Kailric
Jack of All Trades
First Alpha Download is available here:
http://forums.civfanatics.com/showthread.php?p=6738564#post6738564
Also Development will be moved to that thread to keep in consolidated.
Description: This mod will incorporate the idea of Holy Wars as a real game mechanic. Holy Wars in history are best noted during the Crusades when Christians fought the Turkish Muslims for ownership of the Holy Lands, but through out history there have been wars waged in the name of some nations God or another. Another example is the Hebrews God sanctioned invasion, in ancient times, of Canaan to claim their Promised Land.
I started out to make this a ModComp but there are just to many changes to the dll that have to be made, so we are working to make this a full fledge mod. Below you will find a list of rules changes and additions that we have come up with for this mod and things we have done already. Feel free to post your own ideas and suggestions on this.
Revisions/additions to below rules:
Starting Holy Wars will no longer be controlled through Civics but through the AP along with other new resolutions
surdanis has joined the team and will contribute his skills and experience with unit making. Welcome Aboard friend!
Note: all rules and ideas are subject to change, you can check the Progress percent in each category to see how far along the mod is.
Gameplay:
Each Civ will start the game as a fresh Civ and must advance through time as a normal game. There will be a different set of techs and new units. The game will progress through time until about the time and technology level when the crusades began in real history. This is a "War" game and players will be expected to do lots of fighting to win. Once the AP is built players can vote to Declare Holy War among other new Resolutions. While in a Holy War units gain extra bonuses. The Victory Conditions will also be different than normal games. One such Victory Condition could be to control all the current religion's Holy Cities. New things will be tested and added to the game as development progresses.
New Code and Progress:
New AP Voting Options and effects on Diplomacy: 80%
I. Declare and Ending a Holy War
1.Rules to declaring Holy War
II. Other AP Resolutions
Effects on Combat: 90%
I. While in a Holy War
1. +25% if attacking Holy City of state religion, +25% if player has cultural influence in the Holy City.
2. +25% if attacking any other city that has your state religion (liberating your fellow followers of the faith)
3. To gain these bonuses units must have Crusader promotion. There are several requirements to receive this promotion.
And to clarify the total bonus for attacking a Holy City that you have cultural influence in would be 100% bonus. This would make capturing Holy Citys a lot easier but also make them very hard to defend as well. This would simulate how often in the actual Crusades the "Holy City" was taken and retaken, or attempted to be taken.
Progress: 90%
New Units: 25%
Units:
I. The Crusade unit can be built as a national Unit
2. The Inquisitor unit
3. A Zealot type Civilization specific unique unit that can only be built during a Holy War. These units will be removed from play if the Holy War should end.
Progress: 25%
Closing: As I mentioned please feel free to post ideas and suggestions or offerings of help/code ect.
http://forums.civfanatics.com/showthread.php?p=6738564#post6738564
Also Development will be moved to that thread to keep in consolidated.
Description: This mod will incorporate the idea of Holy Wars as a real game mechanic. Holy Wars in history are best noted during the Crusades when Christians fought the Turkish Muslims for ownership of the Holy Lands, but through out history there have been wars waged in the name of some nations God or another. Another example is the Hebrews God sanctioned invasion, in ancient times, of Canaan to claim their Promised Land.
I started out to make this a ModComp but there are just to many changes to the dll that have to be made, so we are working to make this a full fledge mod. Below you will find a list of rules changes and additions that we have come up with for this mod and things we have done already. Feel free to post your own ideas and suggestions on this.
Revisions/additions to below rules:
Starting Holy Wars will no longer be controlled through Civics but through the AP along with other new resolutions
surdanis has joined the team and will contribute his skills and experience with unit making. Welcome Aboard friend!
Note: all rules and ideas are subject to change, you can check the Progress percent in each category to see how far along the mod is.
Gameplay:
Each Civ will start the game as a fresh Civ and must advance through time as a normal game. There will be a different set of techs and new units. The game will progress through time until about the time and technology level when the crusades began in real history. This is a "War" game and players will be expected to do lots of fighting to win. Once the AP is built players can vote to Declare Holy War among other new Resolutions. While in a Holy War units gain extra bonuses. The Victory Conditions will also be different than normal games. One such Victory Condition could be to control all the current religion's Holy Cities. New things will be tested and added to the game as development progresses.
New Code and Progress:
New AP Voting Options and effects on Diplomacy: 80%
Spoiler :
I. Declare and Ending a Holy War
1.Rules to declaring Holy War
- option appears after AP is built
- only members of AP can join in on a Holy War
- Defensive Pact and Force Civic Theocracy must be in place first
- Must pass the Renounce Holy War Resolution
II. Other AP Resolutions
- A. Force Civic Theocracy
- B. Sanction Holy War
- 1. Unlike "Declare Holy War" this option does not force war with Infidels, but if a player starts a war with an infidel they will receive the crusader promotion.
- 2. Relations with all "Infidels" is strained under this Resolution
- 3. Force Civic Theocracy is need first
- C. Promote World Peace*
- D. Vote to Excommunicate a member*
Effects on Combat: 90%
Spoiler :
I. While in a Holy War
1. +25% if attacking Holy City of state religion, +25% if player has cultural influence in the Holy City.
2. +25% if attacking any other city that has your state religion (liberating your fellow followers of the faith)
3. To gain these bonuses units must have Crusader promotion. There are several requirements to receive this promotion.
- a. Must have Declared Holy War on an enemy
- b. Must have a state religion
- c. Unit must enter a city that has a cathedral and spend a turn there. This allows them to be "blessed" for the battle ahead.
- d. once the Holy War ends units loses the Crusader promotion
And to clarify the total bonus for attacking a Holy City that you have cultural influence in would be 100% bonus. This would make capturing Holy Citys a lot easier but also make them very hard to defend as well. This would simulate how often in the actual Crusades the "Holy City" was taken and retaken, or attempted to be taken.
Progress: 90%
New Units: 25%
Spoiler :
Units:
I. The Crusade unit can be built as a national Unit
- this new unit will function much like a General but can only join with another unit as per General rules
- Only one or a very limited amount can be built at a time and another can not be built until the first(s) is used
- abilities are till being tested but may include
- ability to join with another unit like a General
- ability to attack, unlike normal Generals
- ability to spread its religion
- how a player receives these units is still being determined
- these units can be named after Holy War leaders through out history such as during the Crusade
2. The Inquisitor unit
3. A Zealot type Civilization specific unique unit that can only be built during a Holy War. These units will be removed from play if the Holy War should end.
Progress: 25%
Closing: As I mentioned please feel free to post ideas and suggestions or offerings of help/code ect.