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Orion's Inquisition Mod 2016-10-05

Orion's Inquisition Mod ver 2.50D for BTS 3.19

Summary: This mod introduces a new unit called the Inquisitor to Civ4 BTS v3.19: While the missionary seeks to spread the state religion, the Inquisitor is used to remove all non-state religions from a city. Like the Missionary, the inquisitor is limited to a maximum of only 3 units a player can have at any one time. As the defender of the official state religious faith, the inquisitor is a very powerful unit. If an inquisition is successful, all non-state religions and their associated non-state religious buildings will be removed from the city. Whether the inquisition is successful or not, the unit is used up after executing an inquisition. Thus, the production of many inquisitors may be necessary to finally achieve religious unity. The mod has a new victory condition for the game called the religious victory. To win with a religious victory, a player must achieve total religious unity and influence through 6 prerequisites (see below).

There are four game options available in the GlobalDefinesAlt.xml file for this mod:

Spoiler :

a. Limited Religions -- If you want to play a game with Limited Religions, then simply change the default value to 1. If not, make sure the value is set to 0.

b. Foreign inquisitions -- If you want to play a game with foreign inquisitions, then simply change the default value to 1. If not, make sure the value is set to 0. You can also conduct a foreign inquisition, if you meet all 3 prerequisites below.

c. Prevent inquisitors from purging a Holy City. If you want to play a game with Inquisitors that can purge a Holy City, then simply change the default value to 1. If not, make sure the value is set to 0

d. Respawn a Holy City that was purged or razed. If you want to play a game with Respawning feature, then simply change the default value to 1. If not, make sure the value is set to 0


Prerequisites for conducting an inquisition:

Spoiler :

1. To build an inquisitor: You must have researched Theology, have a state religion and have produced a “Holy Office” building in at least one city.

2. To use an inquisitor in a city: You must have your state religion previously established in a city and there must be at least one non-state religion established in the same city.

3. To use an inquisitor in a foreign city: The foreign civilization must have the same state religion as you, the foreign civilization must have an open borders agreement with you and the foreign city must also meet the requirements of prerequisite 2 above.

Built in Bypass feature: In limited religions: If you have not founded a Holy city and you are behind in research, Fear not! All Civs are limited to founding only one Holy City. Thus, you may found a Holy City on a religious tech that has previously been discovered. In choose religions, a math formula is all based upon how many religions have been discovered.


Prerequisites for a religious victory: 6 Total

Spoiler :

1. A player must have an official State Religion
2. A player must have the Holy City for the official State Religion
3. All of a player's cities must have the official state religion established.
4. All of a player's cities must not have any non-state religions established. (One exception see 18 Nov change)
5. Religious influence must be at least 80%
6. A player must have built the official State Religion Shrine.


How this mod differs from BMARNZ' original mods:

Spoiler :

a. BMARNZ had two versions of the mod - One for limited religions and one without. This version combines both mods into one and provides game options for limitted religions and foreign inquisitions. Play the game the way you prefer to play it.

b. BMARNZ did not have the capability to conduct foreign inquisitions, this mod has an option to conduct inquisitions in foreign territory with strict preconditions that make sense.

c. BMARNZ did not have 6 prerequisites for achieving a religious victory. He had only 1 of the 6 we have now: Religious influence. The improved version now recognizes the importance of achieving Religious Unity and makes it a strict requirement for a religious victory. IMO this is the best improvment over the original BMARNZ mods.

d. The BMARNZ version of limited religions had a bug that slowed down or even prevented the AI from founding a religion. That bug is fixed in this new improved version. The AI will found a religion right on time.

e. BMARNZ did not have a prerequisite building to allow production of an inquisitor. The mod has a new building that recognizes the effects of conducting on going inquisitions and applies them logically (i.e. The Holy Office building simulates the confiscation of the victims property by the state, represented by gold and the slight loss in population, represented by unhealthiness.)

f. BMARNZ did not have the bypass modification, which allows a player to found a Holy City, even if someone else discovered the tech first. This bypass feature defeats the religious tech exploit, when palying limited religions.

g. BMARNZ did not have a modification to prevent inquisitors from purging a Holy City. Some players in our Civ community do not think it is realistic to purge a Holy City religion and would not use this mod unless this feature was added. I say, play the game the way you want with this option.

h. BMARNZ did not have a modification to respawn a Holy City that was purged or razed. Holy Cities will respawn until there are no more Cities to respawn to. The respawning city must already have the same religion as the Holy City had before it was purged or razed.

i. ...and much more!


