C2C - Religions discussions and ideas

Faustmouse

Good explanation. :)

Hmm, Hydro posted me a building tutorial once that I can't find anymore.

Hydro has an XML tutorial in the "C2C mod mods" thread. Maybe that's it.

It would be useful if you could post this example and any others you give in that thread also. So they don't get lost.
 
You are making the assumption that the nation is monotheistic what if it is polytheistic and considers the new religion just to be part of the old?

I cannot remember ever reading about that happening. I do remember reading several examples of the opposite.

When Mohammed wanted to start the worship of Allah in Mecca, the local polytheists chased him out of the city.

The Romans considered Christianity a threat. When a suspected Christian was caught, he was asked to burn incense at an altar while praying to Jupiter. If he refused, he was put to death.

Nowadays, polytheist Hindus in India are becoming more and more hostile to Christianity. They get upset about Christian missionaries trying to convert members of the lowest caste. When a Hindu priest got shot dead in 2008, Hindus blamed Christians. In the ensuing violence, 20 Christians got killed, dozens of Churches were burned, and tens of thousands of Christians fled:

http://www.economist.com/node/12305373

The wikipedia article about "religious violence in India" is extremely long and shows examples of murderous hostilies of every religion versus every other religion there:

http://en.wikipedia.org/wiki/Religious_violence_in_India

The old Greeks and Romans, when they occupied a foreign country, allowed the occupied people to continue to worship their own gods. This in order not to piss them off even more than they already did by occupying them. However, the occupied peoples often made attacks on new Greek or Roman temples, as a form of resistance against occupation. Even when both the occupiers and the occupied were polytheistic, they didn't merge. Instead they talked about "our gods" and "their gods".
 
Faustmouse, Ill give it a try. Do you have any good sites on where to start with moding civ 4?

Joseph, I'm sorry if my posts have upset you, that is not my intention. Just waned to share my thoughts, I am not demanding any change in the mod. but I do think some elements on the religions could use some tweaks. And I agree that not every chance leads to something better. But I do believe that its never wrong to question something respectfully.

And this is the "Religions discussions and ideas" tread, not?

And to answer: "Ill ask this, Is it the goal of the mod to be in a constant state of change? Too never have a goal accomplished? Is that what attracts you to the mod?"

In general mods attracts me due to the fact they offer a brand new world to learn and master. Stability is a nice bonus but instability never kept me away from mods. And considering mods to be an kind of art form i'll refer to a quote from Leonardo da Vinci: "Art is never finished, only abandoned."

No your post(s) don't really upset me. But I Do want ppl to think about the ramifications of their suggestions. So I discuss/argue their merits, sometimes probably with too much emphasis (capital letters and such). But that's how I post even though I try to tone it down. I'm pretty passionate and opinionated over this Mod. Been following StrategyOnly's work since he introduced me to his REV less version of RoM back in 2008, iirc.

For me the Religion section of the Mod (w/o using REV Option) is one of the Strongest Suits of the Mod. Again for the record, so you know, I never use REV. (Stopped using it back in the early Rise of Mankind (RoM) days, not long after it was included into RoM.) So my view is not colored by REV. As many others is.

But to be honest I did find the idea that Mormons couldn't use XXX resources or Islam pig or Christianity apples superflous. And a possible coding problem.

Just hoping you don't/won't be offended by my strong opinions. Because as you see I do have them and will voice them. (The Modding Team can testify to that for the last 6+ years, Can I get an Amen Hydro?!) ;) :p

JosEPh
 
I cannot remember ever reading about that happening. I do remember reading several examples of the opposite.

And I have seen read many cases of the other. The Romans accepted other religions as long as the other religions did not say that the Roman way of doing religion was wrong. Same with the other polytheistic religions. The problems you stated are all because the monotheistic religions are saying that the polytheistic religion is wrong. There is a Hindu sect (probably wrong word) that looks very like early Christianity in its practices and iconography but it is not monotheistic fitting in with the other Hindu gods.

And a possible coding problem.

It uses a basic concept that comes with BtS which uses it with coal iirc.
 
