Religion Research Mod

niffweed17

Warlord
Joined
Oct 26, 2005
Messages
299
Location
Ahí en la ciudad
Please note that this mod is based on Stone-D's SD-Religion MOD version 1.10.


CHANGES IN VERSION 1.1
  • As in SD-Religion MOD version 1.10, this mod creates new technologies for researching specific religions.
  • Once the appropriate prerequisites are reached, a new technology with the name of the religion being researched will become available.
  • The mod has been divided into four early religions, one unique middle religion (Confucianism), and two later religions.
  • The four early religions cost approximately the same given their prerequisites. It is hoped that their similar costs will cause them not to be monopolized by one civilization, as this would be difficult considering the small technological discrepancies between the civilizations in the early stages of the game.
  • The two later religions cost identical amounts and have the same prerequisites. It is hoped that their similar costs will cause them not to be monopolized by one civilization, as their cost is relatively high and it would be a significant expenditure of time to obtain both religions.
  • BUDDHISM- costs 160 research points. One of the four early religions. Requires Priesthood and Meditation. Receives no free missionaries.
  • CHRISTIANITY- costs 340 research points. One of the two late religions. Requires Priesthood and Theology. Receives one free missionary.
  • CONFUCIANISM- costs 160 research points. A unique religion between the early and later religions. Requires Priesthood and Code of Laws. Receives no free missionaries.
  • HINDUISM- costs 150 research points. One of the four early religions. Requires Priesthood and Polytheism. Receives no free missionaries.
  • ISLAM- costs 340 research points. One of the two late religions. Requires Priesthood and Theology. Receives one free missionary.
  • JUDAISM- costs 20 research points. One of the four early religions. Requires Priesthood and Monotheism. Receives no free missionaries.
  • TAOISM- costs 140 research points. One of the four early religions. Requires Priesthood, Meditation and Agriculture. Receives no free missionaries.
  • Additionally, the Divine Right Technology requires the advent of either Christianity or Islam.
  • One more change is that the spread factor for Judaism has been lowered to 90 and the spread factors for Christianity and Islam have been increased to 105. Judaism was added because it requires very little research to obtain, while Christianity and Islam have been upgraded to help them spread given their natural disadvantage as late game religions.

    Other changes that are present in SD-Religion MOD version 1.10 and are not from this mod include the following:
  • All of the technologies present serve no purpose other than to provide their respective religions.
  • As far as I can tell, the AI should treat these technologies as it will religious technologies.
  • After one religious technology has been discovered, it is automatically distributed to all other civilizations so that nobody else may continue to research it, as there would be no point in doing so.

CHANGES IN VERSION 1.2

  • Incorporated Armandeus' newly organized tech tree. Thanks to Armandeus for making it possible.

(Version 1.1 removed, 17.4 KB, 112 views)
 

Attachments

Question: When you tried it, did the AI research any religions at all? Also, do spiritual leaders care more about these techs?
 
yes, the AI treats all of the religious techs as religion-founding techs, ie meditation, polytheism, etc. it may not be an exact reflection of the normal religion strategy, but the AI definitely researches religions on its own.

all of the new techs have religiousflavor=10 and culturalflavor=4, so spiritual leaders should naturally go for them more than your average leader.

the other thing is that the techs have been modified so that the AI should treat them as religious techs that are in the approximate time period of the religion. ie buddhism and taoism are treated as meditation because the AI can get them right after researching meditation and priesthood. islam is treated like theology because it does not necessitate divine right. these do not (i think) reflect prerequisites, but effects and tech costs.
 
Finally! No more repeats of "Honey, I Founded a Religion"! Thanks, Niffweed!

Would it be possible/feasible to tie culture in with the research costs?
I never liked that what religions you could get depended only on your science rate.
It sort of mixes two things that should not be mixed, doesn't it?
 
Maybe make it so it cost more science to research a religion, the more religions you have founded.
 
both of your ideas are interesting, but i have absolutely no idea how to implement them. zuul's i think would be easier, but i would still have trouble doing it as i really don't know too much about python- the python files here are basically from Stone-D's mod, with a couple of very minor changes.

however, i did attempt to make the religions difficult to monopolize by making the religion tech costs more significant than they were in Stone-D's mod. researching a religion is now cheaper than most techs, but still will take a couple turns away from other useful technological progress, so it's probably the best strategy to merely found one religion and then keep researching legitimate techs.
 
Religions are pretty valuable in Civ4. A holy city and it's respective shrine can make the difference between 70% science rate and 100% science rate it seems. I would definitely go out of my way to research 3-4 religions if I stood a chance.

Perhaps another way to found a religion could be with "wonders". You build the burning bush and you get Judaism, as an example. Python could be used so that each turn the production rate of the city is subtracted and instead the culture rate is added.
 
I have been trying my hardest to switch things over to a Prophet + Tech > Shrine > Religion model, which works and will give the religion. But cant prevent the Holy City from being created when a player discovers the religions Technology.