Change History:

Spoiler :

Version 2.50D Changes: 27 Sep 2009 -- NEW! :)

1. Limited Religions: Religious founding works with only one function, onTechAcquired.

2. Limited religions: The doHolyCity and doHolyCityTech functions are disabled.

3. Popup menu bug fixed.


Version 2.50C Changes: 9 Aug 2009

1. Improved the iteration functions by utilizing one large standard dictionary reference.

2. Standard religion dictionary name is: dReligionData

3. Location: Inquisition.py

4. Result: Once you add your XML, art, movie and sound files, the python is now rediculously easy. If you want to add a new religion to the mod, then the only python change needed is to add one line of python code to the dReligionData dictionary reference. One line of code per religion, that's it! This should make all of the JARM fans out there very happy. :)


Version 2.50B Changes: 30 July 2009

1. Merged Basic limited Religions into the Inquisition mod.

2. Documented python functions to indicate if a function supports limited religions or Inquisitions. This should really help all of the modders out there.

3. Fixed bug in doInquisitorCore_AI function that prevented the AI from conducting inquisitions.

4. The above fix led to an improved the doHolyCitySeekAndDestroy function.

5. Under Limited Religions and Choose Religions, New functions insure all religions will be founded in huge games with more than 7 Civs. Multiple test games founded 7 for 7 religions. Finally, all religions will be founded in huge games.

6. Created code to make a non State Holy City have a much greater religious impact on a Civ that does not have the Holy City for their state religion (See Scenario).

7. Scenario: If you have a Holy City for your state religion and another Civ has adopted your religion, and that Civ suddenly founds a Holy City; then that civ will start spreading the non-state religion of the non-state Holy city until the Civ finally converts it's state religion to the Holy City religion. The impact is fantastic. 505 turns into a test game, and we see 8 Civs in the game and 7 have a Holy City and in all 7 the state religion is the Holy City religion. Have you ever seen that before? Rarely! But now it is routine for huge games. And not only that. Inquisitions in each of the respective civs have eliminated most of the non-state religions. At first, I did not like the idea of forcing an AI Civ to change their religion. But the result provided a highly balanced distribution of all of the religions in the game. :)


Version 2.50 Changes: 2 July 2009

1. Mod is now fully converted to BTS 3.19 format.

2. Modular python project is now complete -- really cool!

3. Converted CvEventManager.py file to modular CvCustomEventManager.py file.

4. CvCustomEventManager.py calls the InquisitionEvents.py file, which runs the events that were previously in the CvEventManager.py file; only more efficiently.

5. Modular Better BTS AI, in it's entirety, is added for convenience. Note: You must download the DLL if you want to use it.

6. Fixed CvWDesc.py python bug and many others.

7. Fixed Tech Tree for Holy Office Special Building.

8. Fixed Tech Tree For Inquisitor unit.

9. Changed the Prerequisite tech for the Malleus Maleficarum Wonder. Prerequisite is now Theology, but it also requires Literature. This makes the Wonder available far earlier than before and leaves a significant amount of time to utilize the benefits before discovering the obsolete tech (Liberalism).

10. Improved the art files for the Holy Office Build icons.



Version 2.10 Changes: 20 June 2009

1. Decentralized the Holy Office. There is a Holy Office now for each religion.

2. Added new graphic for the Holy Office - Finally!

3. Updated the CivPedia to reflect recent changes.

4. Replace the CvGameUtils.py file with a file called InquisitionGameUtils.py. Only those functions that were modified in the CvGameUtils.py, will appear in the InquisitionGameUtils.py file. Thus, merging of this code will be dramatically reduced in this self contained InquisitionGameUtils.py file.

5. Replaced the CvGameInterface.py with the CvGameInterfaceFile.py. This file makes the InquisitionGameUtils.py modular.

Version 2.01B Changes: 12 June 2009

1. Decentralized the Inquisitor. There is an Inquisitor now for each religion.

2. Changed the Temple:

+ 1 Happiness if the temple religion is your state religion
+ 1 Gold: Income from supporters of the religious faith

3. Changed the Monastery:

+ 1 Health: Studies have shown Meditation can help to alleviate stress and promote health and well-being.

4. The Holy Office is still the required building to produce Inquisitors (No Change).

5. Migrated more python code into the Inquisition.py file.

6. Fixed multiple python errors (Too many to list).


Version 2.01A Changes: 23 May 2009

1. Moved more functions into the Inquisition.py file. Most of these functions have a one or two line call from other python files. This is all part of the broad effort to simplify the merging process.

