AAranda
Apr 17, 2009, 12:12 PM
I'll be glad to read any suggestions , comments or ideas
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View Full Version : Religions mod for RoM 2.5/2.62 AAranda Apr 17, 2009, 12:12 PM I'll be glad to read any suggestions , comments or ideas Ginger_Ale Apr 17, 2009, 07:52 PM Moved to the RoM forum. Allan79 Apr 20, 2009, 04:32 AM ASATRU RELIGION ADDED , INCLUDING THIS : Spoiler: - ASATRU Ancient japanese religion avaliable with feudalism Its not japanese. Its the Vikings religion. ;) Dancing Hoskuld Apr 20, 2009, 05:35 PM Mod download Religions mod for RoM 2.5/2.62 (http://forums.civfanatics.com/downloads.php?do=file&id=12200) Patch below to fix double playing of wonder movies and to show Temple of Toth wonder. It is a very small patch :) Since I go for amen-ra (or whatever it is now called) the movie not showing was bugging me. I also figured this was probably a better place to discuss this modmod rather than take up the whole religion discussion thread. Things I have noticed but haven't checked out fully. Just some notes not criticism ;) Animism and Druid buildings are not showing up in the pedia. There is no equivalent (I think) to temples, monestries and cathedrals for these. Tengri extra buildings are available even if it is not your state religion. SHAMAN'S YURTA, EJE SONG, TENGRI SONG, KING GESAR SONG. these may be temple, monastry and cathedral replacements but I am not yet sure :) AAranda Apr 21, 2009, 12:39 AM Thanks for the phyton i've just tried and it works fine.I'll reupload the file in a couple of weeks or so with this changes and any others coming from discussion.Now: - What you mean about druidism and animism not showing in the pedia ?The religions are just there - No , druidism, animism and tengri don't have temples , monasteries or cathedrals.Those religions are completely different to the others as they never build a thing in reallity ,so i decided to give no buildings to them , but somethings to balance as them , of course , have no wonders. Them have just others things and those work in differents ways , like the missionaries power rol. Maybe i should have written a explanation of this in the pedia but is already writted in the README file attached to th zip. - About tengri , it goes that way: it gets founded , but you cannot spread it until you make a tengri shaman , wich cannot be build until you make a shaman's yurta .For the other's "buildings" , yes , they are available even if the religion is not state . Why? because those are no buildings, but songs , and , in reality , those songs didn't come from any religious leader or so , but from the people , beeing in fact something more cultural than religious. why make tengri your state religion then?Simply because if you don't you will have absolutly no happines bonusas those are all state religion happiness Seidrik_The_Gray Apr 21, 2009, 06:28 PM Does this work with the mega pack? Dancing Hoskuld Apr 21, 2009, 08:46 PM @AAranda Yes everything is showing in the pedia fine. I was just having a bad day with it I suppose. I class any building that lets you build missionaries a monasteries because that is the main thing those buildings allow. Having said that the animism and druid spreaders of faith aren't missionaries are they :). Otherwise I would be able to build them with the right civic and they would have a spread religion action which they don't. Tengri songs - it just seem wrong to be able to "build" them when it is not your state religion. Just a thought. I played the Egyptians and went with Kemertism - I found the temples of Toth and Ptah to be very overpowered but that could just be the nature of that particular game. I had much luck - founded all but one religion. I was getting a medieval or renassiance tech every 3 turns with science at 40% - it may have been luck. Soul oWar Apr 21, 2009, 09:36 PM I just tried a few turns on Monarch... Animism was founded on turn 3... lol Dancing Hoskuld: how do you manage with revolution to go for all religion? the second religion usually kill my empire...you beeline for the wonder that allow all religion civic? Dancing Hoskuld Apr 22, 2009, 12:40 AM @Soul oWar, Simple, I don't play with revolutions on :). I always used to but there was a time when you could not, an alpha release of RoM and so I started playing without and raised the difficulty level. AAranda Apr 22, 2009, 01:13 AM Does this work with the mega pack? Yes , no problem with it AAranda Apr 22, 2009, 01:27 AM I class any building that lets you build missionaries a monasteries because that is the main thing those buildings allow. Having said that the animism and druid spreaders of faith aren't missionaries are they :). Otherwise I would be able to build them with the right civic and they would have a spread religion action which they don't. Tengri songs - it just seem wrong to be able to "build" them when it is not your state religion. Just a thought. You have to think different for the new religions ...and i think this is a very good thing.Do you really like 17 religions doing just the same and beeing different just by the name? I played the Egyptians and went with Kemertism - I found the temples of Toth and Ptah to be very overpowered but that could just be the nature of that particular game. I had much luck - founded all but one religion. I was getting a medieval or renassiance tech every 3 turns with science at 40% - it may have been luck. I think that if you used khemetism as state all your game long , then the new wonders were not too much.But if you founded and used all the religions but one , well...now every religion have special bonuses and a couple of powered new wonders . Of course , if you had 16 religions , builded all buildings getting their bonuses , builded the wonders ( about 35 religion's ones ) , and builded the prophets shrine of all of them , you won easilly. Religions were not supposed to be hold for the same player , in fact , it was made looking for many civs having one religion and beeing not overpowered by others civs. Of course this is a matter of difficult level and speed level. AAranda Apr 22, 2009, 01:32 AM I just tried a few turns on Monarch... Animism was founded on turn 3... lol Yes , and druidism in turn five.Those are quite early religions , thats why don't spread but using missionaries. Anyway is not a matter of difficult level mainly , is the speed level what affects the most. I know tohse are quite extreme levels but you can try gods maker handicap and eternal speed: http://forums.civfanatics.com/downloads.php?do=file&id=11962 Soul oWar Apr 22, 2009, 10:48 AM Oh I have no problem with... I play snail gigantic map with 20 civ... having religion spread across the globe is awesome... I always go for only one religion...it up teh challenge. I love your mod so far. I just can't settle on the religion I want for my civ... And does he AI handle well the 2 religion that don't spread? Agentus Apr 22, 2009, 12:01 PM I installed this mod over my RoM 2.5 and am getting the following XML errors on startup of the game: Tag: PROMOTION_PANKRATION in Info class was incorrect. Current XML file is: modules\custom religions\aaranda'sreligions_civ4buildinginfos.xml and Tag: PROMOTION_COASTAL_GUARD1 in Info class was incorrect. Current XML file is: modules\custom religions\aaranda'sreligions_civ4buildinginfos.xml The game seems to run fine though - but I'm worried I could run into problems later. So wht do these errors mean? AAranda Apr 22, 2009, 12:07 PM Oh I have no problem with... I play snail gigantic map with 20 civ... having religion spread across the globe is awesome... I always go for only one religion...it up teh challenge. I love your mod so far. I just can't settle on the religion I want for my civ... And does he AI handle well the 2 religion that don't spread? Yes , the AI manage it quite well . I made a test : i let the AI found druidism and then i founded all the others religons to give them no chance but druidism , then igive a new city to the AI and waited for it building choice. It was even better than i thought : the AI made a worker , then a spearman and then a druid , wich went running to spread druidism to the new city. Unfourtunally it seems that the AI doesn't use druids/shamans like war units as far as it is able to build spearmans , missing at all the defensive strenght of druids/shamans.Anyway , this is quite a minor miss as their live like war units is very short AAranda Apr 22, 2009, 12:17 PM I installed this mod over my RoM 2.5 and am getting the following XML errors on startup of the game: Tag: PROMOTION_PANKRATION in Info class was incorrect. Current XML file is: modules\custom religions\aaranda'sreligions_civ4buildinginfos.xml and Tag: PROMOTION_COASTAL_GUARD1 in Info class was incorrect. Current XML file is: modules\custom religions\aaranda'sreligions_civ4buildinginfos.xml The game seems to run fine though - but I'm worried I could run into problems later. So wht do these errors mean? I'm very sorry mate it's my mistake. Both pankatrion and coastal guard promotion are new s in RoM 2.6 versions.I reworked buildings that give those free promotions that not exist in 2.5 version do the error logs are going to appear every time you load the mod . There's no posibility of any kind of problems during the game , THAT IS FOR SURE , but , of course , the buildings are not going to give you the promotions and you'll keep receiving the annoying message in every load. Sorry again , i didn't realized that when i said the mod was 2.5 compatible. Blue Senshi Apr 22, 2009, 12:47 PM On the religion screen, the symbols for your new religions do not show up until the religion is founded. Instead there is just a blank magenta box where the symbol should be. Soul oWar Apr 22, 2009, 01:12 PM It is known the magenta box (Well I believe I saw it mentioned in the other religion thread...) Ok and do they use shaman and druid to build their building (I knew they would spread the religion but I am not sure they will do the building) AAranda Apr 22, 2009, 01:33 PM they use shaman and druid to build their building (I knew they would spread the religion but I am not sure they will do the building) They will do , but THE RELIGION MUST BE STATE Dancing Hoskuld Apr 22, 2009, 05:47 PM Until now once you found a religion and convert to it there was no need to change religion ever. With this mod there are advantages to changing religion depending on the circumstances. Three things to note: a shaman costs half as much as an early wonder, a druid costs 2/3rds as much as a wonder and there doesn't seem to be any Tengri wonders or national wonders - but I have been getting lost int the civpedia of late :) Agentus Apr 22, 2009, 05:53 PM Until now once you found a religion and convert to it there was no need to change religion ever. With this mod there are advantages to changing religion depending on the circumstances. Not entirely true. I often changed to get one of the religious world wonders before. An extra golden age isn't so bad... Although I usually changed back to my main religion afterwards. AAranda Apr 23, 2009, 04:02 AM I've used Dyonissu's theatre as a new wonder for hellenism...and Theatre of Dyonissus was an already existing wonder in RoM¡ It is fixed now and this wonder has been replaced by phidias statue workshop , giving exactly the same bonuses but requiering sculpture instead of drama. It will be upload in a week or a couple when the feedback of this mod finish Agentus Apr 24, 2009, 09:39 AM While playing my first game with the Relgions mod (RoM 2.5) it seems that I have encountered an error with the Pyramid of Eagle. 1. It seems to be missing a picture/icon. In the build-popup at the start of the turn it shows up in the list as button with the "Pyramid of Eagle (3)"-text, instead of the little picture with the text behind. Looks a little strange. In the city screen it just has an all black picture (edit: and apparently, this is not even clickable - i can't choose to build the Pyramid in the city screen). 2. When I finish building it, I get a CTD. Without this religions addon that building worked fine. AAranda Apr 24, 2009, 10:46 AM While playing my first game with the Relgions mod (RoM 2.5) it seems that I have encountered an error with the Pyramid of Eagle. 1. It seems to be missing a picture/icon. In the build-popup at the start of the turn it shows up in the list as button with the "Pyramid of Eagle (3)"-text, instead of the little picture with the text behind. Looks a little strange. In the city screen it just has an all black picture (edit: and apparently, this is not even clickable - i can't choose to build the Pyramid in the city screen). 