to try a new game as America (unlocked 600 AD start) and immediately go check the global status on Worldbuilder after the game's loaded. And what do I see? Jerusalem is the Holy City of Protestantism. And that's not all, see what's built there!

http://img396.imageshack.us/my.php?image=twochristianshrines0000cd8.jpg

Heh... at least it works now. :D (For some reason the image doesn't... well, here's the link anyway.)


http://img396.imageshack.us/my.php?image=twochristianshrines0000cd8.jpg

Panopticon
Sep 16, 2008, 03:00 PM
Lol. That ought not to happen! I must check how old the mod is. I thought only the capital of a civ would become the holy city. At least that's how it works on my version.

Panopticon
Sep 16, 2008, 03:38 PM
OK, so the files are updated. I can't remember all the fixes since I've had it in the aether for so long.

Cethegus
Sep 17, 2008, 05:11 AM
I'll try them out now. :P Either way's fine with me, capital or a regular city becoming the holy city.

PS: Oh shoot, I just realized something. In the religious screen it showed me that Protestantism was founded as early as in the 600 AD... of course this isn't possible, but it made me wonder. Should the unlocked starts be modified as well as the original 600 AD WB save? That's the scenario I used to get there.

I have to take a look around the file info.

EDIT:
Just took a look at the 600 AD Unlocked file info... there's no way I'm going to touch that again. It's so complex.
Oh well, the only civilization that needs the 600 unlocked scenario is America, anyway. -.- And by the time I get there, the game often gets too heavy for me to play, but all might not feel that way... I have to see if the problem could be so easily solved that I'd only have to add America as playable civs in the 600 AD start. If it works, I'll update it here. If not, I'll have to think of another way.

Panopticon
Sep 17, 2008, 08:25 AM
Yeah - sorry, there was a problem with that file. I only play unlocked, so I renamed the "unlocked" file as simply "RFC 600 AD". Play that one and you should be OK.

Cethegus
Sep 17, 2008, 12:35 PM
...oh? Then there should be no problem at all then.

Cosmos1985
Oct 10, 2008, 12:52 AM
Is this playable for the latest RFC versions? :)

Panopticon
Oct 10, 2008, 05:03 AM
I think so... try it.

Panopticon
Dec 06, 2008, 11:59 AM
This has been updated for v1.983, i.e. the latest version of RFC for BTS.

Cethegus
Dec 07, 2008, 03:41 AM
Thanks, I already started missing the Christian divide. :D

Cato the Elder
Dec 11, 2008, 07:38 AM
Hmmm, I just installed this modcomp, and whenever I try to start the preloading thing I am instantly defeated.

Any idea what I might've done wrong?

jessiecat
Dec 11, 2008, 08:02 AM
Hmmm, I just installed this modcomp, and whenever I try to start the preloading thing I am instantly defeated.

Any idea what I might've done wrong?

Which modcomp? This thread is about Protestantism in RFC>

Cato the Elder
Dec 11, 2008, 09:08 AM
Which modcomp? This thread is about Protestantism in RFC>

That one it is.

I haven't installed inquistor, or to be frank, any other modcomps, so that can't be the problem. When prompted whether I wanted to replace certain filed with ones from the Reformation modcomp I answered "Yes to All", bad idea maybe?

Panopticon
Dec 11, 2008, 09:28 AM
I'll try it out and see if I can find what's wrong.

Panopticon
Dec 11, 2008, 10:24 AM
It should be working now. Re-download, or simply change the following line of code:

Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python\screens

Line 198: change
if (not gc.getPlayer(0).isPlayable() and i !- 0 and i != 2): #late start condition (2 == Islam)
to
if (not gc.getPlayer(0).isPlayable() and i != 0 and i != 2): #late start condition (2 == Islam)

Cato the Elder
Dec 11, 2008, 11:38 AM
Thanks a million. ^^

Panopticon
Dec 11, 2008, 01:43 PM
No problem, feel free to send your comments about how to improve it if you have any.

