Orion's Grand Inquisition

It is once again time for a progress update on a multitude of project changes for version 3.04 (Not yet released).

1. Completed:

a. Tech language is now a prerequisite for tech writing.
b. Tech Language has a path to tech masonry.
c. M60 tank moved to Robotics.
d. M26 tank moved to tech combined arms.
e. Tech combined arms moved in tech tree to just after tank warfare.
f. Tech combined arms is now a prerequisite for rocketry.
g. Added tech vertical flight.
h. Added tech ceremonial burial.
i. Added tech Radar.
j. Added unit UH1 Helicopter.
k. Moved helicopter training instructor to tech vertical flight.
l. Galleon has optional upgrade to Q-Ship.
m. Added new building "Royal Tomb" to tech ceremonial burial.
n. Added new National Wonder "King Tut's Tomb" to tech ceremonial burial.
o. Added new World Wonder "Valley of the Kings" to tech ceremonial burial.
p. Added new Egyptian religion (Game now has 9 religions).
q. Added new combat types to replace air units: Tactical Fighter units, strategic bomber units and close air support units.
r. Added new combat types to replace naval units: Battleship units, Carrier units, Cruiser units, Destroyer units, Merchant units, Pirate units, Submarine units and Transport units.
s. Promotions adjusted to apply to respective new combat types.
t. Added capability to combine Submarine units into a Submarine fleet.
u. Strengthened weaker traits with free specialists to make them more desirable.
t. Added new tag for buildings: "iPopulationChange"; which increases the respective city population.
u. Added 4 new buildings: Midwife Tent, Adoption Center, Fertility Clinic and the Cloning Factory.
v. Added new SDK to set the value for iAirCombat.
w. Enhanced the python efficiency and performance for the Combined Forces mod.
x. All units selected to be combined in an Air Force or a naval sub fleet now work the same as those units selected for an Army. Its now a standard!
y. Added new nuclear bombing mission for strategic bombers, which is enabled by a promotion. Duplicate Atomic bombers are now obsolete and have been deleted.
z. Added naval promotions: Depth Charges 1-5, the Phalanx CISW and the Laser Cannon.

2. Future updates needed:

a. The AI needs to be able to use diplomats and cyber hackers.
b. Improve assassin and law enforcement units.
c. Fix stack attack.
d. Add a late game building that makes a city nuke immune.
e. Make a number of SDK improvements.
f. More ideas to come.
 
Hey Orion,

Got a minor problem...

First miracle; my wife is actually going to try your mod. She may not play it extensively like I do, but the fact that she wants to play it once in a while is major in itself. :)

Problem though; she has the Civ 4 Complete which has the base game and all the original mods on one disc. Her game path is

C:/ Program File (x86) / 2K games / Firaxis Games / Sid Meier's Civilization 4 Complete / Beyond the Sword / Mods / Grand Inquisitions303

The game seems to load up fine and start up, but the autologging feature (which I assume is part of BUG) is still looking in the wrong place to save any logging files. Can I change this path and, if so, what file is it saved under? I cannot find it to adjust it so it goes to the correct path.

Thanks in advance!
 
The file name is CvAltRoot.py and there are two copies of this file.

1. Grand Inquisitions 303\Assets\Python\
2. Grand Inquisitions 303\Info\

They are duplicate files and they should be working OK.

For logging, go into BUG and click on the Logging tab. The path is there for logging. You can also un check the checkbox to disable logging.
 
OGI version 3.04 includes a complete redesign of the combined forces mod to improve efficiency and add more diversity to the unit choices. In like manor the plan for OGI version 3.05 will include a complete redesign of the DCM air bombing missions. This is necessary to take full advantage of the new nuclear strike capability for bombers. I will focus strategic bombing missions into two major categories: conventional and nuclear. For city attacks, there will be sub categories to select under both major categories: Buildings, factories, port facilities, airfield/airports and population. For plots other than cities, the attack will focus on destroying roads and improvements. We are going to examine and scrutinize the success and failure of these attacks and determine the appropriate amount of damage for each sub category based upon a given range provided to a specific randomizer. Selection lists will make it easier for the player to decide what mission is used for the attack. This will take air bombing to the next logical level of fun. We hope to include many other cool updates in version 3.05.

For now version 3.04 has many new changes and capabilities that compelled me to release it now. So enjoy. Please let me know what you think about this release of OGI, as we strive to improve game play and make OGI one of the best mods out there.
 
Congrats on the new release. Looking forward to downloading it when I get home tonight.
 
It is once again time for a progress update on a multitude of project changes for version 3.05 (Not yet released).