The religions in the mod are alot of fun already. The problem really is how easy it is to hoard religions and stack their bonuses on top of each other and thus unbalancing the game beyond repair. And again with Rev, it doesn't matter, the stacked bonuses from religious buildings, units and wonders are way more powerful than the penalties coming with having multiple religions. And instead I can gift missionaries to the AI that will unstabilize them much more than it does for me. And that is the main thing to adress unless new features for modelling religion is in the cards.

That's what the religious disabling option takes care of.
 
Yes but it might be a bit too strong to enable it at that point. Maybe something can be figured out that would keep things balanced.

That project could be vastly improved in many ways and at the moment it's just not got my focus.
 
It doesn't have to be too strong if we adjust the other effects of that civic accordently. Also by the time you get there most (if not all) religion wonders are gone anyways.
It's just weird that under religion disabling none of your temples works even though you "allow" their religion.
 
Yes but it might be a bit too strong to enable it at that point. Maybe something can be figured out that would keep things balanced.

That project could be vastly improved in many ways and at the moment it's just not got my focus.


That would make the Shwedagon Paya even more top priority than it already has.
 
It doesn't have to be too strong if we adjust the other effects of that civic accordently. Also by the time you get there most (if not all) religion wonders are gone anyways.
It's just weird that under religion disabling none of your temples works even though you "allow" their religion.

I agree. It was always a 'phase II' portion of the project, and one that would take some significant tweaking in ways you mention to make work ok, but the project got cutoff when it was found that it could be better genericalized to allow for other causes for disabling in a similar manner. So we're back to phase I restructuring and that's where the project took on a new dimension that I wasn't ready to go into. So progress stopped on the specialized religious disabling as anything further done there would lead to that work being restructured once returning to the project for a deeper implementation.
 
I noticed some Mormonism discussion and thought I'd chime in. I'm the Mormon that DancingHoskuld got some of the suggestions for Mormon buildings from. Removing books as a bonus was an error; it's true that Coffee, Tea, Alcohol, and Tobacco are the major no-nos, along with all illegal drugs.

DH suggested awhile back that we try a more creative solution instead of the nobonus option, or even a -1 happiness feature for these Mormon-phobic resources. Instead, negative commerce bonus modifiers!

The idea is that Mormons will buy less of this stuff, so there will be less business/commerce generated in the city where Mormons are.

I also think it would be better to concentrate all these Mormon idiosyncrasies into the most basic Mormon building (the "temple," i.e., local Meetinghouse) because it's unusual for a city to have all the possible Mormon buildings in it.

I'm attaching a document detailing improvements and elaborations to the incomplete Mormon religion in the current release of C2C. You'll also find the XML and Python files I've completed so far. They are mostly complete, except the Event, EventTriggers, and GameTextInfos files. I've also produced improved artwork, sound files, movies, etc. to go along with these, but I'll post those later separately due to size issues. I'll first wait to see how this is received.
 

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Here are the details:
Mormon (i.e., Mormonism, Latter-Day Saints, LDS) World religion

Overview:
Spoiler :
• founding tech: Mormon for C2C (prerequisites: Representative Democracy and Christianity and Archeology, NOT Agricultural Engineering. Historically, it came before Photography, Telegraph, Emancipation)
• Tech tree position: same x axis as Steam Power (x62y7), Photography (x62y3), Military Science (x62y15); same y axis as Military Tradition (x61y11), Machine Tools (x64y11), Archeology (x58y11); arrow should come down from Representative Democracy.
Changed tech quote to one by Mormonism founder Joseph Smith. Added translations (credit: lds.org).
• founding still doesn’t grant a missionary unit (I prefer it this way, because I made an event, Truth Restored, that grants the founder a missionary instead)
• Holy City Shrine: Hill Cumorah Pageant
• “Temple”: Mormon Meetinghouse
• “Cathedral”: Mormon Temple
• “Monastery”: School of the Prophets (National wonder)
• building: Bishop’s Storehouse, Mormon Seminary
• Great wonders: Temple Square, Welfare Square
• National Wonder: Missionary Training Center (MTC)
• Promotion: Endowment (from Mormon Temple)
• Promotion: Priesthood (from Mormon Meetinghouse)
• -philic resources: Ice Cream (Mormons eat it like other people drink booze), healthy foods (+happiness or +health benefits with Mormon Meetinghouse, Bishop’s Storehouse)
• -philic civics: Prophets, Republic, Democracy, Free Church
• -phobic resources: Alcohol, Wine, Coffee, Tea, Tobacco, illegal drugs (-happiness); Mormon buildings no longer remove access to any bonuses)
• -phobic civics: Fascist, Atheism, Socialism
• gave some early Mormonism buildings a hefty local revolt value, due to early Mormonism’s separatist tendencies. Balanced these (mostly) with some moderate anti-revolt (local and national) values for later Mormonism buildings, due to later Mormonism’s nationalist tendencies
• spread rate is low (30; Mormonism usually doesn’t spread spontaneously; instead it spreads through missionary work quite aggressively)
• poor state religion bonuses (+1 culture for cities w/Mormonism; holy city gets +2 commerce and +3 culture)