2. When I finish building it, I get a CTD. Without this religions addon that building worked fine. Sorry mate but there is no Pyramid of eagle in my mod , and if you are talking about Sun or Moon pyramids , i've just checked them out and seems to be working fine Agentus Apr 24, 2009, 11:37 AM Sorry mate but there is no Pyramid of eagle in my mod , and if you are talking about Sun or Moon pyramids , i've just checked them out and seems to be working fine In my game of RoM 2.5 at least, the Pyramid of Eagle is the Nagualism Cathedral. In the info-popup description (the only thing that seems to work with the PoE) it even shows with your modification of -25% anger for sacrifice. So something like that must exist? I also realised now that I don't have a Nagualism Monastery (that should exist, shouldn't it?). In addition I don't seem to be able to build the Christian World Wonders (holy see and the basilisk) even though I have the State Religion Christianity, The city has the religion and I have Theology, the only prerequisite tech. No other civ has built them and they are not obsolete yet. Anything I am missing? AAranda Apr 26, 2009, 09:07 AM In my game of RoM 2.5 at least, the Pyramid of Eagle is the Nagualism Cathedral. In the info-popup description (the only thing that seems to work with the PoE) it even shows with your modification of -25% anger for sacrifice. So something like that must exist? I also realised now that I don't have a Nagualism Monastery (that should exist, shouldn't it?). You 're right , this is another change Zappara did from versions 2.5 to 2.6 : naghualism's buildings ar differents between versions , so the mod is not going to work correctly with this religion.Sorry , my fault In addition I don't seem to be able to build the Christian World Wonders (holy see and the basilisk) even though I have the State Religion Christianity, The city has the religion and I have Theology, the only prerequisite tech. No other civ has built them and they are not obsolete yet. Anything I am missing? About christian's wonders i had checked it deeply and i saw the error , ceirtainly the wonders are not really available to be builded, but i cannot explain why.After a lot of work , i remade the files from the beggining and is going fine now. I'll upload anupdated soon an this changes will be included , thanks VERY MUCH about the feedback Agentus Apr 26, 2009, 05:03 PM Two general things I noticed: 1. In the description on the download site you describe a lot of the changes to religious buildings as "+1 gold" where in the game it is actually "+1 commerce". Just a wrong description or was your intention for these bonuses differently (especially since commerce bonuses usually are rather rare in the game). 2. On Druidisms food bonus: Couldn't that one also give the food bonus to potatoes? Would make sense since they are basically in the same category as rice, wheat, corn and it would finally give more meaning to having potatoes which so far in the game have no effect apart from the basic health bonus. Oh, and some of the Wonders are definitely overpowered. The +100% science especially. No wonder in RoM gives more than +50% and you even have a very early one (the one temple for Amun-Ra/Kemetism) for +100%.When I recently built that my science output MORE than doubled which is pretty much ridiculous - I basically went from 70% science (due to -30% from Slavery and Organized Religion) to 170% in my capitol which at that early time produced almost all my commerce. I would limit these science bonuses to 50% as in the main game. AAranda Apr 27, 2009, 12:30 AM 1. In the description on the download site you describe a lot of the changes to religious buildings as "+1 gold" where in the game it is actually "+1 commerce". Just a wrong description or was your intention for these bonuses differently (especially since commerce bonuses usually are rather rare in the game). Wrong description , that was my intention 2. On Druidisms food bonus: Couldn't that one also give the food bonus to potatoes? Would make sense since they are basically in the same category as rice, wheat, corn and it would finally give more meaning to having potatoes which so far in the game have no effect apart from the basic health bonus. You are right . I'll include potatoes Oh, and some of the Wonders are definitely overpowered. The +100% science especially. No wonder in RoM gives more than +50% and you even have a very early one (the one temple for Amun-Ra/Kemetism) for +100%.When I recently built that my science output MORE than doubled which is pretty much ridiculous - I basically went from 70% science (due to -30% from Slavery and Organized Religion) to 170% in my capitol which at that early time produced almost all my commerce. I would limit these science bonuses to 50% as in the main game. Yes , i've already noticed iwas i bit too generous with a few wonders and i made those changes a bit ago : Holy see library 100% science bonus , Confucian scholl 100% science and culture bonuses , Quanzhen 100% culture bonus and Temple of Toth 100% science bonus are all of them change to 50% Thanks again for the feedback adrianooo Apr 28, 2009, 03:57 AM Hi! I've a problem... When i found or spread a corporation i can't see the font of all them except Cereals mills. There are no icons over the city bar but i can see the icons only when i enter in the city screen. i think that have been removede by the new religions icons... Some one can help me? Thanks Dancing Hoskuld Apr 28, 2009, 03:55 PM Hi! I've a problem... When i found or spread a corporation i can't see the font of all them except Cereals mills. There are no icons over the city bar but i can see the icons only when i enter in the city screen. i think that have been removede by the new religions icons... Some one can help me? Thanks This is because the default BtS only has room for a few religions and corporations and this uses the spaces that would be used for corporations for the extra religions. There is a fix out there but it requires SDK programing so may take awhile to get it into RoM. AAranda Apr 30, 2009, 01:24 AM Hi! I've a problem... When i found or spread a corporation i can't see the font of all them except Cereals mills. There are no icons over the city bar but i can see the icons only when i enter in the city screen. i think that have been removede by the new religions icons... Some one can help me? Thanks I've checked this and you're right , that happens , but , by now , i don't know why it happens or how can i fix it . Anyway , i'll work in the solution and i hope i¡ll fix it soon Soul oWar Apr 30, 2009, 04:58 PM I found 2 variable missing in the AAranda'sreligions_CIV4BuildingInfos.xml file: Eje_song one of the variable was missing for happiness making the building give 5999283092+ happy Nimrud_palace teh variable for great general was missing giving 59929701274+% for great general (I was typped off when one of my neighbor received 15+ great general three turn in a row.. lol (at first I though that many, many war was concluded around the war but.. no)) I never opened one of those file so I don't if I added bug (added both a 0 value) and it seems to fix it. Maybe you know... but hey thought I should let ya know, good work and do you think to update this to the woc merge in 2.63? Tx Soul oWar Apr 30, 2009, 05:55 PM well it fixed it in teh pedia and building info but not sure if it was saved in game... for I kept playing a the civ still got like 20+ great general... and I switched to taht civ and tried deleting their city to see if it worked and .. no it kept getting so many great general that I had to stop... oh well gonna go try the 2.63 test... JaeChunDaeSung May 03, 2009, 08:49 AM Something may be wrong with my setup, but for some reason, when I found any of the new religions, its symbol is one of the corporate logos. How can I fix this? johny smith May 03, 2009, 09:41 AM guys if you are using the WoC Lite version with these the symbols with be off until AAranda gets the chance to update some xml changes. Don't worry it is nothing major, but still it needs some changes in order to work. It will be a lot easier afterwards. AAranda May 03, 2009, 09:56 AM Something may be wrong with my setup, but for some reason, when I found any of the new religions, its symbol is one of the corporate logos. How can I fix this? That's exactly as Jhonny said , if you are using woc. If that's the case , i'll upload the religions mod for R0M WoC tomorrow. If you are using RoM 2.62 ,then maybe you didn't replace the fonts folder or you made a mistake while doing.Just remake it Soul oWar May 03, 2009, 01:01 PM Will there be update/change/bugfix in teh version you upload for Rom 2.63 WoC lite? AAranda May 03, 2009, 02:27 PM Will there be update/change/bugfix in teh version you upload for Rom 2.63 WoC lite? It's already done , updated , fixed and debuged. Will be upload by tomorrow AAranda May 03, 2009, 06:03 PM I've just finished updating my mods to the WoC. If someone is interested , there are the links: Tornado and volcano events mod: http://www.megaupload.com/?d=S2UBAA5P Handicap , speed and culture level mod: http://www.megaupload.com/?d=9XPTNFCY Traits mod: http://www.megaupload.com/?d=BASPF2E9 Religions mod: http://www.megaupload.com/?d=SZ1AMN0Z Buildings mod: http://www.megaupload.com/?d=XG7ZPQ0N Everything goes fine ( religions mod has been fixed and debugged), and i will upload in the main page as soon as Zappara upload the WoC lite Also , i'm thinking in making a few additions to my religions mod, i'm trying to find new religions worth to be included . With that i mean religions quite differents to the actuals , not coming from a same tree (like protestants/christians ) and adding some flavour. I'm quite sure to add sciencilogy , thinking about inca religion and not very sure about mesopotamism , and i will like to hear some other options/suggestins/desires. To this purpose use this thread: http://forums.civfanatics.com/showthread.php?t=318154 johny smith May 03, 2009, 06:12 PM I am interested in seeing them. I can not download from megaupload it seems though it keeps saying download limit exceeded. I am on a university network so I think someone else on the network is downloading that is why it is giving me the message. Do you know an alternate place to try? Dancing Hoskuld May 04, 2009, 01:23 AM @AAranda, Just looking at your mods to see if I can merge them in to RoM WoC, nolonger as easy a task now that you can't just drop them into the folder and I already have joyoo's, some of zulu9812's and generalstaff's and my stuff in there :) I noticed that you beat me to putting the national wonder movies in:goodjob:. However there is something in the religions download that worries me. You not only have the buildings XML in the custom religions folder but you also have another one in the Assets\XML folder. It is this latter one that worries me. Is it needed or is it a duplicate. In the custom building folder you also have "Order of St John", "Templar Chapter", "Teutonic Chapter" and "UN Mission". They aren't mentioned in your documentation. Are they duplicates of what came with RoM or have you changed them in some way? AAranda May 04, 2009, 03:03 AM Just looking at your mods to see if I can merge them in to RoM WoC, nolonger as easy a task now that you can't just drop them into the folder and I already have joyoo's, some of zulu9812's and generalstaff's and my stuff in there :) I noticed that you beat me to putting the national wonder movies in:goodjob:. However there is something in the religions download that worries me. You not only have the buildings XML in the custom religions folder but you also have another one in the Assets\XML folder. It is this latter one that worries me. Is it needed or is it a duplicate. Sorry about the wonder movies.I had them done long time ago , about whenTsentom uploaded the python code . About the buildingsinfo xml , it needs to be as is done : it seems , in WoC lite , that when you rewrite an existing building as modular it doesn't replace the original , but merge with it , giving to the building double bonuses.Strange , eh?. So i did erased religious buildings from original document and add mines.Why then are the buildings also in the religions mod?, because it works fine when the information is the same , as youhave noticed if you have tried the mod. In the custom building folder you also have "Order of St John", "Templar Chapter", "Teutonic Chapter" and "UN Mission". They aren't mentioned in your documentation. Are they duplicates of what came with RoM or have you changed them in some way? Yes , those buildings come with RoM , and are included in the mod just to make things easier : all you have to do is replace the custom building folder instead of add a lot of folders and documents inside it johny smith May 04, 2009, 09:36 AM I downloaded the religions mod after trying 10 times. Finally went through. Well my suggestion is very simple and would save you a lot of work if you are interested. I have 16 major religions based on old religions in different areas of the world. I was thinking religions that have be called pagan more or less. Stuff that is usually related to a culture group. For example the Egyptians did not usually send out missionaries to other counties to convert them. You may not like the idea. Some stuff is already there. And I have created sounds for all of them.:crazyeye: But here is what I have in the fonts already. 