1. Fixed Wonder movie for King Tut's Tomb.
2. Fixed Wonder movie for Valley of the Kings.
3. Fixed Wonder movie for the 10 Commandments.
4. Fixed AI issue with Tech tree flow.
5. Added new tech Hydro Power.
6. Each Super Tech provides a free great specialist (Engineer, Spy, Merchant, Scientist, Farmer) respectively.
7. Added Solar power plant building to tech ecology.
8. Added new National Wonder "Farmer's Market", which provides a free Grocer in every city.
9. Added new National Wonder "Market Place", which provides a free Market in every city.
10. Added new National Wonder "Lumber Yard", which provides a free Woodshop in every city.
11. Added new National Wonder "Cheyenne Mountain", which provides a free Bomb Shelter in every city.
12. Added new National Wonder "Civil Defense Network", which provides a free Bunker in every city.
13. Added new National Wonder "Thomas Edison's Laboratory", which provides a free Laboratory in every city.
14. Added new National Wonder "Police Academy", which provides a free Police Station in every city.
15. Added new SDK function to automate the movement of "auto produced" units to a selected rally city.
16. Fixed Eiffel Tower World Wonder, which now provides a free Propaganda Tower in every city.
17. Added new National Wonder "KGB", which provides a free Intelligence Agency in every city.
18. The Hanging Gardens World Wonder now provides a free Aqueduct in every city.
19. Updated the Great Farmer with new graphics.
20. Converted Industrial Park to a National Wonder, which provides a free Factory in every city.
21. Added National Wonder "Interstate Highway", which provides a free Railroad Yard in every city.
22. Added National Wonder "Parts Depot", which provides a free Parts Plant in every city.
23. Added National Wonder "Franchise_Headquarters", which provides a free Supermarket in every city.
24. Converted Security Bureau to a National Wonder, which provides a free Security Office in every city.
25. Added National Wonder "Paper Mill", which provides a free Book Store in every city.
26. Fixed text for the Federal Aviation Administration.
27. Added tech Legendary Leader, which provides a Great General to the first person to research it.
28. Added National Wonder "Wrath of Achilles", which provides experience to new ground units in the city in which it is built.
29. Added National Wonder "Voyage of Odysseus", which provides experience to new sea units in the city in which it is built.
30. Added National Wonder "Mitchell's Air Power", which provides experience to new air units in the city in which it is built.
31. Added National Wonder "Field Marshal's Conquest", which provides experience to new ground units in the city in which it is built.
32. Added National Wonder "Fleet Admiral's Victory", which provides experience to new sea units in the city in which it is built.
33. Added National Wonder "Air Marshal's Supremacy", which provides experience to new air units in the city in which it is built.
34. Added new building "Chemical Plant", which provides an increase in trade route yield.
35. Replaced "Ancient Trade Center" with "Grand Bazaar", which provides a free Bazaar in every city.
36. Added World Wonder "World's Fair Exposition", which increases research in all cities.
37. Increased width of tech tree.
38. Added Armor promotions: Reinforced Armor 1 - 5.
39. Added new videos for the Wonders listed above.
40. Added new tech Air Power Development, which bridges the gap between Early Flight and Flight.
41. Air Training Instructors were moved to tech Air Power Development.
42. The Early Carrier unit was moved to tech Air Power Development.
43. Lindbergh's Flight World Wonder was moved to tech Air Power Development.
44. The National Wonder "Mitchell's Air Power", was placed under tech Air Power Development.
44. The National Wonder "Air Marshal's Supremacy", was placed under tech Flight.
45. The National wonders "Wrath of Achilles" and "Voyage of Odysseus", was placed under tech Legendary Leader.
46. The National wonder "Fleet Admiral's Victory", was placed under tech Steam Power.
47. The National Wonder "Field Marshal's Conquest", was placed under tech Rifling.
 
I have a problem. I had 302. I downloaded 304 and ran the installer. Everything seemed fine. But in my BtS/Mods folder I still had 302, and all files were dated 2014. So I moved the 302 folder elsewhere, and downloaded again and installed again. This time I was informed that I already had 304 which had to be uninstalled first. Okay. Everything seemed fine. But when I stared BtS I and wanted to load the mod, there was no OGI, only all the other mods. When I checked my BtS/Mods folder, all the other mods were there, but no OGI, neither 302 nor 304.
 
I have a problem. I had 302. I downloaded 304 and ran the installer. Everything seemed fine. But in my BtS/Mods folder I still had 302, and all files were dated 2014. So I moved the 302 folder elsewhere, and downloaded again and installed again. This time I was informed that I already had 304 which had to be uninstalled first. Okay. Everything seemed fine. But when I stared BtS I and wanted to load the mod, there was no OGI, only all the other mods. When I checked my BtS/Mods folder, all the other mods were there, but no OGI, neither 302 nor 304.