Mormon Missionary Missionary unit for Mormonism
Spoiler :
• faster training with Bicycles (+7%), Cellphones (+7%)
• free promotions: Priesthood, Endowment
• religion spread factor was increased slightly (was already high; Mormon missionaries in the real world are notoriously successful in spreading the religion, something that creates a lot of friction with other religions
• upgrades to Returned Missionary


Returned Missionary Unique unit for Mormonism
Spoiler :
• melee law enforcement unit (i.e., vigilante)
• free promotions: Priesthood, Endowment
• no support cost (civilian)
• small crime reduction effect (-1) for city, plot
• low strength (4); upgrades to Town Watchmen OR Musketman (2 paths)
• can spread Mormonism (half as effective as regular missionaries)
• cannot be built; produced automatically by some events (“Come to Zion,” “Called to Serve”)


Mormon Temple “Cathedral” for Mormonism
Spoiler :
• higher cost than usual for cathedrals (2x)
• free Endowment promotion for units built in this city
• requires city size 6
• requires Mormonism be present in the city
• requires bricks OR stone OR marble, books AND furniture
+25% production speed with cement, steel wares, +15% with copper wares, prime timber
+1% culture with glassware, silk, prime timber, gold wares, sculptures, marble, porcelain wares, lacquerware, flowers, fine stoneware, red and black ware, silver wares, brass wares, Nok sculptures
+15 local instability bonus (for early Mormonism’s separatist tendencies)
• most other effects fit the norm for cathedrals for other religions (+% culture, can turn citizens into priests)


School of the Prophets “Monastery” for Mormonism, National Wonder
Spoiler :
• relatively low cost
• can turn 2 citizens into priests
• gives 1 great prophet point, 2 culture per turn, 2 education
• provides 1 research per Mormon building (+25% with civic Prophets)
• requires books AND furniture, bricks OR stone OR wood
+10 local instability bonus (for early Mormonism’s separatist tendencies)
• requires Mormonism be present in the city
• obsolete with Modern Physics (like all monasteries)
Can triggers event “Lord’s University” that allows the owner to choose its replacement

Note:
Spoiler :
Note: previously, the Mormon “monastery” was the MTC, and the School of the Prophets was a National Wonder. I switched them when I realized that all monasteries go obsolete with Modern Physics, which was already the tech I had chosen to make the School of the Prophets obsolete. Since real-world MTCs are fully functioning long after the discovery of Modern Physics, it made sense to switch the two.
The second reason is that most Mormon Missionaries in the real world do not come from the local area of the MTC where they are trained. Instead, they are “called” by the Mormon prophet and then sent to an MTC for training, often in a different country entirely. So instead of allowing the MTCs to train (ie, build from local hammers) Mormon missionaries, I created events (i.e., “Called to Serve”) that have the cost of the missionary carried by the local city from which they are called. At least one MTC has to be built in the world before this event can trigger. Until then, the majority of Mormon Missionaries will be built either in cities with a School of the Prophets, or trained at the local level informally – just as they were in real-life Mormonism before the advent of MTCs.


