Gods of Old

Couple o' comments.

I went with Innan, or whatever the +1XP god is. Since you can't trigger a natural disaster, Great Prophets are pretty much useless. You CANNOT settle a Super Specialist Preist. I used them for increased research, but late game Prophets are completely useless for this god. Lame.

I was playing 'Only Religious Victory'. I took a few Holy Cities. One I kept and put an inquisitor in and while the Shine stayed (and got the gold bonus), the "Holy cities left" count went down by one. Sweet. So I could hold on to a holy city, just purge the religion. Then Wang Kon asks to be a vassal of mine. I agree. I sent a Inquisitor to his holy city. I am able to use his function. The city becomes only Inanna, and the star mark of his religion is gone. Yet, the holy city count did not go down. Bug? My only choice was to reload, since I now had to destroy the city and couldn't break the Vassal agreement.

Yeah, no events..otherwise interesting mod.
 
Hi,

I just win my first religious victory in God Of Olds.
A very strange victory, in fact, because AI give me the victory !

After crushing several holy city, with my Trebs and some Cho-Ko-Nuh, only Kanka Mousa and me hold a holy city.
I play as China in World - 18 civs map, so making my road to Kanka Mousa from China to Africa will be a long trip for my new canons...

But no, victory is very easy and I do not understand how !
Kanka Mousa converts to my religion, without any interventions from my missionaries or any demands for my diplomats.
Not only he converts but it seems that he also rids his own religion from his capital, destroying his holy shrine and giving me the victory !

By the way, this mod is very cool and Inanan bonuses are awesome !

Overpowered bonuses, for Inanan, I think, because it permits you to use your prophets to find sciences while you are sure other civs use them for temporary effects (that can be devastating to you !).

Another point ;
I think this mod his not suitable to play with more civs than religions (i.e. : 6 civs including the player). In the map I choice, there are 18 civs. Four civs can cast horrible spells on other civs, the 5th can resist and the last cannot cast spells but his a powerfull warrior.
With 18 civs, there is no chance that a terrible plague or a tsunami hit your country and your people. Somebody else will take the doom for you !

David
 
How do you play this mod? I start the game, choose advanced, load a mod, choose Gods of Old, and there are no scenarios for it. In the PublicMaps folder is a 1K file with no map, players or teams.

Do you simply start a single player game? I tried that and it crashed.

How should I be able to start a game with this mod. Any help would be appreciated.
 
How do you play this mod? I start the game, choose advanced, load a mod, choose Gods of Old, and there are no scenarios for it. In the PublicMaps folder is a 1K file with no map, players or teams.

Do you simply start a single player game? I tried that and it crashed.

How should I be able to start a game with this mod. Any help would be appreciated.

As far as I know you just start a single player game, same as normal. It doesn't crash for me. Keep trying, or maybe a clean reinstall.
 
How do I sacrifice an inquisitor? I built two of them but can't figure out how to remove religion with them...

You put them in one of your cities with a religion in it that is not your state religion and an option should pop up.
 
Been playing some more GoO (well, technically Mechs O Potamia), and I've noticed that Utu's blight ability is perhaps the most useful god power out there. It lets you terraform in Civ 4! If you get stuck either far north of far south, don't worry about ice or tundra because blight can fix them.

So far I've figured this much out about Blight:
-affect all tiles within a distance of 2 to 3 (not exactly sure, sometimes it affects tiles a bit further away than usual, but the effect is stronger closer in) including diagonals.

-turns ice into tundra, tundra into grasslands, and grasslands into desert

-melts packs of sea-ice

-destroys tile improvements on the tile you target directly

So far, I've found this to be a great way to turn formerly barren yet resource heavy arctic and antarctic lands into bountiful and resource heavy lands.
 
Nah, at least it isn't that difficult, Inquisitor units act like ANTI-MISSIONARIES, sacrifice them to remove all religions but your current state religion in a city.

So what happens if you use an Inquisitor and you're running the Free Religion civ? (I'm currently trying GOO but haven't tried that yet.)

-- WC
 
I tried this scenario and rather liked it. The bonuses of the different religions give some extra spice to the game. I mostly stayed in the Inanna (+25% city attack) religion, but when I got a golden age I switched over to Utu and use my 2 great prophets to blight my main competitors' capitals. :D

I won an easy religious victory in 1655. It was on an archipelago map, so I just built 10 galleons, packed them with units and went straight for the shrines. Bombardment was quite ineffective in this game, so instead I used spied to cause the cities to revolt. I then razed the city and moved over to the next target. The same round I razed the final shrine, I used 2 Inquisitors to remove the extra shrines I had myself, leaving only Inanna.
 
So what happens if you use an Inquisitor and you're running the Free Religion civ? (I'm currently trying GOO but haven't tried that yet.)

-- WC


Not sure. But I will have to ask a follow-up question. Why in the heck would you be running free religion in GoO. Your state religion and your sole worship of it is the whole point of the game. Free religion just doesn't make any sense at all on this mod. Unless maybe you had too many civs, couldn't found a religion, don't want a religous victory, and want the bonuses.
 
I have a strange bug in this mod. I start the game using New Game (I'm not changing any settings) and when the game starts, the interface is hidden. If I hit Enter to end my turn, whether or not I found a city, it then says "You have won a religious victory".