1.Native-North America 2.Mesoamerica-Naghualism 3.Andean-Incan 4.Egyptian 5.Congo-South African region 6.Niger-West Africa(some voodoo stuff could be used) 7.Celtic-Druidism 8.Nordic-Asatruism 9.Slavic 10.Mesopotamian 11.Siberian-Tengrism 12.Vedic-earlier South Asia religion before that Hinduism is based from 13.Cathay- Just another name for Chinese religions not related to present ones. Basically chinese folk religion I had in mind. 14.Aboriginal- I am thinking the Pacific and Australia on this 15.Hellenism 16.Shinto And again just what my idea was. Names can be whatever in place. I began to make individual God symbols within in these to make more specific religions inside of them, but I am not thinking that would be done anytime soon. If you are not interested at all I will not bother you with it again. And again I have all of the symbols in this file. So you can see what is intended as what. Religions in folders under another were planned to be grouped together. For example Chaac a Mesoamerican god in the Mesoamerican folder. And again that are not meant to work yet. Just to show you what I was working on. https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Rapture%20with%20sounds%20and%2094%20icons.7z Soul oWar May 04, 2009, 09:53 AM Hum.. you haven't fixed eje song and nimrud palace... In the xml file: AAranda'sreligions_CIV4BuildingInfos.xml under eje song: Before: <iHappiness></iHappiness> <iAreaHappiness>0</iAreaHappiness> <iGlobalHappiness>0</iGlobalHappiness> <iStateReligionHappiness>1</iStateReligionHappiness> after: <iHappiness>0</iHappiness> <iAreaHappiness>0</iAreaHappiness> <iGlobalHappiness>0</iGlobalHappiness> <iStateReligionHappiness>1</iStateReligionHappiness> Under Nimrud Palace: Before: <iGreatPeopleRateModifier></iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>50</iDomesticGreatGeneralRateModifier> <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier> After: <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>50</iDomesticGreatGeneralRateModifier> <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier> I hope it's only what I need to do because 20 great general each time you win a fight is a game breaker.... (because it happen mostly everytime with a +91919328948% great general production) Also I see taht you modded the cveventmanager.py, did you use teh new one zap and pla5ma made to speed up teh game or teh first one you use for 2.52/2.62? Thanks and great work by teh way. AAranda May 04, 2009, 09:56 AM I downloaded the religions mod after trying 10 times. Finally went through. Well my suggestion is very simple and would save you a lot of work if you are interested. I have 16 major religions based on old religions in different areas of the world. You may not like the idea. Some stuff is already there. And I have created sounds for all of them.:crazyeye: But here is what I have in the fonts already. 1.Native-North America 2.Mesoamerica-Naghualism 3.Andean-Incan 4.Egyptian 5.Congo-South African region 6.Niger-West Africa(some voodoo stuff could be used) 7.Celtic-Druidism 8.Nordic-Asatruism 9.Slavic 10.Mesopotamian 11.Siberian-Tengrism 12.Vedic-earlier south asia religion before that hinduism is based from 13.Cathay- Just another name for Chinese religions not related to present ones. 14.Aborginal- I am thinking the Pacific and Australia on this 15.Hellenism 16.Shinto And again just what my idea was. Names can be whatever in place. I began to make individual God symbols within in these to make more specific religions inside of them, but I am not thinking that would be done anytime soon. If you are not interested at all I will not bother you with it again. And again I have all of the symbols in this file. So you can see what is intended as what. Religions in folders under another were planned to be grouped together. And again that are not meant to work yet. Just to show you what I was working on. https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Rapture%20with%20sounds%20and%2094%20icons.7z Of course i like the ideas and you can "bother" me as often as you wish. I realized than many of your religions have been already made by myself in my religions mod , in my way.It's nice to see that someone else think very close to me in this religions thing , seeing the bigs geographics pits that original CIV left . No religions from africa , south america , north america ... and no religions from early times in history , late times neither If you don't mind , i will use andean , mesopotamism and aboriginal religions and maybe a few things from others . Including scienciolgy , it make four more religions , and i'm starting to feel quite satisfy with the general view...maybe something more from laters eras and i 'll feel it complete johny smith May 04, 2009, 10:00 AM Well do whatever you want with them. Please check out my file if you have not. Rename how you wish. I just wanted some more diversity. Uniqueness will be great. I think you will like the sounds I made. Later religions I am all for. Just would like to get some more diverse stuff. In Rapture I have the civs beginning with the culturally related religion. That is how removed the need for so many techs. AAranda May 04, 2009, 10:09 AM Hum.. you haven't fixed eje song and nimrud palace... I hope it's only what I need to do because 20 great general each time you win a fight is a game breaker.... (because it happen mostly everytime with a +91919328948% great general production) Also I see taht you modded the cveventmanager.py, did you use teh new one zap and pla5ma made to speed up teh game or teh first one you use for 2.52/2.62? Thanks and great work by teh way. Sorry mate , i would swear i did, but ... what can i say ? , have you ever tried to do programation with a two years old kid messing around? Then everything is possible. I've just done it , before reply you and is available to download. Thanks again. Ah ... of course the cveventmanager.py is the WoC lite one properly modified Soul oWar May 04, 2009, 10:35 AM Hehe don't worry. Is all that you changed what I did or is there something else? (want to knwo if I re-download and re-install or not) And maybe you should put all your download link in teh first post.. would make it easier. Oh and what is sciencilogy? I love the list of Johnny Smith. Thanks AAranda May 04, 2009, 11:19 AM Hehe don't worry. Is all that you changed what I did or is there something else? (want to knwo if I re-download and re-install or not) Just the same Oh and what is sciencilogy? Is a religion based on a suppously mankind made by aliens who borrow us the earth and , someday , are coming back and save their adepts ... or something like that , i'm not very concerned yet , but it is quite close.This is the hollywood new believe , Cruise's and Travolta new faith. Yes , yes , i know it is a bit ridiculous ... wich can be translated to any other religion in the thougts of non adepts , i suppose. The point is that is a very late religion , very different from others and quite funny and usefull , as i have it in mind I love the list of Johnny Smith. Yeah , me too , that's why is already done ...mostly Soul oWar May 04, 2009, 12:01 PM So you will bring your mod to 20 religion? nice, I see a big work of balance ahead, hehe. Hum the animist is shown with color before it is founded (green circle with a black elk in the center) And I'm personally atheist, so yeah each religion seems ... hum... how to put it gently, yeah ridiculous seems not too offending... but for now Scientology seems one of the worse... lol But wouldn't it be more representative to use a more ... how to put it .. large theme to it .. and be a representation of all modern sect that are introduced to small number of people around the world? that add mostly negative bonus to the city it's in, can't become state religion, and freely spread even if a religion is already in the city? I mean rarely good come out of those (else than make their founder/guru rich) anyway .. I guess I said it already, love your religion mod. Dancing Hoskuld May 04, 2009, 05:11 PM Sorry about the wonder movies.I had them done long time ago , about whenTsentom uploaded the python code . About the buildingsinfo xml , it needs to be as is done : it seems , in WoC lite , that when you rewrite an existing building as modular it doesn't replace the original , but merge with it , giving to the building double bonuses.Strange , eh?. I am not worried about it working or not I am worried about other modmoders and the unexpected affects this solution, editing the RoM building XML file may cause. Did you try using negative modifiers in your XML to get rid of the bonuses? I don't know if this is even possible. Sorry to nag but I have seen in real life the problems caused by not keeping code modular. Even when the programers were working as team rather than as independents like us. ;) johny smith May 04, 2009, 05:19 PM Negative values will not work. Well the best thing would to make the buildings modular from the XML folder I think in the future that will be effected. By organizing as religion buildings for example inside of modules. So what I am saying is the basic religious buildings turned into a religious buildings mod. Maybe even the base religions made modular. Well that is my suggestion for in the future. Posting the original to easily download in case some one deletes and does not have the original might help in the short term if someone screws their files up. Sorry about this. WoC is not perfect. Soul oWar May 08, 2009, 04:16 PM Well I was wondering why teh fix wasn't working... you need to do it in the normal building file too.. damn, could have salvaged my game if I had knew that... AAranda May 09, 2009, 11:29 AM Hello to every one: I've just finished mesopotamism as a new religion to add in my mod to RoM , using this WoC marvel , and i thought to share with you all what i did , for discussions . If someone have something to say about , would like to change anything or wathever ...make me Know That's what is done: ---------------------------------------------------------------------------------------------------------------------------- MESOPOTAMISM RELIGION ADDED , INCLUDING THIS : - MESOPOTAMISM Avaliable with bronze working - AN TEMPLE Works as usually and adds 1 point to great prophet , 15% defense and free Assistance of An promotion - ENKI TEMPLE Works as usually and adds 1 point to great prophet , 2XP to all wooden ships units and free Assistance of Enki promotion - ENLIL TEMPLE Works as usually and adds 1 point to great prophet , 2XP to all archery units and free Assistance of Enlil promotion - KI TEMPLE Works as usually and adds 1 point to great prophet , 5% extra food with vegetables and free Assistance of Ki promotion - INANNA TEMPLE Works as usually and adds 1 point to great prophet , 2XP to all melee units and free Assistance of Inanna promotion - BABEL TOWER ( SHRINE ) Gives 1 happy , gold and culture per mesopotamic city - MESOPOTAMIC MISSIONARY Working as usually - ASSISTANCE OF AN Available ONLY with An temple and mesopotamism as state , gives +7% heal in any territory - ASSISTANCE OF ENKI Available ONLY with Enki temple and mesopotamism as state , gives +15% withadrawl chance and 1 first strike to all wooden ships - ASSISTANCE OF ENLIL Available ONLY with Enlil temple and mesopotamism as state , gives +25% combat againat archery units and 1 first strike to all archery units - ASSISTANCE OF KI Available ONLY with Ki temple and mesopotamism as state , gives inmunity against firsts strikes - ASSISTANCE OF INANNA Available ONLY with Inanna temple and mesopotamism as state , gives +10% city attack and +15% experience gained in combats ----------------------------------------------------------------------------------- johny smith May 09, 2009, 12:09 PM Nice. A good start on the gigantic task for all of them. If you do all of the religions then probably will need some rebalancing of things. Would you be interested if I could bring over some SDK changes where certain civilizations start with a religion? This could be a first step into bringing into some of the Rapture code. edit: I would need to think about it more because of holy cities. We had other plans how to handle those. Soul oWar May 09, 2009, 12:21 PM IMHO, civilization should not start with religion... not in this modmod at least. I mean this should be done separately, because if religion is tied to civilization some won't show up, some will be given a head start and some will be . .. .. .. .ed up... anyway my 2 cent... (Damn now I'll have to wait to get bronze working... lol) johny smith May 09, 2009, 12:28 PM In this modmod alone you probably are right. If later I can get all of Rapture together if would be interesting though. We had planned whoever has the most spiritual commerce in an group would control a holy city. And the intent was that some religions would not show in Rapture. The idea was there is just too many religions in the world. But for RoM as is probably left like this is better. I am thinking way into the future if ever. Maybe one day I will get a good prototype together to show everyone. And this is some great stuff put together. Would you mind if later I use some of this in Rapture AAranda? AAranda May 09, 2009, 01:08 PM Nice. A good start on the gigantic task for all of them. If you do all of the religions then probably will need some rebalancing of things. I hope no big rebalancing will be needed ; i'm making religions be founded to close in time , i mean , if you head for druidism , you will not get animism and so on and on.With that i get religions beeing founded for differents civilizations , and some of them are disapeared quite soon too , as civilizations