Hill Cumorah Pageant Holy City “Shrine” for Mormonism
Spoiler :
• a pretty weak Shrine compared to other religions
• can be built by a Great Prophet OR Great Artist
• gives 1 great artist point, 1 great prophet point, 1 culture per turn
• provides 1 culture point per city with Mormonism (as a purely cultural wonder)
+1 culture, +1 wealth with Tourism
• allows 1 citizen to be turned into a priest, 1 into an artist
• requires Mormonism be present in the city
• requires tech Free Artistry


Mormon Meetinghouse “Temple” for Mormonism
Spoiler :
• Note: most of Mormonism’s social idiosyncracies have been concentrated in this building. There is a large number of effects that formerly were spread out among several different buildings. I concentrated them because it is unusual to have each of those buildings in one city (i.e., cathedral, temple, monastery), and I wanted them all represented
+happiness from civics Prophets, Free Church, Republic, Democracy
+happiness from resources Ice Cream, Soda Pop (the social lubricants for Mormons instead of alcohol, tobacco, and drugs)
+unhappiness with Atheism, Socialism, Fascist
-commerce with Alcohol (-5%), Wine – Champagne (-2%), Wine – Vintage Red (-2%), Wine – Vintage White (-2%), Coffee (-3%), Tea (-3%), Tobacco (-3%), Hemp (-1%) , Ecstasy (-1%), LSD (-1%), Meth (-1%) (Adds up to -24%)
(Note: originally these bonuses were blocked (nobonus) by Mormon buildings; later we coded them as creating -1 happiness each. The current solution is more creative (credit for the idea goes to DancingHoskuld) and closer to reality: the Mormons simply don’t buy this stuff, and so the city will have less commerce from them, and more commerce from the things Mormons eat more of.)
+commerce with Ice Cream (+8%), Chocolate (+5%), Grain (+2%), Pasta (+2%), Fruit (+2%), Vegetables (+2%), Nuts (+1%) (Adds up to +22%)
+happiness with ordinances banning prostitution, gambling, alcohol, smoking, drugs
• +health with Church (instead of monastery as with other religions, because Mormon welfare services are based out of the local meetinghouses, not the MTCs), ++health ith Olive Oil (used in Mormon priesthood healings)
-5 local instability bonus (for later Mormonism’s anti-separatist tendencies)
-5 national instability bonus (for later Mormonism’s nationalist tendencies)
• free Priesthood promotion for units built in this city (representing Mormonism’s inclusion of nearly all Mormon males in its clergy)
• allows construction of Bishop’s Storehouse
• requires Mormonism be present in the city
• requires bricks OR stone OR wood, books AND furniture
• all other effects same as equivalent building for other religions (+culture, can turn citizen into priest)
Note: recoded to eliminate “removes access to books” error


Continued in next post...
 
Just a warning to everyone that you can't use the download by Camber "as is" in the latest SVN. It has a few minor problems due to the changes we have made to C2C and how it access the art definitions and text files. I'll see if I can get it working in the latest version.

I don't have access to the SVN at them moment as I am away from my modding computer, but I have a recent version on my lap top and can post files here.
 
Mormon buildings cont'd:

Missionary Training Center (MTC), National Wonder for Mormonism
Spoiler :
• triggers recurring missionary events “Called to Serve”
• +5% research
• 2 culture per turn, 2 education
• requires 3 LDS Temples, 1 in same city
• tech required: Compulsory Education
• 20% faster construction with civic Religious Training OR Language Education
• no state religion requirement
• requires Mormonism be present in the city
• requires bricks OR stone OR wood, books AND furniture
+15% production speed with cement, steel wares
+25% production speed with building Mormon Seminary
• obsolete with Augmented Reality
• I’d like to create a Transhuman Era upgrade for this, but that’s for the future.