2. Tweaked the shrine code -- It is now a Masterpiece of logic.

3. Created improved temple functions.


Version 2.01 Changes: 30 Apr 2009

1. Added new Shrine function

2. Finished a major Python Code Cleanup

3. 90% of all the inquisition functions are now in the file called Inquisition.py

4. Documentation: Improved the identification of python code changes needed for modders. It's much easier to merge the remaining changes.

5. Result: The python work to combine Orion's Inquisition mod with other mods is dramatically reduced.


Version 2.00G Changes: 11 Apr 2009

1. Improved the OnCityRazed function.

2. Improved and compressed the Movie file for the Malleus Maleficarum Wonder.

3. Added Customiser popup to indicate the current status of all mod components at game start.

Version 2.00F Changes: 13 Mar 2009

1. Improved function that determines if a religious tech can found a religion or not. Special Thanks to EmporerFool for the enhanced efficiency of the python code.

2. Added religious betrayal code for Theocracies. If the human player is a Theocracy who shares the religion of a razed or purged Holy City; then the human player is asked to go to war against the aggressor.

If accepted: The human player will have improved diplomatic relationship with all AI Theocracies, who share the same state religion of the human player.

If Rejected: The human player will suffer a negative attitude adjustment of -7 and each of the Theocracies, who share the same state religion of the human player, will declare war against the human player.

3. Added boolean identifier to the "AIAttitudeAdjustment" function: Purpose to support religious betrayal code, which determines whether or not war should be declared.

Version 2.00E Changes: 27 Feb 2009

1. Modified the "AIAttitudeAdjustment" function: All AI Theocracies will automatically declare war against any player who razes or conducts an inquisition, which destroys the AI's shared Holy City and Shrine.

Version 2.00D Changes: 10 Feb 2009

A new function has been added to anger Civs who share the non-state religion your inquisitor removes or your army razed. A player must now make a strategic decision whether or not the extra gold is worth angering the AI.

1. AI will increase anger against you under these conditions:

a. During a successful Inquisition where the inquisitor takes out:

(1). A non-state religion: -1
(2). A non-state Holy City: -3
(3). A non-state Holy Shrine: -3
(4). Other non-state religious buildings -1 each

b. When a City is razed and it had:

(1). A non-state religion: -1
(2). A non-state Holy City: -3
(3). A non-state Holy Shrine is razed: -3
(4). Other non-state religious buildings: -1 each


2. The player will now receive gold:

a. During a successful Inquisition

(1). Purging a non-state religion: 100 Gold
(2). Purging a non-state Holy City: 500 Gold
(3). Purging a non-state Holy Shrine: 500 Gold
(4). Purging other non-state religious buildings: 250 Gold each

b. When a City is Razed

(1). Purging a non-state religion: 100 Gold
(2). Purging a non-state Holy City: 500 Gold
(3). Purging a non-state Holy Shrine: 500 Gold
(4). Purging other non-state religious buildings: 250 Gold each

Version 2.00C Changes: 23 Jan 2009

1. Fixed the onTechAcquired function in the CvEventManager.py file. More python propblems came up after fixing line 976. :mad: So I could not just leave the 2.00B version out there. All of the python problems were resolved and tested successfully. This crucial code now works properly.

Version 2.00B Changes: 19 Jan 2009

1. Fixed code to enable AI to produce inquisitors and purge non-state religions.

2. Fixed code to insure only one Holy City, per Civ, can be founded in limited religions.

Version 2.00A Changes: 4 Jan 2009
1. Mod now shows correct version number

2. Added Python code to run AutoAI. Shift-Control X displays a popup that gives you a choice for how many turns you wish to run. Note: The AutoAI DLL is not included. You can download the Better BTS AI Mod and simply drop the DLL into the Assets folder of Orion's Inquisition Mod. The DLL is not reqired to play the mod, but is required if you want to run AutoAI. Get the DLL here:
http://forums.civfanatics.com/downloads.php?do=file&id=9819

3. Fixed code that prevented the AI from founding a religion under unique situations. I don't believe there are any more tweaks that can be made to improve those pesky Holy City functions without changing the SDK. We have an 85% solution that works.

