Thunderbrd
C2C War Dog
Sounds cool DH!
Speaking of Rodnovery, why do its buildings decrease military production? It feels like penalty other religions don't have.
I know it was done by Sparth but I have no idea about his reasoning.
AFAIK, Slavic people were not peaceful as Scandinavian people were, and the religion didn't help, either. Perun, its chief god Yudishtira mentioned, was also a god of war.
Speaking of Rodnovery, why do its buildings decrease military production? It feels like penalty other religions don't have.
Perun, its chief god Yudishtira mentioned, was also a god of war.
As far as I know, one could not bring weapons to their holy places, so this may be justified. And it has financial bonus (one may understand it in a way that visitors should bring gifts).
I am sure Perun was a god of fire and perhaps storms (in Polish thunder is "piorun", in some regions "pierun" or "pieron"). Some other common Slavic god (I do not know if he was more important) was 4-face Swiatowid ("seeing the world") or Swiatowit ("greeting the world"). AFAIR at Wolin island there was a big statue of Triglav (three heads? three faces?).
S.
Sikh is also a peaceful religion having penalties to military production on its buildings. Each religion should be unique and have benefits and drawbacks. A review to include the properties on some is needed at some stage.
There is a replacement Mormon religion being worked on. It is not complete but most of it is on the SVN version in the Modues\My_Mods(Unloaded) folder.
Downloading the SVN now to get this. I have been away but I'm able to work on this again. Had a crash in April 2015 and lost a month's worth of work since the last version I sent you, and lost my motivation. Anything you can tell me about the direction you're headed with the religion that wouldn't be evident by the contents of the folder? Last time I was working on this, I was coding custom events for the religion to make the wonders work as intended, especially the missionary-producing aspect. I'm willing to change direction if needed.
DH, The solution you describe (building has a chance per turn of spawning a missionary) would be a more economical solution.
Also, instead of the missionary upgrading, it would be more economical to give it the ability to hurry production (small # of hammers) or give a small boost of culture to a city. My purpose was to give players/AI receiving the missionaries a realistic use for them if they aren't needed immediately for spreading the religion. In the real world, Mormon missionaries only do their thing for two years, and then go back to normal life and become productive members of society, unlike say a Catholic missionary who may be under vows for the rest of his life.
Similarly a mission can add production, culture or any of the other properties to a city.
Which brings up the idea of missionaries of almost any religion upgrading to medical units if a nation is at war.