Bishop’s Storehouse Special granary for Mormonism
Spoiler :
• stores 10% of food after growth
• requires books AND furniture, stone OR bricks OR wood OR cement
+happiness with Prophets, Charity
+health with Grain, Canned Food, Dried Fish, Dried Fruit, Dried Meat, Nuts, Soap, Water Bottles, Clothing, Shoes, Honey, Sponges, Pasta, Vegetables, Fruit, Nuts (these represent the goods that are distrubuted free of charge to the poor via the Church Welfare Program and to disaster victims via the Church Humanitarian Aid program)
• tech required: Food Preservation
• requires Mormon Meetinghouse
• requires Mormonism be present in the city
• Obsolete with Ecological Engineering (post-scarcity means no more people in need, right?)


Welfare Square Great wonder for Mormonism
Spoiler :
+2 Great Doctor points/turn
• requires steel wares AND furniture, and cement OR bricks
• stores 20% of food after growth
• no unhealth from population
• requires 5 Bishop’s Storehouse buildings
• 1 free specialist per farm in city vicinity (I’m uncertain about keeping this; if it gets dropped, I’d lower the cost. But I like it a lot because of its fit for reality. In the real world, this program is centered around farming – the Church Welfare program produces all of its own food from the ground level up. So if there’s concern about it being too powerful of a wonder, can we up the cost instead? This program really is a marvel, and the US Government would give its mother’s right leg for a program that worked half as effectively)
• gives free Bishop’s Storehouse in each city
-1 commerce per Mormon building (represents how the Welfare program is paid for with charitable offerings from Mormons – this was coded instead of having a massive maintenance cost)
• requires Mormonism be present in the city
(Currently coded as not requiring Mormonism to be the state religion. Is this required if there’s going to be a state religion commerce variable?)
• requires city size 13
• requires tech Agricultural Engineering, Marxism
• provides bonus: Canned Food
• Obsolete with Ecological Engineering (post-scarcity)


Mormon Seminary Special school add-on for Mormon youth
Spoiler :
+1 research, +1 culture, 1 education/turn
• requires books, bricks OR stone OR wood
• requires Library, Private School, or High School in the city
• requires Mormonism be present in the city
• spreads Mormonism
-5 local instability bonus (for later Mormonism’s anti-separatist tendencies)
-5 national instability bonus (for later Mormonism’s nationalist tendencies)
• requires city size 6
• requires tech Compulsory Education
• obsolete with Augmented Reality (upgrade planned)


Temple Square Great Wonder for Mormonism
Spoiler :
Note: I’ve used the icon previously assigned to Meetinghouse by DancingHoskuld.
• This is the granddaddy of Mormon buildings, getting the commerce bonuses of a proper Shrine. In the real world, it’s Temple Square, not the site where Mormonism was founded, that gathers all the revenue. Like Mormon temples, it gets a lot of culture benefits from fine materials (Mormon temples are furnished inside like palaces, because they are meant to be the House of God). I would have liked to make this a modular wonder that is built in pieces. Its production cost may need to be raised.
• gives 2 great prophet points, 4 culture per turn, 1 free priest, can turn 2 citizens into priests
• provides 2 gold, 1 culture per Mormonism building (high because of Mormonism’s aggressive tithing program; for a church of its size, it takes in an unusually high amount of wealth. Note that a lot of this is offset by the -1 commerce per Mormonism building of the Welfare Square wonder. In the real world, MTCs and Temples would also have a religious commerce cost. These are wealth draining assets, not wealth creating assets for the Mormon church)
+2 culture, +2 wealth with Tourism
+1% culture with glassware, silk, prime timber, gold wares, sculptures, marble, porcelain wares, lacquerware, flowers, fine stoneware, red and black ware, silver wares, brass wares, Nok sculptures, Brass Instruments, Percussion Instruments, String Instruments, Woodwind Instruments
+10% research (world’s largest genealogical library)
+10% research with computers, organic computers
• requires 3 LDS Temples
• no state religion requirement (does this need to change if it gives state religion commerces?)
• requires Mormonism be present in the city
• requires bricks OR stone OR marble, books, furniture
+15% production speed with cement, steel wares


Endowment Mormon Promotion
Spoiler :
• 10% withdrawal chance
• 5% protection from collateral damage
• Available to unit types: recon, throwing, hunter, archer, mounted, melee, gun, hi-tech
• free to units built at a Mormon Temple


Priesthood Mormon Promotion
Spoiler :
• 10% increase in heal rate to units in the same tile
• 5% reduction to revolt chance
• 5% bonus to experience gained
• Available to unit types: recon, throwing, hunter, archer, mounted, melee, gun, hi-tech
• free to units built at a Mormon Meetinghouse


“Truth Restored” Event
Spoiler :
• Triggered by the first city to have Mormonism, presumably belonging to the founder of the religion.
• Grants a missionary unit.
• Used as a trigger for other missionary events (that depend on this as a prerequisite event).