4. Change the art files to utilize the standard inquisitor found in Gods of Old.

5. Added text to show the inquisitor's special ability.

Version 2.00 Changes: 21 Dec 2008
1. The Bypass first to discover option has been removed. It is now an automatic function when you select limited religions. This change simplifies the option selection process.

2. When selecting the choose religions game option: Upgraded code does a mathimatical check to determine, which religious techs can found a religion. Here are the numbers for the "earliest" times a religion can be founded:

Religions Discovered < 2 MEDITATION, POLYTHEISM
Religions Discovered < 3 MONOTHEISM
Religions Discovered < 5 CODE_OF_LAWS, THEOLOGY
Religions Discovered < 7 PHILOSOPHY, DIVINE_RIGHT

Result: Religion discovery for choose religions flows logically, just as it does when choose religions is false and the computer selects the default. This is superior to waiting for Theology, as it was in the previous version. Really cool. :cool:

3. Added new Wonder: Malleus Maleficarum by Tsentom1. Limited the non-state religion purge to only the founding city. The founding Civ gets a free temple in all cities.

4. In a large test game, each Civ appears to spread their religions more effectively. War mongering will definitely be necessary to acheive a Religious victory.

5. Numerous code fixes. To many to mention.

Version 1.01F Changes: 18 Nov 2008
1. Created new option to prevent inquisitors from purging a Holy City.
2. Changed the Religious Unity conditions for religious victory to allow one or more non-state HolyCities to exist and still produce a victory. This only applies if the option that prevents the purging of Holy Cities is set to True. All other non-state religions must be removed just like before.
3. Created new option to respawn a Holy City that was purged or razed. Really a cool feature.
4. Created several new functions to perform validation checks in support of the two new options.

Version 1.01E Changes: 19 Oct 2008
1. Added an option to bypass the religious tech first to discover rule. In limited religions: If a player does not own a Holy City and the religion for the religious tech has not been founded yet, then the player can found the religion. Make sure the Choose religions game option is unchecked at the start of the game. Special thanks to Modifieda4 for the idea. :goodjob:

2. Cleaned up the python code and documented where all the changes are to simplify the python conversion process. If you want to add this mod component to your own mod, you will find it a lot easier to convert the code. :D

Version 1.01D Changes: 10 Oct 2008
1. Fixed the bug that allowed AI civ to found more than one Holy city when playing limited religions. This was a very difficult bug to fix, but it is finally done. Tested OK in two fully played games. :)

Version 1.01C Changes: 28 Sep 2008
Fixed limited Religions bug that allowed the AI to found more than one Holy City. Rebuilt 2 function in the CvGameUtils.py file and created a new function in the OcInquisition file to do a centralized Holy City check.

Version 1.01B Changes: 21 Sep 2008
1. Foreign Inquisitions! :)
2. Foreign inquisitions have three prerequisites:

• There must be an open borders agreement with your civilization.
• The state religion of the civilization must match yours.
• Your state religion must be established in the city.

3. Created an option for foriegn inquisitions.

Version 1.01A Changes: 9 Sep 2008

Added a new building called the "Holy Office" as a prerequisite for producing Inquisitors.

Holy Office building attributes:

Cost 240 hammers
+2 Gold (Simulates the confiscation of victom's personal property)
+1 happiness (City benefit for maintaining Religious Unity)
+1 Unhealthy (Simulates loss of population due to Inquisition)
Can turn one citizen into Priest
State Religion must be present in a city to build the Holy Office
Holy Office is now required to produce an Inquisitor

Version 1.01 Changes: 2 Sep 2008

1. Added GlobalDefinesAlt.xml file which provides game options for this mod.

2. Created an option for limited religions.

Version 1.00a Changes: 31 Aug 2008
1. Minor python bug fixed for limited religions.

Version 1.00 Changes: 28 Aug 2008
1. Limited Religions: Only one Holy City is allowed to be founded per Civ.
2. AI now founds a religion right on time.
3. Tech Theology ignores the limitation where only the "first civ to discover the tech founds a religion". Theology now allows a player to found one of the remaining religions if the player does not already own a holy city; even if the player is not the first to discover Theology.
4. Eliminated the religious tech exploit and guarantees a level playing field for all Civs.

Version Beta Changes:
1. BTS 3.17 Compatible
2. Religious Victory Requires 6 religious unity prerequisites
3. Can't produce the Inquisitor with Civics FREE RELIGION or PACIFISM
4. Must have state religion in city to use inquisitor.
5. Fixed ini file


Have fun,

Orion Veteran :cool:
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