Hangly Man
Dec 18, 2008, 05:53 PM
Would it be possible to introduce similar schisms in Islam, Buddhism, Hinduism, etc? It would be really fun to see the Islamic world split into Shia and Sunni camps.

Hangly Man
Dec 18, 2008, 07:13 PM
I chose the Dutch, and started with just a catapult in the south pole. Is this a bug? :P

Panopticon
Dec 18, 2008, 07:31 PM
I think the Dutch thing is a known bug in RFC.

Schisms in other religions are difficult to model. There's a thread where we tried to introduce them recently, but I didn't have time to continue.

An example is Shi'a Islam: how does this schism work? They split after the death of the Prophet, but in game terms this is only 3-5 turns after Arabia arrives on the scene. Islam won't usually have arrived even in Persia by then; do you artificially create Shi'a there, using code? The way the split worked is awkward to model in RFC, and the Shi'a sect has rarely held power anyway, so it was a bridge too far for me.

Cethegus
Dec 19, 2008, 04:24 AM
I think the Dutch thing is a known bug in RFC.

Schisms in other religions are difficult to model. There's a thread where we tried to introduce them recently, but I didn't have time to continue.

An example is Shi'a Islam: how does this schism work? They split after the death of the Prophet, but in game terms this is only 3-5 turns after Arabia arrives on the scene. Islam won't usually have arrived even in Persia by then; do you artificially create Shi'a there, using code? The way the split worked is awkward to model in RFC, and the Shi'a sect has rarely held power anyway, so it was a bridge too far for me.

Also, Muslims are already handicapped enough in RFC. They don't need any more distinctive factors between one another. :) The way I see it, the only schism that works in Civ IV: RFC is the one between Catholic and Protestant Christianity. No other religion needs handicapping as much as Christianity does and Orthodoxy didn't historically have just as big of an effect in Christians' internal affairs as Protestantism did.

Panopticon
Dec 19, 2008, 06:43 AM
It's certainly more difficult to recreate the feel of the Great Schism between West and East, because you never see something like the Crusades in Europe, so there's not as much opportunity for tension as there is among Catholics and Protestants later on.

Hangly Man
Dec 19, 2008, 07:11 PM
I think the Dutch thing is a known bug in RFC.

Schisms in other religions are difficult to model. There's a thread where we tried to introduce them recently, but I didn't have time to continue.

An example is Shi'a Islam: how does this schism work? They split after the death of the Prophet, but in game terms this is only 3-5 turns after Arabia arrives on the scene. Islam won't usually have arrived even in Persia by then; do you artificially create Shi'a there, using code? The way the split worked is awkward to model in RFC, and the Shi'a sect has rarely held power anyway, so it was a bridge too far for me.

In my last game all of Europe was Buddhist and Japan was a vassal of the Incas. It's not unusual for these games to deviate drastically from historical reality.

Have a schism as a randomly-generated event. If one religion gets really large and covers too much area, bam, they have a schism that triggers an intra-faith war.

Also the power of a religion depends on who has the Apostolic Palace. It's usually a Christian country, but not always.

Panopticon
Dec 20, 2008, 06:56 AM
Yes, but... whenever something like Buddhist Europe happens, there's a good in-game reason for it. Christianity will have been founded in China, or the Christian holy city will have been razed. Buddhism will spread through Persia to Asia Minor to Eastern Europe, etc.

Your second proposal is generally covered by this mod. Islam doesn't usually become huge like in real life; it rarely spreads east of Afghanistan, where hundreds of millions of Muslims live in reality.

Hangly Man
Dec 20, 2008, 07:22 AM
This modmod is completely borked for me. Playing the unlocked starts I always start with one catapult in Antarctica, and with the locked ones I start in the right places but with only one warrior/settler and no tech.

Did I do something wrong?

Edit: I fixed it, nevermind.

