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#221 |
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Deity
Join Date: Jan 2010
Posts: 5,459
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I've been thinking, along those lines, that Islam should have some exp benefits for gunpowder units as well.
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#222 | |||||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,540
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Dyslexia luRs Member of the C2C modding team. |
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#223 |
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Upasaka
Join Date: Oct 2010
Posts: 230
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Jain buildings should have the -15% military production applied to all buildings. To make up for this penalty, all of these buildings should have very significant culture bonuses, and also provide +1 happiness even if they are not your state religion. Jain buildings would give a further +1 happiness if you are running Pacifism (If that can be done), and a +1 unhappiness for militaristic civics like Despotism, Conscription, Military Tradition, etc. In other words, a /very/ useful religion if you are playing a peaceful civ, but a horrible religion to have around if you are militaristic.
Edit: On the subject of religions removing access to certain resources, if it is possible, perhaps this could be tied to your state religion rather than the building itself. Mormon state religion forbids alcohol, tea, tobacco, coffee, Islam forbids Wine, Baha'i forbids alcohol, drugs, and so on and so forth. Otherwise, I agree, scrapping the mechanic altogether may be best. I never build Mormon religious buildings simply because I am running Secularism by the time it comes around anyway, and I don't want to lose access to the resources. Last edited by hotrodlincoln; Apr 25, 2012 at 03:21 AM. |
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#224 |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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How would these "late game" religions spread (other than from the player)? The AI will never switch religions. There should be some way to stop shamanism and tengriism from being the only major religions by 2100.
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Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. |
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#225 | |
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Upasaka
Join Date: Oct 2010
Posts: 230
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Edit: Of course, if you're trying to spread a late game religion that historically was never a "state religion" of any country, you're pretty much out of luck so far as converting every civ is concerned. Baha'i, Sikhism, Mormonism, Scientology, etc, will likely never become the majority religions in your game without some serious effort on your part. This is actually realistic, as all those religions I just mentioned are minority religions in every country they are present in. Christianity, Islam, and Buddhism on the other hand usually can spread quite nicely, which is, again, realistic, as those are the three biggest religions in the world. |
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#226 | |||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,540
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The_J's real favorite religion mod ensures that a leader gets their favorite religion in their capital if they don't found it. I would have thought the AI would try and spread that religion to all its cities and change to have it as the state religion. Maybe the AI is lacking here, Koshling?
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Dyslexia luRs Member of the C2C modding team. |
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#227 | |
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Hedonist
Join Date: Dec 2005
Location: Hamburg, Germany
Posts: 1,283
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Islam for example would only be able to have a chance to autospread to cities with dates and figs in BFC, Hellenism to those with olives, Christianity to those with wine, Asartu with pelt etc. pp. Religions could still spread in cities that don't have the 'main resource' in BFC but only if a missionary goes there and only if the resource required for that religion is available in the trade grid of the to be proselytized city. For example Animalism gets founded in Murmansk (deer in BFC) and Moscow has deer in trade grid but not it BFC it can get the religion but can't get it by autospread anymore. A city that has no deer in trade grid can't have the religion in the first place. If you lose access to a religious resource the religion will not disappear asap but its effects will be crippled, so instead of +2 from temple only +1 and instead of 4 only 2 /turn - as long as the resource is not in trade grid.Spoiler:
After a certain techlevel (globalisation..) this res prerequisite will stop to matter much so religions can spread more freely then. And imagine teaching the AI to actually make the choice between selling the resource so it can spread its main religion to your land or denying you the (strategic?) resource but also have no influence about your religious affairs. The more sneaky leaders could profit from a religious reform like this^^ After all, religion is always tied to abstract 'goods' like POWER or MONEY generated by POWER. So why not tie resource prerequisites to certain religions, it surely gets rid of the problem of religious ÜBER-dominance as well as the one techleader founds all religions -- as a techleader will surely not always have the resource to found a religion ASAP. The player however could see what resources he has in his empire and beeline to a fitting religion -- or do the pragmatic aproach and adept to an already founded religion by means of trades and riding with the pack, picking out other religions.
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We humans, in future, will create this universe where we are now living. (Zappara, founder of Rise of Mankind, forefather of Caveman 2 Cosmos) if code is law, creativity is its legislative authority and transparency its judiciary. (myself) Economic Left/Right: -9.62
Social Libertarian/Authoritarian: -8.31 Last edited by DRJ; Apr 25, 2012 at 08:46 AM. |
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#228 | |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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__________________
Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. |
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#229 | |
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Caveman2Cosmos Modder
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Next time you do this, can you pls post a screenie of the tech tree, i am just wondering what tech's where left out when you beelined for each religion, and also screenie when each religion is provided also, thx.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#230 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,540
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@JosEPh_II in your opinion would moving the Andean religion to Calendar increase the clumping of the religions or not?
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Dyslexia luRs Member of the C2C modding team. |
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#231 |
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Vorlon
Join Date: Apr 2011
Posts: 6,736
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Urgh. I personally rely on Andeism being avaliable as a late religion, because its usually the first one I am able to beat the AI to, apart from shamanism (if I try). Without some other mechanic to prevent the tech leaders garbbing everything we need to keep one or two around the time period Andeism is currently in IMO.