I can only assume it has to do with some mod I have installed - I have BUG, FfH2, Orbis, and Fall Further.
 
A lot of Firaxis Official mods have issues with BUG customassets folder in terms of interface ( Crossroads is other that I know ) ... the best you can do is to say to the mod to ignore code in the custom assets folder:

Open Gods of Old.ini file with a text editor and change:
Code:
; Custom XML and Python from user folder are not loaded
NoCustomAssets = [COLOR="Red"]0[/COLOR]
the 0 value to 1. This has the side effect of also blocking some sets of terrain graphs installed in the customassets folder ( like Blue marble )....
 
A lot of Firaxis Official mods have issues with BUG customassets folder in terms of interface ( Crossroads is other that I know ) ... the best you can do is to say to the mod to ignore code in the custom assets folder:

Open Gods of Old.ini file with a text editor and change:
Code:
; Custom XML and Python from user folder are not loaded
NoCustomAssets = [COLOR="Red"]0[/COLOR]
the 0 value to 1. This has the side effect of also blocking some sets of terrain graphs installed in the customassets folder ( like Blue marble )....

That worked.

Damn tsunamis.
 
Just tried this mod for the first time.

Seems very unbalanced, I'm afraid. I saw I could build shrines, but thought those to be very expensive at the start of the game. Built settlers and axemen instead.

To my surprise every other Civ races to build a shrine for itself, forgoing expansion as well as protection.

When my closest neighbor finally got his first Settler out; I had four cities and he met my Axe army on the way to his capital. So instead of building my own shrine, I simply took the others. His religion and shrine seemed to work as good as if I started my own.

(I'm a Monarch-level player, and I am always beat when it comes to getting Settlers out. Not being out-expanded meant the game was a cakewalk.)

This makes playing with this mod considerably easier; perhaps two whole difficulty steps or more.

Perhaps there's something special about shrines you built yourself (=religions you founded yourself)? If you can only win a religious victory with a self-founded religion, then I can see the mod working, with a "religious win only" setting. (If slightly broken, because if you fail to get at least one shrine it's game over for you).

But otherwise I'd say the mod is not thought through properly. It makes me realize the brilliance of the regular game; where founding religions is "free" (in that you more or less need the techs anyway).

I like the idea behind this mod; but without a tweak to the AI (or the xml settings) it's plain broken.

Okay, so enough complaining: this should be fairly easy to remedy!

Here's one solution; perhaps you have a better one?

I propose all shrines to additionally require some later-than-Antique-era tech to be built; this should make AIs behave as "normal" for the crucial early expansion - later, you can invest those hammers without having a human player race ahead by not doing so...
 
Okay, so you are saying that the benefits of certain gods are so great that they can compare to the benefits of conquering a few (depending on difficulty, of course) neighboring kingdoms and pick from their gods?

Frankly I find that hard to believe.

Remember; on Monarch level I can easily get triple the score of the best AI in the ADs (by conquering three neighbors; something I never pull off during a normal game), so the benefits of this god (over the others) must be wildly spectacular.

Indeed, if your suggestion is true, I feel confident in saying that god's benefits are broken too.
 
I tried something else: Advanced Start*, thinking perhaps the AI would then build a decent start before getting side-tracked with those shrines.

Well, perhaps it was slightly harder, but it was still way too easy. Even though I didn't get Copper until my third city, I still had time to chop an enormous Axe Army. Then it was easy to find a Copper-less neighbour and take all of his cities (thus maintaining parity with the other civs; as well as being able to adopt a cool religion + shrine), as well as paying a visit to the board leader to get rid of that expensive Axe army in a con/de-structive way: before it got eradicated, I managed to burn the two major cities of a dangerous opponent (both containing Shrines of competing religions).

This time I couldn't quite declare victory in 1500 BC, but still, my only real challenge is to fund my scattered empire... I have plenty of "home" land to expand into, so I predict an easy win.


Zapp

*) I couldn't find this setting when the mod was loaded, but luckily the designer forgot to turn off a setting already set, so the way I got Advanced Start up and running together with Gods of Old was to start a normal game with Advanced Start; then load the mod - it will not allow you to set this parameter, but it will also not auto-reset it to "off". So start another Advanced Game (now with the mod loaded) and you should get an Advanced Start.
 
My conclusion: designing a game to include Wonder-costly buildings that all AI will want to build sometimes before their first Settler :eek: and at the same time leaving another (human) player to forego that heavy hammer investment is utterly broken.

My Monarch game feels easier than I remember Noble was...

If the xml were to be modified to make those buildings unavailable until most civs have reached the end of their first expansion phase (3-6 cities) AI's blindly building them won't spell certain doom against an opportunistic human player. :goodjob:
 
Okay, so you are saying that the benefits of certain gods are so great that they can compare to the benefits of conquering a few (depending on difficulty, of course) neighboring kingdoms and pick from their gods?

Frankly I find that hard to believe.

Remember; on Monarch level I can easily get triple the score of the best AI in the ADs (by conquering three neighbors; something I never pull off during a normal game), so the benefits of this god (over the others) must be wildly spectacular.

Indeed, if your suggestion is true, I feel confident in saying that god's benefits are broken too.

I don't know how balanced each is, but I'd prefer a "fun" ability like meteors, blight, or plague to simply being protected or a promo on some units.
 
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