Cethegus
Dec 20, 2008, 07:42 AM
It's certainly more difficult to recreate the feel of the Great Schism between West and East, because you never see something like the Crusades in Europe, so there's not as much opportunity for tension as there is among Catholics and Protestants later on.

Can the Crusade event be coded to start more often in the 600 AD start? Now that the Crusades target Jerusalem instead of Rome, there would be a good reason for the Christians and Arabs to fight with each other.

ius_iurandi
Dec 20, 2008, 09:30 AM
Also, Muslims are already handicapped enough in RFC. They don't need any more distinctive factors between one another. :) The way I see it, the only schism that works in Civ IV: RFC is the one between Catholic and Protestant Christianity. No other religion needs handicapping as much as Christianity does and Orthodoxy didn't historically have just as big of an effect in Christians' internal affairs as Protestantism did.

Just to be clear, the Catholic/Orthodox split had an enormous effect on Christianity and European history: If the Pope isn't the Western Patriarch, we don't have an HRE, and if the Pope doesn't claim primacy back in the day, we don't have Protestantism. The actual feud that lead two the East/West split was over two distinct issues: First, whether anyone could claim to be the "first among equals" or "Successor to Peter"; Second, whom that would be. The East/West spilt, in large part, was because of the desire to create a hierarchical church - simultaneously, it allowed for said hierarchy's formation. Without a rigid hierarchy and the resulting absolute dogmas, Martin Luther essentially has nothing to get in trouble over: he can preach what he wants.

Cethegus
Dec 21, 2008, 11:57 AM
Just to be clear, the Catholic/Orthodox split had an enormous effect on Christianity and European history: If the Pope isn't the Western Patriarch, we don't have an HRE, and if the Pope doesn't claim primacy back in the day, we don't have Protestantism. The actual feud that lead two the East/West split was over two distinct issues: First, whether anyone could claim to be the "first among equals" or "Successor to Peter"; Second, whom that would be. The East/West spilt, in large part, was because of the desire to create a hierarchical church - simultaneously, it allowed for said hierarchy's formation. Without a rigid hierarchy and the resulting absolute dogmas, Martin Luther essentially has nothing to get in trouble over: he can preach what he wants.

However, the split between the Eastern and Western Christian Church is being represented in other ways in RFC; Protestantism at the same time is being completely ignored although it had huge social and dividing changes in the 16th century Europe. And I don't think the 30 Years' War spurred from nothing, thinking in Civ terms.

So, I don't think adding Protestantism instead of Orthodoxism is entirely unfair... this is Civ IV we're talking about. It has to be in terms with gameplay too.

Panopticon
Jan 04, 2009, 12:45 PM
Updated for RFC 1.184.

Panopticon
May 25, 2009, 09:41 AM
Updated with one change to speak of: The spread rate of Protestantism is trebled, to account for Rhye's treatment of Judaism in the DLL (which I only discovered today). It should spread more quickly now.

The Turk
Jun 07, 2009, 06:35 AM
Hi, I was just wondering if Protestinism has a higher chance developing in Germany, Nehterlands and the Nordic countries rather then in Spain, France and italy? Because I don't want to play a game that is too historically inaccurate. Thank You

Cethegus
Jun 07, 2009, 07:43 AM
Hi, I was just wondering if Protestinism has a higher chance developing in Germany, Nehterlands and the Nordic countries rather then in Spain, France and italy? Because I don't want to play a game that is too historically inaccurate. Thank You

Based on my experience, the historically Protestant countries have higher (much higher) chance of adopting Protestantism than historically Catholic countries. So much that it's almost deterministic that Germany and England adopt Protestantism while France and Spain remain Catholic.

There's one thing I want to criticize, though - the art. Could you look for and add better art for Protestantism icon and perhaps a golden cross for Catholicicsm?