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#232 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,320
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Now with the added Preh era techs there could be some repositioning there. So that Druid/Shaman/Ngai/Tengri early religions would have a new competitor or 2. But again 1 religion can not be the preq or an AND for another this is the main root of this problem as I see it. And as Koshling stated some of these religions do need to be further up the tech tree for a later game religion. The techtree in it's pathing has what I call "choke points", Must have techs that almost every path converges on. Like Writing, upon which Mono needs, but as soon as you get Mono you have the choice of Mathematics, Alphabet, etc. Since Shinto was placed on Mathematics it's a must have religion once you get Mono. Shinto needs to have a further tech spread from the writing/mono pathing. This is one example that is still fresh in my mind from my current game. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#233 |
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Caveman2Cosmos Modder
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I was wondering if the "cost" of each tech would divert some of the AI to so called "bug off" from beelining to them, like make them 2X the cost for some?, just wondering??
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#234 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,320
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It might but the player may not be so inclined to be "bugged off" and would research them anyway.
This current game I've a managed to be the Religion Leader in founding so far. But I've had in previous versions were I was religion-less until the later Religions became available. And Had to push hard to get even one. Mouthwash's protests over Isabella already founding 5 religions sounds just like you several versions back when Saladin had founded most of the religions in that game of yours and you posted a Screenshot of Mecca with over 10 religions in it. We've had those type discussions before. If a religion "must" have another religion as it's prereq then the 2nd religion has to be at least 3 more techs down the line, not back to back. As it is now we have multiple instances of this. This creates the cluster effect and who ever gets there 1st has the option of claiming them. And the AI does it as much as the player. Which of it's self shows the AI recognizes the benefits of doing so just like the player. A lot of this clustering revolves around the Original CIV IV/BtS religion placements in the Original tech tree. From Poly/Sculpture(Helenism)/Mono/Buddhism/Confucian/Tao/etc.,these religions were all clumped in a relatively short span of the tech tree. The break up of the poly/Mono line we did several version back, helped here but was not continued with the others. Unfortunately my Job doesn't allow me the real time I need to dissect the tech tree (religion wise) like it really needs. Once some of these clusters are broken up by spacing intervening techs alot of these "So and So got most of the religions" Or "I got all the religions" complaints will disappear. At least that's the way I see it. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#235 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,540
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.Edit: I have made the changes suggested for Baha'i and Sikh but not for Jain as most of them can't be done at the moment. I have also checked about civic-religion relationships and they don't exist at the moment. If I am going to work on anything major with the religions then it will be based of Sevo's "Faces of God" mod which allows you to customise your state religion when you get it to 60% of your population. It adds what looks like an interesting dimension on top of the existing religion implementation.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; Apr 25, 2012 at 06:42 PM. |
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#236 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,320
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JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#237 |
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Upasaka
Join Date: Oct 2010
Posts: 230
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I brought this idea up in the tech tree thread but I forgot to bring it up here. How about adding some dead end techs, who's sole purpose is to found a religion? What I mean is, rather than Dualism founding Zoroastrianism, Dualism would lead to a tech called Zoroastrianism, Polytheism would lead to a tech called Hinduism, etc etc. This way, getting a new religion actually requires a sacrifice on your part, as opposed to the way it is now, where I can easily found five religions completely on accident. This would space out the religions quite a bit too. Rather than getting Zoroastrianism, Hinduism, Judaism, and Buddhism all in one tech path, in order to get all of those would require four more techs than it did before. It would still be possible for those who want to found a thousand religions, but it would be more difficult this way.
In Rise Of Mankind, Ceremonial Burial founded Kemetism and Dualism founded Zoroastrianism. Both were dead end techs that unlocked a wonder and their respective religion, but did nothing else. In several games I tried to found both, but I was beaten to one or the other, or both, everytime. The AI should be able to handle this adjustment just fine. |
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#238 |
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Deity
Join Date: Jan 2010
Posts: 5,459
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I like the idea of dead end techs to get religions as long as the ai ca recognize that the dead end is just that once the religion has been founded.
I'm not fond of making resource requirements for religions. That would create a great deal of havoc for Divine Prophets that I'm unequipped to remedy. I've been doing some thinking on how to fix the ai's handling of DP in a non-choose religion environment. If the ai would only hold one prophet for its primary religion choice if that religion choice is still available but as yet unachievable due to tech level, it would allow prophets earned in the meantime to still maintain usefulness. Its been a while since I've worked on any .dll programming so it might be a bit before I go back to work that out but at least a solution has been conceived. |
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#239 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,540
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EG Shamanism the tech would lead to a number of dead end religion techs say 2-3 per default culture each can only be researched if you have that default culture. We could use a variation on the Rapture early religions for this. Just an idea. @Koshling/AIAndy, does the AI know to spread its favorite religion even if it id not found it? For those leaders where their favorite religion is a late religion do they spread an early religion until the real favorite comes along or not?
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Dyslexia luRs Member of the C2C modding team. |
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#240 |
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Vorlon
Join Date: Apr 2011
Posts: 6,736
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They spread their current favorite, whatever it is (i.e. - what they have adopted as state typically). When their 'real' favorite comes along it will tend to override any others unless they are very entrenched.
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