View Full Version : Modcomp Request; Inquisitor unit.


kairob
Mar 15, 2008, 06:01 PM
Any takers? Basically it annoys me to have Islam or Buddhism in Europe perminantly, for the rest of the game. Or any religion other than Islam to stay in Arabias borders for hundreds of years etc...

So if anyone could add this unit into Rhyes I would be very gratefull...

Ace of Spades
Mar 16, 2008, 05:02 AM
I think it would completely make sense to add an inquisitor to RFC, simply because the concept of religion is modified (multiple religions hurt stability)

ADP101
Mar 21, 2008, 04:25 PM
i second that

Duuk
Mar 29, 2008, 08:15 PM
Personally I have no idea why the inquisitor isn't a standard unit.

Lone Wolf
Mar 29, 2008, 09:59 PM
Because there is no disadvantage in having multiple religions in a city in standard CIV.

say1988
Mar 30, 2008, 08:22 AM
Except to prevent someone from going for a AP victory, but that is pretty minor.

Muz
Mar 31, 2008, 10:49 PM
Or to prevent holy city espionage, which is also minor. I've never seen anyone get an AP victory..

Zdarg
Apr 01, 2008, 06:45 AM
Or to reduce rival's income. Which isn't that minor...

The Q-Meister
Apr 01, 2008, 03:20 PM
I agree; it is silly for say a theocratic civ not to be able to do anything about the religions already in their cities. It could be a visible way of showing a new government policy or a way to "unite" the whole country the way Spain did in 1492 (removing the Jews, forcing the Muslims to convert or be removed, etc)

The fact that it hurts empires' stability that have more than 1 religion (which I'm not sure i agree with) and then not be able to do anything about it is annoying.

A very cool aspect is how this plays out in diplomacy, one of the weakest parts of the game, for instance, would removing say Buddhism from your cities anger all Buddhist civilizations? And would only theocratic civs be able to have the inquisitor unit? I mean otherwise there is no point to missionaries as civs can just remove the religion anytime they feel like it so I feel that the inquisitor unit needs some kind of penalty as well.

Muz
Apr 03, 2008, 10:56 PM
Or to reduce rival's income. Which isn't that minor...

Well, it is too.. I think it's a bit much to spend all those hammers on an 'Inquisitor' unit, just to lower your opponent's income by 1-3 gold pieces only to have the religion sprout back :p

I think Firaxis didn't put it in because of political correctness. When I first heard there were religions in Civ4, I thought it was a crazy idea. People were complaining about "Bach's cathedral being built in Mecca" in Civ3, now to turn Mecca into the Buddhist Holy City, ouch. Putting an Inquisitor unit means you could practically simulate the Holocaust.

But well, now that we've been playing this game long enough to be desensitized about razing Holy Cities and whipping half a town to death, I think it's not a bad idea. If the modder's too lazy, it could be an Espionage action, spy uses X points to remove religion from your city. :mischief:

Walliard
Apr 03, 2008, 11:37 PM
One probablem I can see is that if the AI uses them at all, it'd make the Arab and Khmer UHVs much tougher.

blizzrd
Apr 03, 2008, 11:39 PM
Putting an Inquisitor unit means you could practically simulate the Holocaust.

That is just a bit strong of a statement. Simulate the Spanish Inquisition perhaps you meant to say?

smile286
Apr 04, 2008, 04:34 AM
Inquisitor unit.
Can remove a religion, which is different from your state religion with a certain chance (Chance is 100% when civ use 'Theocraty' civic; otherwise chance like ~75%). Available with Theology. Obsolete with Liberalism.
When his mission is succesful, city gets +1 :mad: angry face with reason 'We cannot forget your cruel oppression!' and maybe lose some population.
70 hammers.

And maybe also there should be diplomatic penalty for those actions? I feel that' is hard to realize.

P.S. Or maybe make spies can perform such actions?. ;-)

aryann
Apr 04, 2008, 05:39 PM
I think it's a great idea. Earlier I was playing the U.S and Taoism spread into a city right at the start and I just thought, great now I'm gonna have Taoism in the mid-west for the rest of my game and I can't do anthing about it. It'd be a nice option.