Panopticon
Jun 07, 2009, 08:17 AM
No because it would be somewhat difficult to distinguish two crosses, and besides I have finished developing this mostly technical mod. I agree that the art is not perfect though, I designed it myself as an afterthought.

The Turk
Jun 07, 2009, 10:11 AM
Great! Then this mod seems the mod for me:) But I was just wondering how I get it to work properly and if this mod is compatible with other mods that run on RFC?

Cethegus
Jun 30, 2009, 03:37 AM
Could you update this submod to fit the newest version when you have the time, Panopticon?

Panopticon
Jun 30, 2009, 04:27 AM
Yippee ki yay. My dissertation is due today so it will be after 1700 UTC+1.

The Turk
Jun 30, 2009, 04:59 AM
Could you update this submod to fit the newest version when you have the time, Panopticon?

Ya I was wondering if you could do that as well, because it seems quite intresting:)

Panopticon
Jun 30, 2009, 05:04 PM
Toodle pip chaps and gels. Updating underway eh what?

Panopticon
Jul 01, 2009, 10:14 AM
It's done. I might do another update with nice graphics.

The Turk
Jul 01, 2009, 10:42 AM
I was just wonderin how I install this mod? Thanks, oh and how soon will you have a new update since I might as well wait for the newest version?

Panopticon
Jul 01, 2009, 10:45 AM
Later today. Install details are in the readme.

Panopticon
Jul 01, 2009, 04:38 PM
Check out this version, it has new art. The Catholicism religion now has the same artwork as that used by the RFC Europe team. A toast to the old Protestantism logo which is now defunct! :beer:

NerfCothons
Jul 01, 2009, 08:04 PM
The link on the front page seems to be broken, was this where you intended us to get the new version from?

Panopticon
Jul 01, 2009, 08:17 PM
It's currently buggy. Expect update tomorrow.

Update: I can access my site via FTP but not via HTTP. I'll try update to CFC if possible.

Panopticon
Jul 01, 2009, 09:02 PM
New link on the first page. Get it!

JEELEN
Jul 02, 2009, 12:10 AM
Cool addition! :goodjob:

JEELEN
Jul 02, 2009, 07:13 AM
I installed your 'submod'as instructed, but cannot play a Scenario, only use the Play Now option; is this correct?:confused:

Panopticon
Jul 02, 2009, 07:30 AM
Have you patched RFC to 1.185? I will investigate this, it seems wrong.

I have the opposite situation when I load the game. I can't select Play Now, just BTS and Play a Scenario.

What happens when you load directly from one of the PublicMaps files?

JEELEN
Jul 02, 2009, 07:45 AM
Haven't tried that, but will. When I start RFC P and want to play a scenario, I get the message that it requires RFC to load. (i have the latest version, yes.)

Panopticon
Jul 02, 2009, 07:55 AM
Do report what happens, it will help.

JEELEN
Jul 03, 2009, 02:09 AM
It seems you didn't change the modpath in the WBSes; they still refer to RFC proper. I changed it in 600 AD and it loads OK:

Panopticon
Jul 03, 2009, 07:07 AM
Good. :goodjob: The problem with changing the path is that there's no single name most users are likely to give it, so I advise to copy regular RFC and paste into the original folder in the readme.

JEELEN
Jul 03, 2009, 08:44 AM
I renamed it to RFC Reformation and changed the modpath accordingly. If you make a copy of RFC yourself and follow the same procedure for your upload, everything will be fine. (The file will be a bit bigger, obviously, but it saves users the trouble.)

Panopticon
Jul 03, 2009, 09:20 AM
Given that the resulting download would be >100MB, I think I'll leave it as it is.

The Turk
Jul 03, 2009, 08:06 PM
For the sake of historical accuracy, I was wondering if the real protestent countries are more likely to convert then the less likley ones, for example netherlands, germany, england , scandanavia convert to protestenism while italy, spain, france (maybe) stay catholic

Panopticon
Jul 03, 2009, 10:01 PM
Yes they are. Check out the ReformationMatrix in RiseandFall.py.