are destroyed. Whit that i get two things : IA civilizations can use own religions on their benefit , making games more balanced and difficult ; and you are no able to control all religions ... and if you do is time to change the chieftain handicap. Anyway , in my mod , the buildings happyness bonuses are only available if the religion is state so , if you have more than one religion and want to get wonders from both and change your state to get them , you'll find your cities revolted in a few turns as you'll lose many happy faces.You must be quite well preepared to switch religions All those things make the game balanced ... by now.At least in my games , but i play in deity Would you be interested if I could bring over some SDK changes where certain civilizations start with a religion? Not really , i like religions beeing founded as them are .What i'm going to do for sure is modules of each civilization with at least 3 UU and UB , and in those modules i'll make some civilizations head to some religions , like Isabella head for chritianity , trying to give more chances to Japan using shinto , celts using druidism , etc. If you have some idea in this way to improve this method , i'll really aprecciate. Oh , i'm also thinking in making traits for each civilization : Isabella's trait=spanish , and give those traits more chances to build wonders :french =Eiffel tower , +50% production. What do you think about it? johny smith May 09, 2009, 01:25 PM Well honestly I really did not like the idea of having civilizations head to what religion they actually have today necessarily. I would like if there was much more detail on the amount of religions for them to go to. Which is what I wanted in Rapture. But again you see I had 94 in mind though. The idea is not bad. I just do not really think it is urgent. But it is your mod. My thoughts were before in Rapture that humans have always had religion. Animism being a broad category of types of beliefs. And that is why I am thinking beginning with these in Rapture and later if you have this belief system you make a cult from them and at same time keep your beliefs. That was the idea with the gods anyway. But as for improving your idea I am not sure. I really think there needs to be more traits in general because I really do want to see a difference in traits for each leader. I really do not know where to help you there. I am sorry wish I could. Did you use the sounds I had in my file? And do you mind if I bring some of your stuff back into Rapture when I get back to work on it? AAranda May 09, 2009, 02:56 PM Did you use the sounds I had in my file? And do you mind if I bring some of your stuff back into Rapture when I get back to work on it? No , i didn't use the sounds. Im not familiar with their use and don't care too much really. And , of course , you can use whatever you want from me . I'll be happy beeing usefull to others About civilizations going for religions , it's already happening . Leadershead infos made them go for one or other in special , Isabella is just the extreme position , and i'm not planning to be that extreme johny smith May 09, 2009, 03:01 PM I mean ya I know about the leaderheads but I never liked the idea really of just having Christianity only with most Europeans. I think that is too general and lacks any detail. I mean the whole wars between Catholics and Protestants is being overlooked in that case. The sounds are really that useful I think. Just trying to help. I will be interested in seeing what you make. Soul oWar May 09, 2009, 06:52 PM AAranda, as long as those are extra component not added to the main religion mod, have fun. But I do believe, that civilization should not be going for historic religion. Why would Isabella, between the Nagualism Inca and the Asatru Viking, go for Christianity because one of her city has it? While for the last thousand years she was Nagualism getting hacked by the Viking but helped survive by the Inca, why would she switch and got wiped by both because else than the religion she has not good term with the Inca? I personally believe the favorite religion of each leader be removed. Maybe 1 unique trait for each leader (instead of the common two) could be nice, but again I don't believe they should head for their own wonder, each civ flavour should be in their UU and UB, which each should be a lot more balanced, I mean I play in my last game the Inca and well the quechua and terrace.. doesn't help that much, pass the earlier archer barbarian rush... anyway my 2c... Oh yeah, and with the idea of late civ popping and the like, having leader traits tied to that civ specific wonder, could mean they are already build or never in the race for it... wowa30 May 11, 2009, 02:38 PM I've just finished updating my mods to the WoC. If someone is interested , there are the links: Tornado and volcano events mod: http://www.megaupload.com/?d=S2UBAA5P Handicap , speed and culture level mod: http://www.megaupload.com/?d=9XPTNFCY Traits mod: http://www.megaupload.com/?d=BASPF2E9 Religions mod: http://www.megaupload.com/?d=SZ1AMN0Z Buildings mod: http://www.megaupload.com/?d=XG7ZPQ0N Everything goes fine ( religions mod has been fixed and debugged), and i will upload in the main page as soon as Zappara upload the WoC lite Also , i'm thinking in making a few additions to my religions mod, i'm trying to find new religions worth to be included . With that i mean religions quite differents to the actuals , not coming from a same tree (like protestants/christians ) and adding some flavour. I'm quite sure to add sciencilogy , thinking about inca religion and not very sure about mesopotamism , and i will like to hear some other options/suggestins/desires. To this purpose use this thread: http://forums.civfanatics.com/showthread.php?t=318154 It is possible mods to install all these together? AAranda May 11, 2009, 04:27 PM It is possible mods to install all these together? Of course . The mods are done t o work together . Soul oWar May 13, 2009, 08:27 PM Ok another mistake found in Sultan Qaboos grand mosque (or something like that) both building info file: Before: <CommerceModifiers> <iCommerce></iCommerce> <iCommerce>0</iCommerce> <iCommerce>50</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers> After: <CommerceModifiers> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>50</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers> Soul oWar May 13, 2009, 08:31 PM On balance note there is some balancing needed. First thing that comes to mind: Zoroastrianism (STRONG) .. well free courthouse that earlier in the game... I had a HUGE 85 city empire by 600-700AD on Monarch with all revdcm module on (else than minor). Never went under 70% research... AAranda May 14, 2009, 01:19 AM Ok another mistake found in Sultan Qaboos grand mosque Thanks very much.Fixed now AAranda May 14, 2009, 01:27 AM On balance note there is some balancing needed. First thing that comes to mind: Zoroastrianism (STRONG) .. well free courthouse that earlier in the game... I had a HUGE 85 city empire by 600-700AD on Monarch with all revdcm module on (else than minor). Never went under 70% research... I always play deity handicap , and things seems to be balanced . Anyway , 85 cities is a lot to manage with that research rate , with or without free courthouses . Wich handicap level are you playing?Wich speed?How many religions are you holding? Obviously , the numbers of religions you got can be decesive , if you have 12 and each one is giving 1 gold per 85 cities per turn...I made the religions mod to give the chance to the IA to compete with more civs having a religion , but if you keep the new religions plus the old ones , is over Soul oWar May 14, 2009, 08:46 AM Monarch, Snail, Perfect World2 (Gave two large continent) Gigantic map Revolution, barb civ, tech diffusion, civ name. I play Inca (industrious, agricultural) 1 always go for one religion, until I had no choice, in the 450-500 I had no choice but too research a second religion (since the only available tech were Theology, Feudalism & the Islam one... also now decided to go with the voodoo one... decided from that point that I wanted to spread all remaining religion to all my city, since that a 85 city it would be a challenge to do so. Hinduism has spread in most of the other continent... SO gonna spread those five religion, and I am stuck with some city with nagualism & kemetism, so will aim to have my 5 religion and those 2 with secular, but currently only had spread zoroas... and by a long shot I want to be intolerant to prevent non-state spread... My empire revolution is at unstable since a 100 year, but I get liberalism soon and the only bad thing to my empire soon will be it's size, I also have many great person laying around to start golden age or whatever I choose to do with them... (I never know what to do with them actually, I always hurdle them in my capital for corporation but never played a late game so, never know what to do with them, I have like 10 of them...) AAranda May 14, 2009, 04:49 PM Monarch, Snail, Perfect World2 (Gave two large continent) Gigantic map Revolution, barb civ, tech diffusion, civ name. I play Inca (industrious, agricultural) 1 always go for one religion, until I had no choice, in the 450-500 I had no choice but too research a second religion (since the only available tech were Theology, Feudalism & the Islam one... also now decided to go with the voodoo one... decided from that point that I wanted to spread all remaining religion to all my city, since that a 85 city it would be a challenge to do so. Hinduism has spread in most of the other continent... SO gonna spread those five religion, and I am stuck with some city with nagualism & kemetism, so will aim to have my 5 religion and those 2 with secular, but currently only had spread zoroas... and by a long shot I want to be intolerant to prevent non-state spread... My empire revolution is at unstable since a 100 year, but I get liberalism soon and the only bad thing to my empire soon will be it's size, I also have many great person laying around to start golden age or whatever I choose to do with them... (I never know what to do with them actually, I always hurdle them in my capital for corporation but never played a late game so, never know what to do with them, I have like 10 of them...) Okay , so you have 7 religions but only zoroastrianism fully spread. I hope i don't bother you with that balancing thing , but it works for me so good so far and just want to know if it goes in the same way to everyboby. Obviously , if you have 85 cities and never less than 70% research , it has been too much easy , but courthoses only give -25% maintenance .I think is not enough to explain your success , i mean , surely is big help to have them free , but you'll probably build them anyway and it doesn't take too much because it cost is 120. I had raised up the zoroastrians wonders costs already , as a i founded them a little cheap , but no able to unbalance the game by themselves Please , make me now wath you think. You are beeing very helpfull , and i have learn and change so many things from your comments Soul oWar May 14, 2009, 11:11 PM It might be my style of play too... I mean I was industrious and had stone to my main city... so Stonehenge, pyramid & the free couthouse thingy... this quite help to start new city... Also add the fact that the holy city had gold, and I spread the religion to 5 other civ (only opposition to that was animist that I wiped out in my first of two war. So had help to spread city) I don't know I'll have to look more into it. Also does the shinto religion bushido promotion used by all unit or just pre-gunpowder tech? if so what's the use? I'm glad to help, I feel like a kid . .. .. .. .. .ing at someone that does all the work for is enjoyment... lol AAranda May 15, 2009, 04:00 AM It might be my style of play too... I mean I was industrious and had stone to my main city... so Stonehenge, pyramid & the free couthouse thingy... this quite help to start new city... Also add the fact that the holy city had gold, and I spread the religion to 5 other civ (only opposition to that was animist that I wiped out in my first of two war. So had help to spread city) I don't know I'll have to look more into it. Maybe , it can be too me playing deity : everithing is harder , so benefits from religions are far less decisive. Anyway , i was relooking the changes i made , and it truly need some balance .I found that islam is clearly overpowered ( you can get 75% great person emergence building the three wonders) and a few menor things that should be changed. It is done by now and i finished also making new religions : i have added andeanism ,mesopotamism , ngaiism ( maasai religion ) , yoruba and scientology.With that , i'm done and i feel quite fullfilled with what i intended to do . My only lost is that i wanted to make an aboriginal religion , but it was to similar to animism and was really no point in doing it. I was going to upload the new religions and the rebalance when Zappara uploaded 2.7 , adapted to that version, but i will do the upload tonight , just in case anyone want to try a first shot in WoC 2.63 Also does the shinto religion bushido promotion used by all unit or just pre-gunpowder