As for the holocaust comment, that wasn't about ridding the Jewish religion but peoples from Germany and Europe, it's a different situation entirely, it was more to do with Jews being at the bottom of the nazis racial, "league table," not religious one.

AnotherPacifist
Apr 04, 2008, 09:46 PM
The heresy event (which is actually a good event as you can either spread your state religion or gain 15% of a religious tech) should have an option of having other religions eliminated by inquisitors from some of your cities with a certain cost. It only runs when you have theocracy, so similarly, I think inquisitors should only be allowed when you run theocracy.

GreySaber
Apr 05, 2008, 01:01 AM
Greetings to all. Long time Civ'er, first time poster. Literally.

I've been a Rhye-a-hollic since I discovered the mod, and admit to having tweaked the heck out of it to suit my own tastes. I'm fairly good at extrapolating (sp?) and combining various mods. Anyway, saw this thread, thought about it, decided it would be a good idea, given every little bit to help stability is a plus in my book. And I was bored.

So, without further rambling on my part, I present to you all a 5-ish hour cut-and-paste extravaganza, Rhye's BTS 1181 Inquisitor Add-On. For all your religious crusading needs.

I've tested it myself, and it seems to be working. I took the files from bmarnz's Inquisition mod, which was ripped from Gods of Old. So, credit for the unit and such goes to whoever should have it. I just put the pieces together.

Technical Stuff:

Installation: Unzip to your Beyond the Sword\Mods folder. It will (should?) merge with your existing Rhye's folder. Overwrite any files that it needs to. This was done from a clean BTS1181.

The Inquisitor is basically a reverse-missionary that will remove non-state religions from your cities, as well as the buildings for that religion. It will NOT remove a Holy City, though it will (should) still destroy any of the buildings for that religion. Your state religion must be present in the city to perform an Inqusition. You will (should) also take a relations hit with any Civ whose religion you remove.

Hopefully it works out for everyone. Let me know. I'm not sure if it's possible to work this into Warlords or Vanillia, and honestly, I never play them anymore so I probably won't try.

Oh, edit... Req's Theology.

Rhye
Apr 10, 2008, 09:15 AM
well thank you very much, this is going into the wiki!

http://wikirhye.wikidot.com/rfc-modcomps

AnotherPacifist
Apr 10, 2008, 10:09 AM
well thank you very much, this is going into the wiki!

http://wikirhye.wikidot.com/rfc-modcomps

can you add it to the next update??:D

Rhye
Apr 10, 2008, 11:05 AM
I have virtually no spare time, but you can be helpful if you test the effects ingame

Vishaing
Apr 10, 2008, 01:26 PM
@Rhye: I had the Inquisitor unit in the original RFC++, and I think it worked well, and should be included. If need be, using BC2 it should only take 10-15 minutes to merge.

@GreySaber: Nicely done, I would suggest downloading and using a program called Beyond Compare 2 from now on, it will vastly help with code merging. Now then, does this have an AI component to it? Because I noticed there is no dll, doesn't the game need changes to the dll for the AI to use something? Or is the AI modular like everything else in BtS?

Śmarth
Apr 10, 2008, 03:56 PM
Very cool GreySaber.

GreySaber
Apr 10, 2008, 06:47 PM
Thanks all.

To be honest, I can't say if the AI will use the unit or not. I haven't had alot of time with work lately to play much Civ. I'm not much for programming anything new, so much as changing what's there, but I'll see what I can figure out.

@Vishaing: I'll look into Beyond Compare 2. I'm currently using WinMerge, which works well, and is of course, free. Works perfectly with Python and XML files. But if it's got more features, it could definitely save some time. Thanks.

chococid
Apr 10, 2008, 10:56 PM
Thanks all.

To be honest, I can't say if the AI will use the unit or not. I haven't had alot of time with work lately to play much Civ. I'm not much for programming anything new, so much as changing what's there, but I'll see what I can figure out.