“Lord’s University” Event
Spoiler :
• 10% probability, active in 90% of games
• Triggered by building School of the Prophets (Mormon monastery) national wonder
• Allows owner to decide whether to use the school as:
1 -a leadership school for the church hierarchy (receive a free Seminary)
2 -a missionary training facility (receive an MTC for 1500 gold, requires Temple)
3 -an institution of higher learning (receive a University for 240 gold, requires Library)
4 -an archive for important church documents (receive a Library for 70 gold)
5 -a center for cultural and diplomatic outreach (receive a School of Rhetoric for 60 gold)
6 -a model for other schools (receive a Private School for 680 gold, requires Elementary School)
7 -a model for a youth religious education program (receive a Mormon Seminary for 150 gold, requires Library)
8 -preserve it as a museum (receive a free Museum)
9 -turn it into church administrative offices (receive Modern Offices for 600 gold, requires Temple Square)
• Most of these options were actually tried at various times in the history of the School. It was eventually closed as the Church Educational System replaced it (the youth seminary program).
• The idea is to spawn the replacement for the School, since the school becomes obsolete rather soon after Mormonism is founded.


Side note:
Spoiler :
I think the building Church School should not obsolete with Compulsory Education. Imo, Machine Learning is a better candidate – there are lots of church schools around still, they just got turned into private schools. Perhaps an upgrade path or an upgrade event like the one here would fit?


“Come to Zion” Event
Spoiler :
• 10% probability
• Active in 100% of games
• Can repeat
• Obsolete with Compulsory Education tech
• Triggered by having Mormonism in the city.
• Trigger picks a religion; other player’s city must not have it.
• I wrote some Python code that only allows the event to run if Mormonism has been picked as first player’s city’s target religion. Thus, in actuality it will have a lot less than 10% probability because the game will be rejecting a lot of the triggered instances of the event.
• Picks another player’s city as the second target; Python says the two players must have a trade route between them.
• Concept: Mormon Prophet calls some of your Mormon citizens to volunteer as full-time missionaries. You get to decide how they will be prepared locally. In each case, training a missionary will cost -100% of stored food, and will give benefits of -1% inflation (blessings from heaven) and +1 happiness for 20 turns (satisfaction of living your religion). After 2 turns, the originating city will receive a Returned Missionary unit.
1) No training (20% chance to convert the other city).
2) Train at our local Meetinghouse (40% chance to convert the other city)
3) Train at our School of the Prophets (60% chance to convert the other city)
4) We can’t afford to send any of our men, but we’ll donate to the mission fund (-100 gold; +1 happiness for 5 turns)
5) We are unable to help at this time (-1 happiness for 5 turns)
6) We are sick of hearing about Mormonism. Drive them out! (+1 sacrifice anger, removes Mormonism from city)
• most of these trigger follow-up events. If the conversion roll is successful, the owner of the Mormon shrine will get a chance to receive an immigrant (1 time only per event option); there is a similar follow-up event for the owner of Temple Square. Also a 1% chance or 10% chance for successful missionaries trained at Meetinghouses or Schools of the Prophets, respectively, to trigger a Great Prophet. Lastly, if the player chooses to drive Mormons from his city, it can spawn refugees (immigrants) to the Mormon Shrine or Temple Square city, and could damage relations with the owners of these cities, unless the Mormons choose to forgive the crime (forgiving creates some hurry anger but a sizable culture bump due to the way it would produce a faith-inspiring story that gets told and retold for generations).