JEELEN
Jul 03, 2009, 10:41 PM
Given that the resulting download would be >100MB, I think I'll leave it as it is.

As you wish. Another thing: other than converting Catholic to Protestant, nothing much is happening Reformationwise; are you planning on adding a religious wars event or something to that effect?

Panopticon
Jul 04, 2009, 05:24 AM
I don't want to pre-ordain events too much. I'm thinking of a one-time bonus for players who convert to Protestantism when prompted (e.g. the dissolution of the monasteries), which could be 50-100 gold for each piece of Catholic infrastructure that they had.

JEELEN
Jul 04, 2009, 05:38 AM
I see. Well at least relations between Protestant and Catholic civs should seriously worsen. Also, Protestant civs should be excluded from voting if the Apostolic Palace is Catholic owned (and vice versa). BTW, playing at Vice-Roy level, my Dutch civ could easily persuade Catholic France to change to Protestantism (Paris has the protestant Holy City). A cash bonus is nice (hadn't noticed), but I'm not sure that covers the Reformation (and Counter-Reformation!) entirely. For instance, the Netherlands might never have revolted against Spain if there hadn't been a sizeable Protestant faction and Spain's Philip II hadn't come down so hard on these 'heretics' - resulting ultimately in the 80 Years War and Dutch independence. Also, the 30 Years wreaked havoc throughout Germany, while involving several neigbouring countries (Austrian Habsburg, Bavaria in the Empire and Denmark, Sweden from outside were actively involved, as were France and Holland to a lesser degree); it practically tore the empire in two until a solution was reached by compromise. So, at any rate it should seriously destabilize the HRE in one way or another.

Panopticon
Jul 04, 2009, 05:54 AM
Unfortunately I can't change the first two things without modifying the DLL, so any change will be from some other direction (i.e. code-able in Python).

Panopticon
Jul 18, 2009, 04:00 PM
Updated version now available on the Download Database: see Page 1.

Changes:
- Unnecessary files removed to reduce download size by 75%.
- Reformation code migrated from RiseAndFall.py to Religions.py. Amended Python code makes end-of-turn wait in early game go much more quickly. This reduces wait times for late civs also.
- One-time bonus of 100 gold added for any civ that chooses Yes on the Reformation popup. (The dissolution of the monasteries.)

Panopticon
Jul 18, 2009, 04:20 PM
I should add that if you have installed an older version of RFC Reformation, you should replace the altered RiseAndFall.py file with the original file from RFC 1.185, because it's not used any more.

Panopticon
Jul 24, 2009, 05:52 AM
Updated to BTS RFC v1.186. Also small art changes.

fireclaw722
Jul 27, 2009, 11:36 PM
does this work with the inquisition mod

fireclaw722
Jul 28, 2009, 12:36 AM
the Shrines also dont giv the +1 gold

Panopticon
Jul 28, 2009, 05:09 AM
It probably doesn't work with Inquisition due to multiple XML files. The six original shrines should give +1 gold.

JEELEN
Jul 28, 2009, 09:58 AM
Updated to BTS RFC v1.186. Also small art changes.

Perhaps you should add info on the update to the OP/DL page.;)

Panopticon
Oct 28, 2009, 01:20 PM
I've added a modified DLL file, to better handle the spread rates of Protestantism in different civs.

Panopticon
Feb 25, 2010, 04:54 PM
A new file has been uploaded, but it only contains a small change for my own use, that changes the city population formula to yield more realistic results.

NerfCothons
Jun 07, 2010, 06:19 PM
Can we expect an updated version of protestantism for the new patch?

Magnificent One
Jul 29, 2010, 03:40 AM
Does this work with the new Patch?

rchowhs
Jan 11, 2011, 04:16 AM
Does it works with Warlords?

Leoreth
Jan 11, 2011, 10:19 AM
It uses a custom BtS DLL, so probably not.