Whats needed is some kind of Python script that will run when the "religion founded" event fires. It would need to somehow supress the whole event, prevent popups and movies, remove the holy city ect ect. Then your just left with the Shrine on its own to spread the religion. If people realy wanted it a second script could fire when a shrine is built and give the normal religion founded movie, anouncments and put the holy city ware the shrine is. Personaly I dont like whole holyCity thing, its too powerfull of a bonus and the free line of sight thing steals the thunder from spies who realy need beefing up.
 
Another question here: I'm using abbamuse's mod which gives specific traits to every religion + changes the names of missionaries + changes the name of confucism to zorothism or something, would your mod work with it??
 
i can't honestly say yes or no definitively, not having looked at abbamouse's mod. if none of the same files are used, then you should be able to combine the files for most of the religions. you would also have to modify the confucianist technology to reflect zoroastrianism rather than confucianism.

assuming none of the same python files are used, it would take some work, but it could be done. if the same python files are used, it could still probably be done, but i'm afraid i couldn't be of much help in combining those as i only have a very basic understanding of python.
 
I love the idea above of having to build a wonder to found the religion (i.e., burning bush --> Judaism, Nazarean Manger-->Christianity).

Perhaps it could be made to work if the technologies that currently grant a specific religion instead permit construction of the appropriate wonder. Once that wonder is complete you are granted the relgion. As a hack at this, you could have the wonder grant the "Technology" of the religion. Make sense?
 
I was trying to modifying the Judiasm tech so it'd grant 5 missionaries to the first civ which discovers it (because I gave it a lower spread rate), anyone know how to grant it that?

Of course it has to be only for the first civ...

Also to increase the period where a civ cannot switch religions to 200 turns, but I can't find the xml line :cry:
 
Sevo: This could be done in principle, Shrines could be altered to have normal costs rather then -1 hammer which seems to be linked with anybuilding which is created by a GreatPerson. The Shrine already gives the religion regardless of the players tecnology but Holy Cities dont change. Also the Religions must still have tecs assosiated with them and Holy Cities will be created when thouse tecs are reached.

Another idea might giving a Great Prophet when a Religion tec is researched. Their might even be a different Great Prophet for each Religions which can build only the Shrine of their particular religion. Personaly I think thats going a bit overboard.
 
Okay...I've been pouring over just about every python and XML file there is for the last few days while putting together some of my own mods, but I think I see a couple of ways this religion thing could be done now.

Ideally, what would be the most interesting from gameplay standpoint would be something like this:

1.) You research an appropriate tech to grant some new understanding that could lead to a religion (e.g., meditation).

2.) The Tech alone does not grant you the religion. E.g., perhaps all your peeps are now meditating, but they don't necessarily all fall onto a religion bandwagon just yet. That requires something...wonderous.

3.) The new tech allows the construction of a new holy-wonder. First civ to construct the holy wonder (Giant Budda, Confucian Tome, or whatever) "Founds" the religion and THAT city becomes the holy city. Makes more sense now as well because now all supplicants to that religion have a reason to go and visit the city, hence the added income bonus when a shrine is built. A great prophet could still be used to build a shrine in the holy city.

From a nuts-and-bolts perspective, I think this could be incorporated easily enough:

1) Tech X (meditation, for example) allows wonder X (Massive Goat Statue)
2) Wonder X (goat Statue), when built, grants Tech Y (Goat Statue Cult)
3) Tech Y (Goat Statue Cult) is a specific religion tech that is unresearchable from the normal tree and once gifted by the wonder grants the Goat Statue Cult Religion, and is granted to everyone when one person gets it. Or not...I'm not sure if it even matters.


I think we could make that work...
('course, at the moment I can't get rid of the fog of war bug plaguing my mod...BAH!)
 
Sounds good!

Something else for you guys to ponder that's just popped into my skull. Rather than the player building a... um, building, how about adding some randomness.

Say Tech X (as per your post, Sevo) triggered the creation of a Prophet unit. This unit has ZERO movement points... YOU do not move him, a script does, randomly. The prophet follows roads to cities. Once there, he *MAY* set up a religion, OR 'gather followers' (minus 1 pop) and move on to another city. In transit, if he comes across a nice place, he may settle down and found a religious commune and THEN found the religion.
 
these are all interesting ideas, to say the least, but i fear that i will be of little assistance in their implementation, for they would necessitate some rather complicated python scripting.
 
Sevo said:
The Shrine already gives the religion regardless of the players tecnology but Holy Cities dont change.

What did you mean by that? Coz I'm suffering to discover the religionchange extra line in the Shrine building!

Stoned: So in your mod, missionaries are granted to a holy city or what? I think I can easily make the first to research judiasm takes 5 free missionaries, just like the first who discovers econonmics receives a great merchant (that's xml no?)
 
Oh I dunno about python... let's see when they release the modder by "early 2006"

Guys, there are 2 lines which are all set to NONE and 0 in all buildings:
<bPrereqReligion>0, <StateReligion>NONE
Now, one of them means you must have that specified religion as a state religion to build the building. Anyone has an idea what does the other line does?
 
Back
Top Bottom