tech? if so what's the use? Just pre-gunpowder units . This is because the shinto spirit in the japaneses forces was pretty lost when they evolved to gunpowder , no more samurais , ashigarus or wathever. I know it is a pretty short time to be used , but i wanted to keep loyal to history facts , and gunpowder was consider a complete lose of honor in fights , one of the reasons that made japanese empire use those weapons very , very late , about a century later than all the others nations Soul oWar May 15, 2009, 07:34 AM I understand the spirit and history fact about that... but what's the use in game term? One of the late religion, you build it in your military cities and that's all? I mean before I spread that to my empire in well into gunpowder era... hehe So your new religion patch will be for the 2.7 test only or you still doing for 2.63? johny smith May 15, 2009, 07:58 AM Well I would I will have to look when you send up your latest file. But wanted to ask. What are you using from RoM for your religions? Why I ask. Your religions could be used a add on for the RevDCMWoC and not just RoM. As well if in the future RoM can run as a module in it you could have your mod run after RoM then. Just ideas anyway. If you want to work on a common module structure like I have in Rapture and replace the religions I have that are same with yours we can have a common religion module project. My suggestion with animism would be to just rename it aboriginal. Animism is a type of belief shared by most early religions. http://en.wikipedia.org/wiki/Animism It is not really a religion in itself. Hellenism, Druidism, Shinto, and even Hinduism today has animistic beliefs. Just my suggestion anyway. As for balance in what I had thought before was to start the game around 10000 BC about the time of the Neolithic age. Then have these religions be the only religions to about 1000 BC. Hinduism I was separating the modern version from the older Vedic beliefs. Which is true because they worshiped different gods before. Shaivism and Vishnuism the two primary followed and oldest Hindu beliefs did not start till around 500 BC. So summary of my idea roughly was when things begin. Judaism 1000 BC Zoroastrianism 1000 BC Jainism/Buddhism 500 BC Confucianism/Taoism 500 BC Hinduism 500 BC Christianity 0 AD Islam 600 AD Well just ideas that I had you can just ignore if not interested, but that is what I was thinking anyway. The idea was that the older religions should be slightly weaker then later religions so that is an incentive to convert to the newer. But at the same time you may loose something that is more important to you by changing religions so it may better to stay with the older religion. AAranda May 15, 2009, 08:29 AM I understand the spirit and history fact about that... but what's the use in game term? One of the late religion, you build it in your military cities and that's all? I mean before I spread that to my empire in well into gunpowder era... hehe Yes , it can happen pretty fast , but shinto spirit and gun weapos doesn't mix very well. Besides that , i always tried to don't make religions promotions very powerfull because them come for free , and if those promotions are a little powerfull , i tried to tie them to a very specific unit or unitclass. In the case of bushido promotions , you're right , have a very short life , but them come with temple , monastery and cathedral , no with wonders , and those religions buildings have already 2 more extra bonuses ( one of them minor ), instead of the single one bonus i use to give to others building's religions. What i'm trying to say is that you must consider bushido promotions as a gift by already gifted buildings . If i extend bushido to gun units , shinto will be clearly overpowered in front of other religions So your new religion patch will be for the 2.7 test only or you still doing for 2.63? It is made in WoC 2.63 , but it must go fine on 2.7 I'll remade the mod with 2.7 when Zappara upload this version Soul oWar May 15, 2009, 08:33 AM Ok nice... Cool with the bushido, what about an update list with all religion building you have to put up here so we can look at number a bit? Found out happiness bug with Islamic temple... will correct it when I come back gotta go right now... AAranda May 15, 2009, 08:52 AM Well I would I will have to look when you send up your latest file. But wanted to ask. What are you using from RoM for your religions? Why I ask. As far as i remember , almost nothing . I wanted everithing to be completely new and i took tons of things from others modders , but from RoM maybe a couple of icons Your religions could be used a add on for the RevDCMWoC and not just RoM. Yes , just using the module , because the tech launching the religions are all from original civ4 , i think , i've been using RoM so long that i could be confused , but don't think so As well if in the future RoM can run as a module in it you could have your mod run after RoM then. Just ideas anyway. If you want to work on a common module structure like I have in Rapture and replace the religions I have that are same with yours we can have a common religion module project. Thanks , but i started this thing , not just the religion mod but also the others , as a part of a biggest mod : BEFORE OCEANS DRUNK ATLANTIS , and i would like to keep on it . I'll start with a corporations mod in a couple of days and then i'll go for the civs...It will take me a long time Anyway , of course , you can use my mod at your wish and if you want ANY kinnd of help , i'll help My suggestion with animism would be to just rename it aboriginal. Animism is a type of belief shared by most early religions. No , as you said , animism is a base of many religions and , as i'm unable to make as many as i wanted because the trigger religions ( i wanted to make 2 indians religions and the aboriginal ) , but i like this trigger system , i'll keep animism the way it is Just my suggestion anyway. As for balance in what I had thought before was to start the game around 10000 BC about the time of the Neolithic age. Then have these religions be the only religions to about 1000 BC. Hinduism I was separating the modern version from the older Vedic beliefs. Which is true because they worshiped different gods before. Shaivism and Vishnuism the two primary followed and oldest Hindu beliefs did not start till around 500 BC. So summary of my idea roughly was when things begin. Judaism 1000 BC Zoroastrianism 1000 BC Jainism/Buddhism 500 BC Confucianism/Taoism 500 BC Hinduism 500 BC Christianity 0 AD Islam 600 AD Well just ideas that I had you can just ignore if not interested, but that is what I was thinking anyway. The idea was that the older religions should be slightly weaker then later religions so that is an incentive to convert to the newer. But at the same time you may loose something that is more important to you by changing religions so it may better to stay with the older religion. Those are good solutions , but i took other way : i tried to give ancient religions bonuses becoming obsolets or useless in later eras , so the religion changes must be precised . Not always achieved my goal , thru AAranda May 15, 2009, 09:48 AM Ok nice... Cool with the bushido, what about an update list with all religion building you have to put up here so we can look at number a bit? Found out happiness bug with Islamic temple... will correct it when I come back gotta go right now... Bug fixed now. Thanks very much again , seems i was sleeping tis day ... once and again the same mistake Here is the updated list of my mod , i'll upload it as soon as i can ; i'm having problems with my server BUDDHISM CHANGES : - TEMPLE Adds 1 culture , 1 happiness if state , +5 great people emergence, +5% hurry anger and +5% war weariness - MONASTERY Adds 1 culture , 1 happiness if state ,+10 great people emergence, +10% hurry anger and +10% war weariness - CATHEDRAL Adds 1 culture , 1 happiness if state ,+10 great people emergence, +15% hurry anger and +15% war weariness WORLD WONDERS ADDED : - BEZEKLIK CAVES Available wiyh aesthetics and buddhism as state religion , gives 8 culture and 2 free artist - NARA'S GIANT BUDDHA Available wiyh bronze working and buddhism as state religion , gives 8 culture , -50% anarchy length and +50% golden age length ---------------------------------------------------------------------------------------------------------------------------- CHRISTIANISM CHANGES : - TEMPLE Adds 1 gold - MONASTERY Adds 1 gold - CATHEDRAL Adds 1 gold WORLD WONDERS ADDED : - SAINT MARK'S BASILICA Available with architecture and christianism as state religion , gives 2 happy , 4 culture , 1 extra gold and production in waters tile ,1 free merchant and can turn 2 merchants - HOLY SEE LIBRARY Available with theology and cristianism , gives 4 culture , spreads cristianism , 4 science points , +25% science , +25% great people emergence and 1 science point from priests --------------------------------------------------------------------------------------------------------------------------- HELLENISM CHANGES : - TEMPLE Adds 1 xp to melee units and 5% great people emergence - MONASTERY Adds 1 xp to melee units and 10% great people emergence - CATHEDRAL Adds 1 xp to melee units and 15% great people emergence WORLD WONDERS ADDED : - THE ERECTHEUM Available wiyh aesthetics and hellenism as state religion , gives 4 culture , 1 happy , 2 happiness if state ,1 food on water tiles , coastal guard promotion ,1 free priest and can turn 2 priests - THE NECROMANTEION Available wiyh aesthetics and hellenism as state religion , gives 4 culture , 1 happy , 2 happiness if state ,1 hammer and 1 gold from priests,1 free priest and can turn 2 priests - FIDIAS STATUE WORKSHO Available wiyh sculpture and hellenism as state religion , gives 6 culture , 1 happy , 25% culture , 10% culture in all cities ,1 gold from artists,1 free artist and can turn 2 artists ---------------------------------------------------------------------------------------------------------------------------- HINDUISM CHANGES : - TEMPLE Adds -10% sacrifice anger - MONASTERY Adds 2 hammers - CATHEDRAL Adds 2 golds WORLD WONDERS ADDED : - MEENAKSHI Available wiyh aesthetics , construction and hinduism as state religion , gives 6 culture , spreads hinduism , +25% culture to all cities , +50% great people emergence and 1 free artist - AKSHARDAHM Available wiyh aesthetics , construction and hinduism as state religion , gives 6 culture , spreads hinduism , 4 science points , +25% science , +25% great people emergence and 1 free scientist ---------------------------------------------------------------------------------------------------------------------------- NAGHUALISM CHANGES : - TEMPLE Adds -10% sacrifice anger - MONASTERY Adds -15% sacrifice anger - CATHEDRAL Adds -25% sacrifice anger WORLD WONDERS ADDED : - PYRAMID OF THE SUN Available wiyh calendar and naghualism as state religion , gives 4 culture , spreads mesoamericanism,4 coins,+25% commerce,+10% great people emergence and 1 free merchant - PYRAMID OF THE MOON Available with calendar and naghualism as state religion , gives 4 culture , spreads mesoamericanism , 4 science points , +25% science , +10% great people emergence and 1 free scientists ---------------------------------------------------------------------------------------------------------------------------- ZOROASTRISM CHANGES : - TEMPLE Adds -5% war weariness - MONASTERY Adds 5 military production - CATHEDRAL Adds -10% war weariness and 10 military production WORLD WONDERS ADDED : - ISHTAR GATE Available wiyh aesthetics , masonry and zoroastrism as state , gives 8 culture , 10% great people emergence and 2 spy points from state religions buildings - NIMRUD PALACE Available with zoroastrism as state , gives 4 culture ,1 happy , -25% maintenance , -25% war weariness , 25% military production , 25% spy pointsand 3 xp points to melee and archery units - HAMMURABI'S CODE OF LAW Available with zoroastrism as state , gives 6 culture ,1 happy and free courthoses to all cities ---------------------------------------------------------------------------------------------------------------------------- ISLAMISM CHANGES : - TEMPLE Adds 1 culture point - MONASTERY Adds 2 science point - CATHEDRAL Adds 2 golds WORLD WONDERS ADDED : - BLUE MOSQUE available with education and islam , gives 4 culture , spreads islam , 4 coins , +25% commerce and 1 free merchants - MOSQUE OF DJENNE Available with calendar and islam as state religion , gives 4 culture , spreads islamism , 4 science points , +25% science , +10% great people emergence and 1 free scientists - SULTAN QUABOS MOSQUE Available with education and islam , gives 4 culture , spreads islam , +25% golden age length , +50% culture and 1 free engineer ---------------------------------------------------------------------------------------------------------------------------- JUDAISM CHANGES : - TEMPLE Adds 1 gold - MONASTERY Adds 1 gold - CATHEDRAL Adds 2 gold WORLD WONDERS ADDED : - SOLOMON'S TEMPLE Available with construction and judaism as state religion , gives 4 culture , spreads judaism , 4 science points , +25% science , +10% great people emergence and 1 free priest - COVENANT ARK Available with judaism , gives 3 happiness if state ,6 culture , spreads judaism , 10% culture to all cities and starts a golden age ---------------------------------------------------------------------------------------------------------------------------- EGYPT CHANGES : - TEMPLE Adds 1 culture - MONASTERY Adds -5% maintenance cost - CATHEDRAL Adds 2 culture and -10% maintenance cost WORLD WONDERS ( TEMPLES OF OSIRIS , ISIS AND SET HAS BEEN MOVED FROM NATIONAL WONDERS TO WORLD WONDERS ) ADDED : - PTAH TEMPLE Available with egypt mith as state and writting , gives 3 happiness , 3 culture and free school of scribes in every city - TOTH TEMPLE Available with egypt mith as state and writting , gives 3 happiness , 3 culture , 50% science and 10% science in every city ---------------------------------------------------------------------------------------------------------------------------- CONFUCIANISM CHANGES : - TEMPLE Adds 1 culture - MONASTERY Adds 2 culture - CATHEDRAL Adds 3 culture WORLD WONDERS ADDED : - CONFUCIUS SCHOOL Available with confucianism as state religion , gives 4 culture , spreads confucianism , 4 science points , +50% science , +50% culture , +25% great people emergence , 3 happiness if state and 1 global population ---------------------------------------------------------------------------------------------------------------------------- TAOISM CHANGES : - TEMPLE Adds 1 xp to melee units - MONASTERY Adds 1 health and 2 xp to melee units - CATHEDRAL Adds 2 culture and 1 health WORLD WONDERS ADDED : - WUDANG MOUNTAIN Available with taoism as state religion , gives 4 culture , gives 3 happiness if state , spreads taoism , 10% defense to all cities , 1 global health , 3 xp to melee units and 1 free priest - QUANZHEN SCHOOL Available with taoism as state religion , gives 4 culture , gives 3 happiness if state , spreads taoism , 10% culture to all cities , +50% culture , 1 global health and 1 free priest ---------------------------------------------------------------------------------------------------------------------------- TENGRI RELIGION ADDED , INCLUDING THIS : - TENGRIISM Ancient Mongolian religion , the great khans one , available with horseback riding - SHAMAN'S YURTA Available with tengriism gives 2 culture ,1 health 1 happiness if state and 15% military production. It also allow to create Tengri shaman - EJE SONG Available with tengriism gives 2 culture ,1 health , 1 happiness if state ,+10% culture , 1 hapiness with fur and wind horse I promotion - TENGRI SONG Available with tengriism and Eje song gives 2 culture ,1 health ,2 happiness if state ,+20% culture , 1 hapiness with incense and wind horse II promotion - KING GESAR SONG Available with tengriism gives 2 culture , 2 happiness if state and +25% culture - KHAN TENGRI ( SHRINE ) Gives 1 gold and culture per tengri city - TENGRI SAHMAN Working as usual missionaire. IMPORTANT:IT IS THE ONLY WAY TO SPREAD THIS RELIGION . DOESN'T SPREAD BY ITSELF - WIND HORSE I PROMOTION Available ONLY with Eje song gives 1 first strike , +10% gold from pillage and 10% more xp to mounted units - WIND HORSE II PROMOTION Available ONLY with Tengri song gives 1 first strike , +10% gold from pillage and 10% more xp to mounted units ---------------------------------------------------------------------------------------------------------------------------- SHINTO RELIGION ADDED , INCLUDING THIS : - SHINTO Ancient japanese religion avaliable with feudalism - SHINTO TEMPLE Works as usually and adds -10% manteinance cost , 1 health and bushido I promotion - SHINTO MONASTERY Works as usually and adds -10% war weariness and +10% military produccion, 1 health and bushido II promotion.It also lose the 10% science bonus - SHINTO JINGU (CATHEDRAL) Works as usually and adds -15% war weariness , -15% manteinance cost and bushido III promotion - ISE JINGU ( SHRINE ) Gives 1 gold and culture per shintoist city - SHINTO MISSIONARY Working as usually - HIMEJI CASTLE Available with feudalism and shinto , gives 4 culture , -100 maintenance cost and looter promotion - BUSHIDO I PROMOTION Available ONLY with shinto temple gives -10% units revolt to archer , melee and mounted units - BUSHIDO II PROMOTION Available ONLY with shinto monastery gives +10% pillage gold and -15% units revolt to archer , melee and mounted units - BUSHIDO III PROMOTION Available ONLY with shinto jingu gives +15% pillage gold , -25% units revolt and 10% upgrade discount to archer , melee and mounted units ---------------------------------------------------------------------------------------------------------------------------- VOODOO RELIGION ADDED , INCLUDING THIS : - VOODOO Dark religion from west africa coasts , available with fundamentalism - VOODOO HUT (TEMPLE) Works as usually and adds -10% sacrifice anger - VOODOO HOUSE (MONASTERY) Works as usually and adds 2 glds , 2 hammers and allow to build undead worker. It also lose the 10% science bonus - VOODOO MARKET (CATHEDRAL) Works as usually and adds -25% sacrifice anger , 3 hammers and 15% gold - THE TOMB OF ANSIEN (SHRINE) Gives 1 gold per voodoo city - VOODOO MISSIONARY Working as usually . IMPORTANT:IT IS THE ONLY WAY TO SPREAD THIS RELIGION . DOESN'T SPREAD BY ITSELF - HELLSMOUTH SANCTUARY Available with voodoo , gives 4 culture , 2 science points , 10% science ,-50% sacrifice anger and allows to build hellsmouth dogs - HELLSMOUTH DOG Available ONLY with hellsmouth sanctuary , this animal unit has 15 combat and berzeker 1 and 2 promotions - UNDEAD WORKER Available ONLY with voodoo house , it works like a normal worker but cost is halved ---------------------------------------------------------------------------------------------------------------------------- ASATRU RELIGION ADDED , INCLUDING THIS : - ASATRU Ancient japanese religion avaliable with feudalism - ASATRU TEMPLE Works as usually and adds 1 xp to melee units and -10% war weariness - ASATRU MONASTERY Works as usually and adds adds 2 xp to melee units , 10% military production and -15% war weariness - ASATRU CATHEDRAL Works as usually and adds adds 3 xp to melee units and -25% war weariness - ODIN SANCTUARY Gives 1 gold and culture per asatru city - ASATRU MISSIONARY Working as usually - HEIMDALL SANCTUARY Available with asatru this W.Wonder gives 3 culture , 1 happy if asatru is state , 100% defense in the city and 20% defense in al cities - LOKI SANCTUARY Available with asatru this W.Wonder gives 3 culture , 1 happy if asatru is state , -50% sacrifice anger and allows to build Loki's fist and Loki's knight - FREYA SANCTUARY Available with asatru this W.Wonder gives 4 culture , 2 happy if asatru is state , 2 healths in the city and 1 population in all cities - THOR SANCTUARY Available with asatru this W.Wonder gives 4 culture , 2 happy if asatru is state , and free Thor altar in all cities - THOR ALTAR Available with asatru , gives 2 culture and mjolnir promotion - MJOLNIR PROMOTION Available ONLY with Thor altar , it gives 10% xp gained in combat, +15% pillage and 15% city attack to melee and wooden ships units - LOKI'S FIST Available ONLY with Loki sanctuary , this melee unit has 12 combat ( works like a maceman ) and berzeker 1 and 2 promotions ---------------------------------------------------------------------------------------------------------------------------- DRUIDISM RELIGION ADDED , INCLUDING THIS : - DRUIDISM The ancient european cult to nature , available with naturopathy - DRUID TEMPLE Needs agriculture and A DRUID to be build and gives 1 happiness if druidism is state (NATURE ALTAR) , 1 health , 1 culture and extra 5% food from corn , wheat and rice - DRUID MONASTERY Needs agriculture , druid templea nd A DRUID to be build and gives 1 happiness (NATURE CIRCLE OF POWER) if druidism is state , 1 health , 1 culture and extra 5% food from corn , wheat and rice - DRUID CATHEDRAL Needs agriculture , druid monastery and A DRUID to be build and gives 2 happiness (NATURE ALLIANCE) if druidism is state , 2 health , 2 culture , no unhealthy from buildings and guerilla1 promotion - DRUID CATHEDRAL2 Needs agriculture , druid cathedral and A DRUID to be build and gives 2 happiness (NATURE LEGACY) if druidism is state , 2 health , 2 culture , 10% defense , 10% great people emergence woodsman1 promotion - DRUID A druid is much more than a normal missionary , it has 2 strenght (can only defend , buthas 100% on hills and woods) and heal 1 promotion , also , building druids is the only way to get the druidism buildings , as far as a druid is the only one able to build/discover the nature secrets ( it works like a great prophet ) ---------------------------------------------------------------------------------------------------------------------------- ANIMISM RELIGION ADDED , INCLUDING THIS : - ANIMISM The oldest kind of religion , available with mysticism - ANIMISM TEMPLE Needs hunting and A SHAMAN to be build and gives 1 happiness if druidism is state (SPIRITS ALTAR) , 1 health , 1 culture and extra 5% food from deer , cow , pig and sheep - ANIMISM MONASTERY Needs hunting , animistic temple and A SHAMAN to be build and gives 1 happiness (SPIRITS CIRCLE OF POWER) if druidism is state , 1 health , 1 culture , promotion fieldsman1 and extra 5% food from deer , cow , pig and sheep - ANIMISM CATHEDRAL Needs hunting , animistic monastery and A SHAMAN to be build and gives 2 happiness (SPIRITS ALLIANCE) if druidism is state , 2 health , 2 culture , no unhealthy from buildings and guerilla1 promotion - ANIMISM CATHEDRAL2 Needs hunting , animistic cathedral and A SHAMAN to be build and gives 2 happiness (SPIRITS LEGACY) if druidism is state , 2 health , 2 culture , 10% defense , 10% great people emergence woodsman1 promotion - SHAMAN A shaman is much more than a normal missionary , it has 2 strenght (can only defend , buthas 100% on hills and woods) and heal 1 promotion , also , building shamans is the only way to get the animistics buildings , as far as a druid is the only one able to build/discover the spirits secrets ( it works like a great prophet ) ---------------------------------------------------------------------------------------------------------------------------- MESOPOTAMISM RELIGION ADDED , INCLUDING THIS : - MESOPOTAMISM Avaliable with bronze working - AN TEMPLE Available with mesopotamism as state , works as usually and adds 1 point to great prophet , 15% defense and free Assistance of An promotion. Also gives 5% culture - ENKI TEMPLE Available with mesopotamism as state and An temple , works as usually and adds 1 point to great prophet , 2XP to all wooden ships units and free Assistance of Enki promotion. Also gives 5% culture - ENLIL TEMPLE Available with mesopotamism as state and An temple , works as usually and adds 1 point to great prophet , 2XP to all archery units and free Assistance of Enlil promotion. Also gives 5% culture - KI TEMPLE Available with mesopotamism as state and An temple , works as usually and adds 1 point to great prophet , 5% extra food with vegetables and free Assistance of Ki promotion . Also gives 5% culture - INANNA TEMPLE Available with mesopotamism as state and An temple , works as usually and adds 1 point to great prophet , 2XP to all melee units and free Assistance of Inanna promotion. Also gives 5% culture - BABEL TOWER ( SHRINE ) Gives 1 happy , gold and culture per mesopotamic city - MESOPOTAMIC MISSIONARY Working as usually - ASSISTANCE OF AN Available ONLY with An temple and mesopotamism as state , gives +7% heal in any territory - ASSISTANCE OF ENKI Available ONLY with Enki temple and mesopotamism as state , gives +15% withadrawl chance and 1 first strike to all wooden ships - ASSISTANCE OF ENLIL Available ONLY with Enlil temple and mesopotamism as state , gives +25% combat againat archery units and 1 first strike to all archery units - ASSISTANCE OF KI Available ONLY with Ki temple and mesopotamism as state , gives inmunity against firsts strikes - ASSISTANCE OF INANNA Available ONLY with Inanna temple and mesopotamism as state , gives +10% city attack and +15% experience gained in combats ---------------------------------------------------------------------------------------------------------------------------- SCIENTOLOGY RELIGION ADDED , INCLUDING THIS : - SCIENTOLOGY New religion avaliable with globalization - SCIENTOLOGY TEMPLE Works as usually and adds 1 gold and +5% gold - SCIENTOLOGY MONASTERY Works as usually ( but doesn't come obsolete ) and adds 2 gold and +10% gold - SCIENTOLOGY CATHEDRAL Works as usually and adds 3 gold and +15% gold - SCIENTOLOGY GREAT SHRINE Gives 2 gold per scientologist city - SCIENTOLOGY MISSIONARY Working as usually ---------------------------------------------------------------------------------------------------------------------------- ANDEAN RELIGION ADDED , INCLUDING THIS : - ANDEANISM Inca's religion avaliable with astronomy - ANDEAN TEMPLE Works as usually and adds 1 science point , 1 culture and 5% science - ANDEAN MONASTERY Works as usually and adds 2 science point , 1 culture and 10% science - ANDEAN CATHEDRAL Works as usually and adds 2 science point , 2 culture , 25% culture and 10% science - CORICANCHA ( SHRINE ) Gives 1 gold and culture per andean city - ANDEAN MISSIONARY Working as usually - MACHU PICCHU Available with andeanism as state , gives 4 culture , 1 happiness , 2 happiness if state , 100% defense , 5% food , 10% production and 5% gold with stone and starts a golden age - EL DORADO Available with andeanism as state , gives 3 culture , 2 happiness , 10 golds , 25% gold and 10% gold to all cities - CHOQUEQUIRAO Available with andeanism as state , gives 3 culture , 1 happiness , 2 happiness if state , 100% defense , 15% defense to all cities and 50% great general emergence inside own borders ---------------------------------------------------------------------------------------------------------------------------- NGAI RELIGION ADDED , INCLUDING THIS : - NGAIISM Maasai's religion avaliable with animal husbandry - NGAI BLESS Needs Ngaism as state , gives 1 culture and 2 happiness if state - NGAI NAROK BLESS Needs Ngaism as state and Ngai bless , gives 1 culture , 1 happiness if state and 10% food from cows and 5% hammer and food from cow , pigs and sheeps - NGAI NA-NYOKE BLESS Needs Ngaism as state and Ngai bless , gives 1 culture , 1 happiness if state and vengeance promotion - NAITERUKOB BLESS Needs Ngaism as state and Ngai bless , gives 1 culture , 1 happiness if state and guardian promotion - OLDOINYO NGAI ( SHRINE ) Gives 1 culture per ngaist city - LAIBON Needs Ngai bless to be build starts with heal promotion - VENGEANCE PROMOTION Needs Ngai Na-Nyoke bless and gives 1 first strike and 10% city attack - GUARDIAN PROMOTION Needs Ngai Na-Nyoke bless and gives 10% withradawl chance ---------------------------------------------------------------------------------------------------------------------------- YORUBA RELIGION ADDED , INCLUDING THIS : - YORUBA African religion avaliable with aesthetics - PATTAKI OF OLOFIN Needs Yoruba as state , gives 2 culture , 25% culture and 2 happiness if state - PATTAKI OF OGGUN Needs Yoruba as state and pattaky of Olofin , gives 1 culture , 5% culture , 1 health , 10%military production , 10% science and 1 happiness if state - PATTAKI OF OSHOSI Needs Yoruba as state and pattaky of Olofin , gives 1 culture , 5% culture , 5% food , hammers and gold with deer and 1 happiness if state - PATTAKI OF OBATALA Needs Yoruba as state and pattaky of Olofin , gives 3 culture , 5% culture , -10% maintenance , 10% great people emergence and 2 happiness if state - PATTAKI OF OLOKUN Needs Yoruba as state and pattaky of Olofin , gives 1 culture , 5% culture , 5% food with fish , clam and crab , 5% gold with pearls and 1 happiness if state - PATTAKI OF OLODUMARE ( SHRINE ) Gives 1 gold per yoruba city - YORUBA MISSIONARY Works aas usually ---------------------------------------------------------------------------------------------------------------------------- Soul oWar May 15, 2009, 10:04 AM Well to be honest I'm not good with balancing ...hehe I was wondering if it would be possible to slowdown considerably the spread of religion outside cultural border... this way all those extra religion and late one would find more AI to be promoted... I discovered the second continent in my current game and the Maya founded animist and they are alone with it (understandable), 2 minor state have judaism and 12 have hinduism. If most of the conversion outside our own cultural border would be made by missionary we could get world with 12 active religion instead of 2-3 power block... But it would need 1 or 2 missionary to another Civ for it to start it's own cultural spread... You see my point? AAranda May 15, 2009, 10:35 AM Well to be honest I'm not good with balancing ...hehe I was wondering if it would be possible to slowdown considerably the spread of religion outside cultural border... this way all those extra religion and late one would find more AI to be promoted... I discovered the second continent in my current game and the Maya founded animist and they are alone with it (understandable), 2 minor state have judaism and 12 have hinduism. If most of the conversion outside our own cultural border would be made by missionary we could get world with 12 active religion instead of 2-3 power block... But it would need 1 or 2 missionary to another Civ for it to start it's own cultural spread... You see my point? Absolutly.All my ancient religions have a very low spread factor (it goes from 10 to 0 ) , maximum 2, and many doesn't spread at all if not using missionaries, just trying to get your point. This seems to work correctly , not perfectly , but correctly.It would need to improve , but don't know how About spreading factors inside and outside own borders , if can be done , it must be with python work , and i'm not good at all in it Soul oWar May 15, 2009, 11:36 AM Damn... because for now, the first naturally spreading religion, take over the continent. Unless 2 or 3 get founded before it start to spread around... I guess I'll try a few test run to see how religion spread around, when you get your next release uploaded... AAranda May 15, 2009, 03:51 PM Damn... because for now, the first naturally spreading religion, take over the continent. Unless 2 or 3 get founded before it start to spread around... I guess I'll try a few test run to see how religion spread around, when you get your next release uploaded... Yeah ,it happens ALWAYS like that . But the most important factor is not the spreading rate or the number of religions. The real point is that religions use to be founded by differents civilizations , because them come to closely , but , as you have surely noticed , with the revoltuions mod on , about half of the startings civilizations are destroyed before ancient era ends , by barbarians or just by themselves ; the religions are destroyed with them , without time to be solid. Destroyed civs are replaced by new emrgents ones , but not religions. In my new mod i have included three more ancient religions , hoping that increasing that number i increased religion's chance of survival, We will see. The problem is different with laters religions , them use to be founded by strong civilizations , ables to make religions spread , but those civs use to have others religions by that time , so it comes then to a decision to switch from a developed religion to a stronger one , but without buildings. Times are changing with all those new religions and this destroy/rebirth civilizations, not better or worse , but different ... and i like this diversity Soul oWar May 15, 2009, 04:22 PM In my last game it was inconclusive ... I mean only 3 civilization were killed (and it was by me) and only 2 emerged (no start as minor, might be why). How often does late religion get switched to? Where can I change spread rate? And what are the variables? AAranda May 15, 2009, 05:46 PM In my last game it was inconclusive ... I mean only 3 civilization were killed (and it was by me) and only 2 emerged (no start as minor, might be why). It depends on map size and number of civilizations you are using How often does late religion get switched to? Never if the leader has not been headed to a specific religion ( it comes from 0 to 10 , and 1 is enough )by his xml file. Always if the leader has been headed and can get , by any meanings the religion he is set for That's why i said before that leaders must be linked to religions by the civilization thy are representing , it makes some civilization CARE about every single one of the religions and develop it Where can I change spread rate? And what are the variables? In Religionsinfo.htlm inside gameinfo folder , in xml . Variables are 0 to 10 , beeing 1 a mild pointer and 10 an obssession , like Isabella with christianity Soul oWar May 16, 2009, 10:28 AM Did you made change to the Apostolic palace? Because for me I can only elect the resident than the pop up for resolution doesn't come up... When it get ready for a vote, it just hang at 0 and after 4 turn get back to who should be resident... Might be because me alone can decided what's will pass and not... AAranda May 16, 2009, 11:47 AM Did you made change to the Apostolic palace? Because for me I can only elect the resident than the pop up for resolution doesn't come up... When it get ready for a vote, it just hang at 0 and after 4 turn get back to who should be resident... Might be because me alone can decided what's will pass and not... No idea why that happens , but i haven't touch a thing in the apostolic palace and should be working as always did in my mod. Maybe Jhonny smith could help in the other thread AAranda May 22, 2009, 06:31 PM As i promised , here are my mods , plus expanded religion mod and new corporation mod . The earlier version of them , allow players to use all of them togheter , but needed the correct order to be placed. The mods were numbered , but made things a little hard In this version , you can combine the mods at your wish , and no matters about the order , as every combination is made to work . Just follow the very simple install instructions. For those having problems with megaupload , i'm using filefront from now. New handicap and speed level mod http://files.filefront.com/2+New+handicap+and+speedls7z/;13791069;/fileinfo.html Tornado and volcano events mod http://files.filefront.com/3+Tornado+and+volcano+evts7z/;13791145;/fileinfo.html New traits mod http://files.filefront.com/4+Traits7z/;13791146;/fileinfo.html Religions mod : it adds 5 more religions ( mesopotamism , yoruba , scientology , ngaism , andeanism ), making a total of 11 new religions http://uploading.com/files/OAYJXGY3/5. Religions.7z.html New buildings mod http://files.filefront.com/6+Buildings7z/;13791473;/fileinfo.html New units mod http://files.filefront.com/7+Units7z/;13791385;/fileinfo.html New corporations mod : it adds fashion house , burgerworld , mapster , mobby meats , adventure tours , Mall wart , safari hunters , red courtain , ultimate soldiers and wonka species corporations http://files.filefront.com/13846513 As always , i'll be very glad to hear comments , critics , must be changes and wathever any of you have to say to any mod johny smith May 24, 2009, 10:41 AM hi the religion mod is corrupt when I try to uncompress file. I think the path names being shorter might help when you compress it but not sure. AAranda May 24, 2009, 01:40 PM hi the religion mod is corrupt when I try to uncompress file. I think the path names being shorter might help when you compress it but not sure. It seems to have been some kind of problem uploading the file I've checked the original one in my computer and goes fine , but the uploaded version doesn't uncompress. I'm uploading it again and would be ready in an hour or so AAranda May 25, 2009, 01:17 AM It seems to have been some kind of problem uploading the file I've checked the original one in my computer and goes fine , but the uploaded version doesn't uncompress. I'm uploading it again and would be ready in an hour or so Religions mod was unable to un compress once downloaded due some kind of problem with the server . I've changed the file to uploading.com and checked the download and uncompress by myself. Everything goes fine now , here is the new link: http://uploading.com/files/OAYJXGY3/5. Religions.7z.html The new link is also replaced in the first post hdd Jun 13, 2009, 10:59 AM Hi AAranda, really great mod! It adds further depth to RoM. Just an idea: instead on paying attention to rather obscure religions (that actually didn't played any part in world's religion history), maybe you should focus more on schisms. These events played a huge part in world religions. Orthodox, catholic and protestants - they are all christians and though they butchered between them huge numbers over the centuries -- "In the name of God". For example, http://en.wikipedia.org/wiki/St._Bartholomew's_Day_Massacre it was a major historical event, triggered by religions tensions between christians, that in our game may reduce city's population by one. And, from here, the genocide is one step away. The political relations would be then more subtle, since fellow christians, as catholic and orthodox would rather fight together agains muslims than each other. Also, Jews and Islamic religions had their schisms too. Just to mention the Sunni, Shi'a, Ahmadiyya and Sufism for Islamic believers. And the Orthodox Jews, for example, they split in Modern, Haredi and Hasidic. Also, evangelists play their part in a free religion society as is the United States. More PR specialists and showmen that holy spirits, certain individuals did manage to influence a large number of people and accumulate great personal wealth. They spread abroad in Christian Catholic + Free Religion societies, following very much the corporatist pattern. This may become a "revolutions/religions" mod. It's not going to be easy, but it definitely will be fun. Another subject: I wonder why nobody (as far as I know) built a mod on RACES. I mean - RACES, man! Races and racism was, is and it will be a huge problem over centuries. It is easy to imagine dozens of ideas on this subject, maybe you open another thread. Once again, congratulations for this mod. hdd Dancing Hoskuld Jun 13, 2009, 05:32 PM Another subject: I wonder why nobody (as far as I know) built a mod on RACES. I mean - RACES, man! Races and racism was, is and it will be a huge problem over centuries. It is easy to imagine dozens of ideas on this subject, maybe you open another thread. hdd Pity there is no actual evidence for races :), ethnic groups yes but that is