Turn Churches into Mosques, Synagogues into Temples

Fachy

Prince
Joined
Aug 13, 2005
Messages
393
Location
Egypt
Did it ever bother you to have more:) as you build more temples into your cities? I mean, 100% buddhust city with 1 buddhist temple = 1:). But 50% buddhust and 50% christian with 2 temples =2:)??

Historically, during many state-religion switches, buildings from the old religion were either demolished or even manipulated into new-religion buildings! (Think Andalusia/Spain or currently Israel/Palestine). Building a mod like that would have several advantages to game play, not to mention being historically more accurate of course:

1) Make the game more balanced: not giving more potential happiness, culture, and research to cities with more religions (who can build more temples, monastries, and cathedrals). Cities with many religions should be just as good as cities with a unique religion, if not even worse. And they tend to have less national culture, like America, Canada, and Australia

2) Allow for further modding with religious mods: If we could ensure that each city will have only 1 temple, we can then add tons of attributes to each type of temples to give it a religious flavor. For instance, I wanted to give the Islamic temple a war weariness of -150! That's right, -ve, so people would be happier with war. And the Jewish temple can decrease population points and growth, while increasing trade routes and their incomes! etc etc --> endless possibilities. Not mentioning UUs for state religions as well.

The problem with current religious mods like abbamouse's, although very good for introducing the concept, is that they're normal-temple based. So if a city has both Islam and Judiasm, and both temples, it'd get +2 health from cows! Although it should get only +1 normally, considering 100% of the population gets +1 health from halal/kosher cows anyway. Thus any city can have all 7 temples with 7 attributes to it, and no weight is given to the state-religion... so I didn't like that alot.

The best we could achieve so far is preventing building of Islamic temples for example if your state religion isn't Islam. But again, you can easily switch to Islam, build those temples, then switch back to christianity, build its temples.. etc


How can we do it?
Well, if I knew the answer I wouldn't be posting here! But some basic suggestions is that we:

1) Need to find/create a link between state religion and the effectiveness of a building. This way, only Islamic temples would have an effect under the Islam state religion, other temples would act like they didn't exist.

2) Make the state-religion flipping cause all religious buildings to be destroyed. Or, alternatively, make them switch to the new religion. So Jewish cathedral --> Christian cathedral

3) Couple of important questions: does the hydro plant replace the coal plant? Because if it does, then similarly we can make each temple replacable by the other temples... Also in this case, make temples impossible to build unless they match with the state religion.
-Also, how does the holy city function? Because since it gives 4 culture ONLY if it matches the state religion, we can imitate its way of working as well

4) Unifying the temples somehow, so we can adjust each city to have only 1 temple (like it can't have more than 2 small wonders). I thought of doing that before realizing in Civ4, each temple is a separate building

5) If all of the above fails, someone should fetch a way to increase the way of no-religion-switching after each switch to, say, 200 turns instead of currently 5. Also we can increase the religious anarchy to 10 turns. The problem is, the line responsible for religious conversions is the same for civic conversions. So that means if we adjust it, nobody would be able to change civics for 200 turns either!

6) If successful, we'd give the temples, cathedrals, and monstries more bonuses to compensate for the loss of other buildings (instead of having 3-4 temples in your city, now you're stuck with just one. Or at least only 1 is effective). Maybe increasing their shields price also to make up for that

So, ANY GOOD IDEAS??
 
I like the direction your going for, in any case learning how to do this kind of thing will be of imense help in doing all kinds of mods. I know Stone-D is working on Python scripts that can make a series or linear building upgrades linked to tecnology requirments.

He is hiting a problem with AI's constantly rebuilding the first building after having the upgraded version. Perhaps a closer look at XML tags and atributes of current buildings can solve the problem.
 
I'm almost sure it's not in the xml, I did "extensive studies" on these. Anyway if that's a problem with StoneD, then we need to "force" the AI. Now it's easy to prevent Christian (state religion) AI from Building Islamic temples. But its OLD Islamic temples would still give effects
 
Thanks but nobody seems to be interested :(
 
I think it can be a great mod if you get it all working well
 
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