Try running the installer again for version 3.04. If it fails, I will pack up what I have done in 3.05 and release it early. Current testing for 3.05 has been flawless.
 
Try running the installer again for version 3.04.

How do I do that ?

If it fails, I will pack up what I have done in 3.05 and release it early. Current testing for 3.05 has been flawless.

Thank you, but please no extra work just for me. I assume 304 means that I cannot continue 302 games ? As I just started a 302 game, I would like ti finish that anyway.

BTW: can I simply move my 302 folder elsewhere, install 304, play 304, and when I want to continue a 302 game, move the 304 folder elsewhere and move the 302 folder back ?
 
How do I do that ?

Run the exe file.


Thank you, but please no extra work just for me. I assume 304 means that I cannot continue 302 games ? As I just started a 302 game, I would like ti finish that anyway.

True. Any time you make major XML changes, old games become unplayable with the new version.

BTW: can I simply move my 302 folder elsewhere, install 304, play 304, and when I want to continue a 302 game, move the 304 folder elsewhere and move the 302 folder back ?

You can have both folders for 302 and 304 existing at the same time in the "Mods" folder and run the version you want. Just remember what I said about unplayable games in the new version.
 
Every Government civic except Theocracy says No State :religion:.
Every Legal civic except Religious Law says No State :religion:.
Free Religion says No State :religion: but gives bonuses to cities with a State :religion:.
Is all this intended? -It seems a bit extreme.
 
Every Government civic except Theocracy says No State :religion:.
Every Legal civic except Religious Law says No State :religion:.
Free Religion says No State :religion: but gives bonuses to cities with a State :religion:.
Is all this intended? -It seems a bit extreme.

In OGI, each civic was carefully examined and crafted for desired effect. For religions, the effect is this: You can found a religion as you normally would in BTS. However, a player must actually select a religious civic before converting to one of the 9 available religions. Like so many things in OGI, this compels the player to make a strategic choice. Do I want to wait a couple of rounds of unrest in order to convert to a religion? ...Or do I have other priorities to go after first (i.e. finish building a wonder, a building or a unit)? Our intent was to create multiple choices for each player to make throughout the tech tree, instead of mindless clicking just to get to the next round. Decisions have consequences and hopefully OGI will make you think a little bit before moving on to the next turn.

Take Theocracy for example. The reason Theocracy does not say No State :religion: is because you must have a state religion to select the Theocracy civic. This makes sense because a Theocracy is a system of government in which the religious priests rule in the name of God or a god. There is no separation between church and state. Therefore, to select the government civic Theocracy, you must first have a state :religion:.

Next lets look at Religious Law: Religious law is the only Legal Civic that requires a state :religion:. If the state must live by the rules set forth by religious law, then it is logical to require a state :religion: for Religious law. None of the other legal civics require a state :religion:, because they are not focused with the rules of religion.

Finally, lets look at Free Religion: In a society with free religion, the free exercise of religion is encouraged, but is not mandatory. Therefore, there is no requirement for a state :religion:, but if you do have one, there are a couple of benefits to being able to practice what ever :religion: as you may choose.

Hope you enjoy playing OGI,

Sincerely,
 
Hope you enjoy playing OGI
Well, I was until I got a religion and thought I was only allowed those two civics.
Then I deleted it and enjoyed playing another mod. I'll come back and try it again in a while.

Your explanations are entirely and redundantly sensible, so I gather I have confused you in my turn. It's a talent.

The reason Theocracy does not say No State :religion: is because you must have a state religion to select the Theocracy civic.
If I understand you correctly, where vanilla and all other mods I know of use No State :religion: to mean No State :religion: is allowed, you are using it to mean No State :religion: is required. And where they make no statement and the player knows the civic is independent of religion, you use that to mean the civic (in those two categories only) depends on having a state religion.

I suppose this is all in the Civilopedia somewhere and I missed it. If not, consider putting it in. Or switching back to the standard convention, consistently, so stupid people like me don't get confused - just put "State :religion: Required" in Theocracy and Religious Law and omit the "No State :religion:"s except for any State Atheism/State-Worship/God King civics.
 
Your explanations are entirely and redundantly sensible...

Sorry for the redundancy. Glad I got the point across.

just put "State :religion: Required" in Theocracy and Religious Law and omit the "No State :religion:"s except for any State Atheism/State-Worship/God King civics.

Good suggestion. We shall attempt to clarify the wording, as proposed, for the religious civics.
 
Top Bottom