[ MOD ] Grave's Inquisition Mods (General & Christian)

Grave

1 Goat = 400 Horses
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May 5, 2002
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v1.0

This is my own versions of the Inquisition mods.

My mod is based off of Master Lexx's Inquisition mod, which in turn is based off of Mylon's Inquisition mod.

WHY I MADE IT:
For some reason, Mylon's and Lexx's Inquisitor mods wouldn't work for me. Mylon's mod wouldn't remove the religions, and Lexx's mod wouldn't delete the Inquisition building once it removed the religion, and it would delete the religion out of a holy city, which would screw your game. I don't know if it's because they weren't 1.52 compatable or not. So I spent a few hours looking over the python code and making changes where I saw fit.


WHAT ITS ABOUT:

The way the mod set up, you build the Inquisitior, who in turn "builds" an Inquisition in the targeted city.
It is this Inquisition building actually removes the religion.
The Inquisition building then deletes itself once the religion is removed.
This allows you to do another Inquisition in the same city.


There are actually two seperate mods in this download: Christian Inquisiton and General Inquisition. Both are meant to be incorporated into your other mods. The Christian Inquisition would be good for a Christian special unit, and the General Inquisition is just for removing unwanted religions from your cities.

CHRISTIAN INQUISITION:

WHATS NEW:

- New picture and new 3d mesh of the Inquisitor for both classic and modern eras
- Can only be used if Christianity is your State Religion
- Cannot be used on enemy cities in singleplayer
- Needs TECH_DIVINE_RIGHT and a palace to be built (can only be built in your capital)
- Added Civilopedia enteries for the Inquisitor and Inquisition
- Compatible with 1.52

WHAT IT DOES:

- Removes any non-Christian religion from your city.
- Removes any non-Christian religious buildings from your city.
- ALL HOLY CITIES are unaffected by the Inquisition!
-- Example: If you have a Islamic Holy City, the Inquisition will not remove Islam from the city, nor will it remove any of the Islamic religious buildings.
-- It will however, remove any other non-Christian religions and religious buildings from the city (Judaism, Hinduism, etc).


GENERAL INQUISITION:

WHATS NEW:

- New picture and new 3d mesh of the Inquisitor for both classic and modern eras (A little different than the Christian Inquisition)
- Cannot be used on enemy cities in singleplayer
- Needs TECH_DIVINE_RIGHT and a palace to be built (can only be built in your capital)
- Added Civilopedia enteries for the Inquisitor and Inquisition
- Compatible with 1.52

WHAT IT DOES:

- Removes any non-State Religion from your city.
- Removes any non-State Religious buildings from your city.
- ALL HOLY CITIES are unaffected by the Inquisition!
-- Example: If you have a Islamic Holy City, the Inquisition will not remove Islam from the city, nor will it remove any of the Islamic religious buildings.
-- It will however, remove any other non-State Religions and non-State Religious buildings from the city (Judaism, Hinduism, etc).


KNOWN BUGS FOR BOTH MODS:

- Sometimes doing the Inquisition in a city with no religions will remove the trade arrows (that show next to religious icons on the main map near the city name, I'm not sure if this affects trade or not). So to play it safe... just don't try building an Inquisiton in a city with no religions, and you'll be good to go! :D

- I can't quite figure out how to make the act of Inquisition cause civil unrest in a city (which it should).




If you know how to correct any of these bugs, please PM me and let me know! I really don't know a whole lot about python.

INSTRUCTIONS FOR DOWNLOAD:

Just unzip into your MODS folder, and you'll ready to suppress the heathen religions that have plagued your empire for so long now! :D

DOWNLOAD HERE!




Let me know what you think! :goodjob:
 
Same question which I asks over & over: Does the AI know how to use it?
 
As the maker of the original mod, I discussed with MasterLexx on how to add unrest for a number of turns to a city that has been inquisitioned.

In the event manager __init__() add:

Code:
self.unrest = {} #This declares a dictionary.

During the inquistion function (during the building built event), add:

Code:
self.unrest[pCity.getID()] = 5 #Some arbitrary number of turns at your choosing.
pCity.setHasRealBuilding(BuildingID, True) #Insert a new building which adds unhappiness.  Or, add unhappiness to the Inquisition building and remove the code that removes the Inquisition if you do not want a player to inquisit a city multiple times quickly

During onCityDoTurn(), add:

Code:
if self.unrest[pCity.getID()] > 0: #I'm not quite sure how this code will behave, because not every city has an entry in the dictionary.
    self.unrest[pCity.getID()] -= 1 #The unhappiness timer is decreased.
    if self.unrest[pCity.getID() == 0:
        pCity.setHasRealBuilding(UnhappyBuildingID, False) #The unhappy building is removed and the peasants rejoice.
        del self.unrest[pCity.getID()] #This cleans up the memory.
 
Hey Grave, I've been intrigued by the idea of an inquisition mod since I read about the first one yours is based off of. I, unfortunately, have no python/etc. experience...

In my ideal world, the inquisition would cause unrest (like you're working on now), but it would also cause a fading -1 (per inquisition) penalty in diplomacy with any civilizations who have the same state religion that was just removed from the city. Ideally it would be a fading penalty, because while civilizations are not quick to forget about past transgressions against their religion, it would be appropriate for game balance, since you already take a diplomacy negative for being a different state religion. ALSO, since there would be a pretty serious downside to inquisitions, it wouldn't disrupt game balance if the computer did not know how to use them.