“Lengthen Your Stride” Event
Spoiler :
• Triggered immediately by building Missionary Training Center
• Not repeatable, but not global (each player can get it once)
• Gives a Mormon Missionary


“Called to Serve” Event
Spoiler :
• Requires event “Lengthen Your Stride” (so there’s theoretically an MTC somewhere in the world for the missionaries to get their training at.) The “local training” in this event, with one exception, is all “mission prep” training, before the intensive training at the MTC.
• Very similar to “Come to Zion” in most details except:
-cost of missionaries is less in terms of food (-50%, because the Mormon church started calling unmarried young men instead of working fathers)
-adds local mission prep options of Mormon Seminary, and MTC.
-adds an option to decline because you can’t afford to send a missionary. This kicks an event over to a player who has an MTC, and gives him the option of funding your missionary. If he does, then you have a missionary called from your city automatically.
-still has an option of kicking Mormons out of your city
-doesn’t have a chance to spawn immigrants unless the missionary originated from a city with a School of the Prophets
-instead, produces an event for the owner of Temple Square, giving a small amount of tithing revenue


In the attached files (2 posts above) you'll also find Civilopedia text for all the above, and the bones/outlines for the events that are incomplete.
 
@Camber There are a few XML errors in some of the files especially the event trigger one. I have fixed most except the event trigger one which I am ignoring for now.

You have two new Manufactured(?) bonuses "Lost Scriptures" and "Millennial Fervor" which increase the speed of production of Mormon Elders but they are not defined anywhere. I have made some dummy ones for now. They are not provided by any of the buildings so I assume they will come from events.

I am having trouble with the buildings XML which I am working on now.
 
@Camber I need the button art to get this working properly.

As to the movies we prefer a static image to a full movie for the SVN and download versions but we do have a place for long movies if people want them instead.

I am still having a bit of strangeness happening which indicates an error somewhere in the XML. I am trying to track it down. Plus I need to check the results match your documentation above.
 
Doh!
I'll try not to rely on email notifications...didn't see that you had asked for these. Here they are. I'm including only the static splash images rather than the movies here, with the exception of the religion founding movie, which is very short.

I'm still working on the events, GameText.xml, and Python. Have events about halfway done. (For example, I have none of the Called to Serve events done, just working notes on them. don't be alarmed at the garbage; all those errors in events were my working notes, some of them Python notes.)

Don't worry about the two missing resources; I have taken them out. I had meant to remove all mention of them. They are meant to be a future project if this works out well and if the team can accept some post-modern-era stuff put in.
Spoiler :
They are parts of Mormonism that haven't occurred yet but are expected, so they would fall under the category of speculative fiction rather than historical. I don't know how much speculative fiction the team can stomach for religions. Obviously things like Ra Knights and Loki Fists fall into that category, as do DaVinci tanks, Ornithopters, and clockwork Golems. There are two events in Mormon doctrine that are expected: the opening of the Hill Cumorah (which I've used as the holy city shrine) which would grant additional (lost) scripture, and the return of the lost 10 tribes of Israel, which also would supposedly bring with them lost scripture. Both of these events are part of Mormonism's eschatological ("end times") theology. If I included them, I would also include some events that represent anticipated end times happenings for Christianity, Islam, and Judaism, with some triggers also for Zoroastrianism, Confucianism, and Buddhism.


I haven't yet figured out if religious wonders that have state religion commerce must require a state religion to be built. Do any of us know the answer to that? Mormonism has never been a state religion, so I didn't want to require it as a state religion for any of the wonders (Temple Square and Welfare Square are the ones that have state religion commerces - the one positive and the other one negative).
 

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  • Mormon updated xml and py.zip
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  • Mormon Sound.zip
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  • MormonBuildingSplash.zip
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I just thought of something in the XML that could be causing some errors. I put in the ArtDefines_Unit.xml that the Mormon missionary would use the corporation executive animations, since they better fit the desired look. There may be differences in how the paths should be structured.

Also, I saved the xml files using notepad. Is there a better program for doing that? If notepad isn't adequate for the job, they may need to be converted to the proper format.
 
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