@Vishaing: I'll look into Beyond Compare 2. I'm currently using WinMerge, which works well, and is of course, free. Works perfectly with Python and XML files. But if it's got more features, it could definitely save some time. Thanks.

The AI uses the Inquisitor unit in that one scenario in BTS that has it.

Al-Iskander
Apr 11, 2008, 01:54 AM
This looks so awesome. Thanks GreySaber!

Cethegus
Aug 23, 2008, 09:41 AM
The AI uses the Inquisitor unit in that one scenario in BTS that has it.

We were wondering if the AI in RFC considered it necessary. Does the AI in Gods of Old differ one bit from the Rhye'sian one?

Dafy
Nov 20, 2008, 10:56 AM
This isn't compatable with RFC Rand 1.10?

Following files are different (seems that not only Inquisitor part):
CvMainInterface.py
CvEventManager.py
PyHelpers.py
CIV4ArtDefines_Interface.xml
CIV4ArtDefines_Unit.xml
CIV4CivilizationInfos.xml
CIV4VictoryInfo.xml
CIV4UnitInfos.xml

It there a working version which is compatable with RFC Rand 1.10 :)
Thanks.

3Miro
Nov 20, 2008, 12:23 PM
Can anyone confirm/deny if the Inquisitor's AI is working. Is the AI building them or even if you give them an Inquisitor from the WB does it go to remove the religion.

Just Python did not work for RFCE, I had to use C++ to mod it.

Nerochev
Jan 07, 2009, 03:49 AM
Is this compatible with the most recent patch?

musicfreak
Jan 11, 2009, 03:09 PM
We were wondering if the AI in RFC considered it necessary. Does the AI in Gods of Old differ one bit from the Rhye'sian one?They don't make any modifications to the AI in Gods of Old, so no, I don't see any reason why the AI would not use the unit.

PPQ_Purple
Mar 21, 2009, 03:43 PM
Can anyone confirm that this works with the newest version?

Cethegus
Mar 21, 2009, 03:54 PM
I tried it with a modified version of 1.183 and at least then it didn't work. I need to re-install Protestantism mod and this while the newest patch's still new.

cider
Oct 18, 2009, 04:38 PM
and what about 1.186 ? :crazyeye:
would be cool if someone could update the inquisitor to the newest RFC. very useful unit.

Linkman226
Feb 23, 2010, 04:26 PM
Ok, I have a major problem. I installed the mod, but when I open it, it gives me an XML error telling me something is wrong with the units category. I'm forced to open up task manager and manually close civ cuz its frozen; the error message keeps on popping up, ad infinitum, (not to mention, ad nauseum). For the moment, I can't play RFC, which sucks. How do I uninstall the mod?

jmerry
Feb 23, 2010, 05:42 PM
More likely, it was a very large number of similar error messages; if you had clicked through enough times, it would have ended. That happens when there's a syntax error (usually an unbalanced bracket); one entry can't be parsed, and it cascades to break the rest of the file as well.

antaine
Feb 24, 2010, 06:34 PM
why a unit? Why not just make it implicit?

Historically, governments have had a difficult time removing unwanted religions...even Zoroastrianism persists in repressive Iran to this day. Therefore, they should be mostly permanent.

But history has also shown that they can be eroded over time, given the right circumstances. Perhaps nonstate religions can begin to "decay" a number of turns after a different religion being declared the state religion. This could happen slowly under Organized Religion and somewhat faster under Theocracy (but not under any others). Factors affecting how fast or slow a nonstate religion disappears from a city could include the number of turns that religion has already been present once the clock starts ticking, as well as that city's distance from that religion's holy city. Missionary units might be able to strengthen waning religions, too.

There would probably need to be a culture-like way of accounting a percentage of adherents to a particular religion (affected by state support, time, and number of that religion's buildings in the city), and so perhaps bonuses/penalties could also occur on a gradient dependent on what the population of the bonus/penalty giving religion is in that city.