culture not genetics and we already have cultural groups. Having said that I just read an interesting article which divides all humans into three races - the Germanic/Scandinavian/Englishs (trustwothy and hardworking but dumb), the Irish/French/Itallians (intelligent but crafty) and the Spanish/Greeks (good sorts but hard to get started). That was it and it was serious. Naturally it was written in the 1800's where a great deal of this race b******t comes from. AAranda Jun 14, 2009, 03:45 AM Hi AAranda, really great mod! It adds further depth to RoM. Just an idea: instead on paying attention to rather obscure religions (that actually didn't played any part in world's religion history), maybe you should focus more on schisms. These events played a huge part in world religions. Orthodox, catholic and protestants - they are all christians and though they butchered between them huge numbers over the centuries -- "In the name of God". For example, http://en.wikipedia.org/wiki/St._Bartholomew's_Day_Massacre it was a major historical event, triggered by religions tensions between christians, that in our game may reduce city's population by one. And, from here, the genocide is one step away. The political relations would be then more subtle, since fellow christians, as catholic and orthodox would rather fight together agains muslims than each other. Also, Jews and Islamic religions had their schisms too. Just to mention the Sunni, Shi'a, Ahmadiyya and Sufism for Islamic believers. And the Orthodox Jews, for example, they split in Modern, Haredi and Hasidic. Also, evangelists play their part in a free religion society as is the United States. More PR specialists and showmen that holy spirits, certain individuals did manage to influence a large number of people and accumulate great personal wealth. They spread abroad in Christian Catholic + Free Religion societies, following very much the corporatist pattern. This may become a "revolutions/religions" mod. It's not going to be easy, but it definitely will be fun. I did old and obscure religions ( animism , druidism , asatru ... ), like you said , because each one of them can be make completely different from other religions , working different , different units , different buildings ... and the only reason those religions are not important today is because the ir civilizations where eliminated from earth; anyway , all of them are having a rebirth in those days , as mayor religions are loosing power. About Orthodox , protestants , sunnies , etc , you are not the first to request me to work on it ( not even the tenth ) but i don't think iwill do , because all these religions ( i know they have millions of adepts and are very importants ) are very similar to their origin religion or are a sincretism of two of them , like shikism . What i'm trying to say is that these religions don't add nothing really different to the game , i 'll have to use same buildings , wonders and units , in the way of rapture , and my idea of this religion mod is to add different points of view to religions.Also the founding tech would be a very serious problem , serious enough to make me change the foundation system ( wich i like ) , involving a much bigger mod work I'm sorry man but if you requested me for some new and different religion , i would study it and do , as i did with those you said before the first time someone did I think those religions would better approached from events , in fact there are a few of them , but should be more , and probably i'll do some Another subject: I wonder why nobody (as far as I know) built a mod on RACES. I mean - RACES, man! Races and racism was, is and it will be a huge problem over centuries. It is easy to imagine dozens of ideas on this subject, maybe you open another thread. Once again, congratulations for this mod. hdd This is a very good idea , but is difficult idea to put in a game and must be done from python , and i'm a dumb on it ... by now , but i want to make another few mods involving python work and sooner or later i'll learn .I'm putting RACES on my to do list , but it will take me a long time , as i'm doing modular civilizations now trying to give each civ at least 3 UU and UB , and this is going to take months johny smith Jun 16, 2009, 12:59 PM Rapture has 30 denominations already done by have a schism with a great prophet. No new techs needed in Rapture. Not even techs for the older religions. Civs start with religions and can build a cult shrine with gives another. Then with the cult religion you can spread a cult for example a cult to Mithra. I will have a batch of units you may want to use. I am working on some more. Anyway you might like these. I am going to make more. But they do have a high poly count. I did not intend too many in play at one time. http://forums.civfanatics.com/showthread.php?t=324414 Edit:Races are BS. Sure maybe if you go back to a very very very long time ago. But they really do not exist. It is just a figment of the imagination that humans created after they began their nationalism campaigns. Blue Senshi Jun 22, 2009, 10:04 PM I'm running ROM 2.7 test2 and I added in turn all of your mods in the following order (testing to see if each one would load properly before I added the next one): Units, Buildings, Traits (the Buildings mod needed the Traits, I found), Tornado and finally Religion (I didn't add Corporations). They all loaded fine except I'm getting the following loading errors with the Religion mod: Building Siege Workshop in info class was incorrect. Current XML file is XML\units\civ4unitinfo.xml and Building Cannon Forge in info class was incorrect. Current XML file is XML\units\civ4unitinfo.xml AAranda Jun 23, 2009, 03:25 AM I'm running ROM 2.7 test2 and I added in turn all of your mods in the following order (testing to see if each one would load properly before I added the next one): Units, Buildings, Traits (the Buildings mod needed the Traits, I found), Tornado and finally Religion (I didn't add Corporations). They all loaded fine except I'm getting the following loading errors with the Religion mod: Building Siege Workshop in info class was incorrect. Current XML file is XML\units\civ4unitinfo.xml and Building Cannon Forge in info class was incorrect. Current XML file is XML\units\civ4unitinfo.xml The mods are numbered , and that's the order you must follow to install them all : handicap and speed , volcano and tornado , traits , Religions , buildings , units , corporations. The loading errors come because somethings used in the modules have been changed between RoM versions , and those are quite a lot , not only the siege (that one is because RoM 2.7 adds it as a building and my mod has it as a wonder ) and the cannon forge , but much more , most of them from techs changes , loaded without problems but beeing wrong in the game Anyway , as soon as Zappara upload the definitive version of 2.7 in the main page , i'll upload the new versions of all my mods , plus about another 20 adding and expanded new and old civilizations. all this work is allready done , so the wait will be short I strongly recomend you to wait for it , because it took me about three hours to adapt my mods and it's too much to say you what to modify Dancing Hoskuld Jun 26, 2009, 04:42 PM Probably not the right thread but - I notice that Affordess has also released a Moat building which therefor uses a folder of the same name. This may cause some problems for both of you if something conflicts. Perhaps you should talk to each other? AAranda Jun 26, 2009, 05:06 PM Probably not the right thread but - I notice that Affordess has also released a Moat building which therefor uses a folder of the same name. This may cause some problems for both of you if something conflicts. Perhaps you should talk to each other? I took the concept from his mod , and the icon too. Don't really know if it causes problems , because i've just took the icons from his mod , but the name is the same and both need castle .That's a problem , yes . I'm afraid you'll have to chose Siege towers come from Affordess as well . Same problems : name , prereq building.Every other thing radically different Dancing Hoskuld Jun 26, 2009, 05:23 PM One problem is that I can't choose since the way the XML is I either have to have all of yours or all of theirs. Oh well, I may just have to check out that WoC converter program which splits the XML up into individual buildings or units or whatever. ;) Afforess Jun 26, 2009, 07:03 PM I'm afraid you'll have to chose Actually, you don't. I tested your buildings addon and my castles module at the same time. It seems that your buildings override mine, and so no problems are created. The game doesn't throw any errors or seem to care. My castles mod and your buildings addon are 100% compatible, with no effort required. :goodjob: On a similar note, the Realistic Diplomacy module (in the unloaded modules section of ROM) is NOT compatible because of the new traits. os79 Jun 26, 2009, 07:49 PM Can you please update your first post of this thread so I can dl any modmods I like from you instead of searching for them somewhere here? Thanks! :) AAranda Jun 27, 2009, 06:24 AM Actually, you don't. I tested your buildings addon and my castles module at the same time. It seems that your buildings override mine, and so no problems are created. The game doesn't throw any errors or seem to care. My castles mod and your buildings addon are 100% compatible, with no effort required. :goodjob: OK. That's because yours and mine have the same buildingclass name and they mix . It is a curious collateral effect of WoC : in previous versions if you added some modular building or unit modifying a non modular building or unit , the modular override the normal. It doesn't work like that with WoC : now if you make modular an existing item , they mix , beeing the result the biggest of both , if your moat has 10 defense and mine 20 then the moat will be 20 defense , but if yours gives 2 xp to siege and mine not then the moat will be 20defense and 2 xp to siege Funny , eh? It took me some pain to realize when i made the religions mod On a similar note, the Realistic Diplomacy module (in the unloaded modules section of ROM) is NOT compatible because of the new traits. could you provide me some information for it , please ? What you mean their not compatible ? I've checked and is ok Is that Realistic Diplomacy module switched off by default, but you are using it on ? AAranda Jun 27, 2009, 06:28 AM Can you please update your first post of this thread so I can dl any modmods I like from you instead of searching for them somewhere here? Thanks! :) Sure , no problem In fact i think i'm going to open a new thread for all my mods to receive feedback , comments ... and of course the new links will be in first page It will be done by tomorrow Afforess Jun 27, 2009, 09:48 PM It doesn't work like that with WoC : now if you make modular an existing item , they mix , beeing the result the biggest of both , if your moat has 10 defense and mine 20 then the moat will be 20 defense , but if yours gives 2 xp to siege and mine not then the moat will be 20defense and 2 xp to siege Funny , eh? It took me some pain to realize when i made the religions mod That's interesting. I didn't notice, I'll have to pay more attention next time. Of course, it doesn't really matter if the moat and siege towers are more powerful merged, as the hammer cost (:hammers:) should also merge, making them more expensive. could you provide me some information for it , please ? What you mean their not compatible ? I've checked and is ok Is that Realistic Diplomacy module switched off by default, but you are using it on ? Well, it's really my fault that they aren't compatible. See, modular diplomacy overrides the mod's leaderheadinfos.xml file with a new one that lowers the time the AI remembers things. Since I never converted it to WOC standards, any other module that changes the Leaderheadinfos file (Like your traits mod) causes the game to throw error messages when it loads. I'm too busy/lazy to edit the files to WOC standards, but will in the future. Then we shouldn't have any problems. Afforess Jun 28, 2009, 09:43 PM I thought I should let you know, the new version of Realistic Diplomacy (http://forums.civfanatics.com/showthread.php?p=8134417) is compatible with all of your mods now too. I updated it to WOC standards (jonny smith would be proud). That should resolve any problems players have using our modules. os79 Jun 29, 2009, 12:18 AM Sure , no problem In fact i think i'm going to open a new thread for all my mods to receive feedback , comments ... and of course the new links will be in first page It will be done by tomorrow Did you put in your new 2.7 mods somewhere else that I did not notice because it had been a while. Of course, if you had real life stuff blocking you from uploading, don't mind me :). Just in case I did not notice. Thanks! AAranda Jun 29, 2009, 10:03 AM I had open a new thread for my mods updated to 2.7 version . We can stay conversating in there and there you have links to all my mods . Thats the linkhttp://forums.civfanatics.com/showthread.php?p=8218208#post8218208 I hope i'll ear from you all again guys |
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