When I play with human opponents, the inquisitor is something I would like to have, because once the other guy gets a religion in my cities, even some of them, it'll be pretty obvious if I'm going to attack him because of line of sight. This way, if I start removing his religions from my city, I hurt his score (a human equivalent of a -1 diplomacy penalty, hehe), and put him in the dark again. Now I know, there's always closed borders, and theocracy and prevent him from spreading his religion to me...I guess I just like the idea of backstabbing. :mischief:

In an ideal world I would just spend the time and figure out how to do it myself, but I thought I would throw it out there in case there are others who like the idea.
 
The problem with your mods (cause its a great idea) is the Money... For exemple, it is better to have 3-4 religion in a city then just one... cause if you have 2-3 holy city, it mean +1 gold for each city that have the Religion.
And the religion give Happynes even if you dont have the Holy City.

Your mods should make the opposite and make it possible to remove religion from an ennemie city... it could lead to a real religion war. I would be very upset if the AI could remove a religion from one of my city. That would lead to a total war against this AI in my case. Attack the Infidel !!!

My idea tho !

Good Work :goodjob:
 
You bring up a good point... I'm currently trying to figure out how to make it so that the Theology civic causes -1 unhappiness per city that has a non-State religion.

I found the tag in the Civics code that seems to allow you to do this, but if you set it to a negative number, then start the mod up and look in the Civilopedia, it comes up with some really whacked number:

It'll look like +12830 per city with State Religion (per +12830 of what? Who knows!)

Sounds like a bug that Firaxis should fix with the next patch...
 
One step ahead of you, GraveEatr. The Civics mod I am working on has certain civics choices which give a happiness penalty for cities with multiple religions-though I wish I could use XML to remove the culture bonus of non-state religious buildings in State-Religion cities, under certain civics conditions.

Yours,
Aussie_Lurker.
 
GraveEatr said:
You bring up a good point... I'm currently trying to figure out how to make it so that the Theology civic causes -1 unhappiness per city that has a non-State religion.

I found the tag in the Civics code that seems to allow you to do this, but if you set it to a negative number, then start the mod up and look in the Civilopedia, it comes up with some really whacked number:

It'll look like +12830 per city with State Religion (per +12830 of what? Who knows!)

Sounds like a bug that Firaxis should fix with the next patch...

Well I have a Reformist Civic that gives +2:mad: for State Religion and +1:mad: for every other religion present in the city. You can take it a step further and attach :mad: to certain buildings too. I originally had it +5 for every type of religious building, but that was over board. :lol:
 
RED DIAMOND said:
Well I have a Reformist Civic that gives +2:mad: for State Religion and +1:mad: for every other religion present in the city. You can take it a step further and attach :mad: to certain buildings too. I originally had it +5 for every type of religious building, but that was over board. :lol:

How did you do this? I'd like to know! :)
 
GraveEatr said:
How did you do this? I'd like to know! :)

Hey bro:D. This from the CIV4CivicInfos.xml. The was my old Atheism civic. The precurser to the Reformist civic I mentioned. Note the red. This is where you can really get creative and be punitive in how you punish(or reward) the player that has religious or ANY other types buildings you want to designate.:cool:

Code:
<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_ATHEISM</Type>
			<Description>TXT_KEY_CIVIC_ATHEISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_ORGANIZED_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ORGANIZED_RELIGION_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Organized_Religion.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,2</Button>
			<TechPrereq>TECH_MONOTHEISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>5</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			[COLOR="DarkRed"]<iStateReligionHappiness>-50</iStateReligionHappiness>[/COLOR]			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<iCommerce>20</iCommerce>
				<iCommerce>10</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>			
			<SpecialistValids/>
[COLOR="darkred"]--------------------------------------------------------------------------
HERE IS WHERE YOU ADD THE BUILDINGS AND THE EFFECTS
--------------------------------------------------------------------------[/COLOR]
			[COLOR="DarkRed"]<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_JEWISH_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CHRISTIAN_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_ISLAMIC_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_HINDU_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_BUDDHIST_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CONFUCIAN_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_TAOIST_TEMPLE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>					
				<BuildingHappinessChange>
					<BuildingType>BUILDING_JEWISH_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CHRISTIAN_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_ISLAMIC_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_HINDU_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_BUDDHIST_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CONFUCIAN_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_TAOIST_CATHEDRAL</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_JEWISH_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CHRISTIAN_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_ISLAMIC_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_HINDU_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_BUDDHIST_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CONFUCIAN_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_TAOIST_MONASTERY</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_JEWISH_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CHRISTIAN_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_ISLAMIC_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_HINDU_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_BUDDHIST_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_CONFUCIAN_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDING_TAOIST_SHRINE</BuildingType>
					<iHappinessChange>-10</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>		
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>[/COLOR]

This was overboard as the AI was not able to use it correctly. However, if you just limit it like I did with the reformist civic and add the buildings with maybe+1:mad: per religious building it is useable by the AI.:goodjob:
 
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