New civ needs help (modding religion).

Alexander666

Chieftain
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Nov 29, 2012
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Hello, I am making my first mod.
It is a new civilization involving a production/science focused secular (non-religious) society. I have made the base mod and graphics, but need the final twist. This is where you come in, modding-community :)

I want to make a trait for my leader called Secular Power:
"Religion impeeds science and productivity (the more followers of a religion in your cities the higher penalties to science you get). Cities with no followers get a science and production bonus."

1.
How do I change those factors to, for instance, "for every +2 follower of any religion yield -1 science and -1 production in that city"?

2.
A city with no followers to any religion get a +10% science bonus and a +10% production bonus. How do I implement this? I can't seem to wrap my head around how to change this.

3.
Also, I would like to omit the Inquisitor from this civ - and the prophet great person needs to be modded so he "converts" followers to secular non-believers. I guess he can be modded into subtracting followers instead of adding them - but how?

4.
Change being able to buy units for culture points instead of faith points.

Thanks for helping out!
 
Moderator Action: thread moved, tutorial subforum is for tutorials only :D
 
3.
Also, I would like to omit the Inquisitor from this civ - and the prophet great person needs to be modded so he "converts" followers to secular non-believers. I guess he can be modded into subtracting followers instead of adding them - but how?

Richard Dawkins! (Nah, just kidding. Don't put such a person as the Great Person. His sole agenda is to stir up tension between both communities).

But seriously, you could just create an "atheism" religion (for game mechanics reasons, and because it is a religion like all the others) and name the Great Prophets that spread it something else (because "Great Prophet" just sounds awkward). I would keep the Inquisitor for this religion (per the example of the atheist Soviet Union, which ordered the closure of churches to expunge religion from an area).

I highly advise making this a religion, and then making your capital the Holy City for that religion upon founding it. Perhaps one of the beliefs could enable you to buy Science buildings with Faith? This evokes deeply religious scientists like Galileo and Newton more than it does lack of belief in a supreme being, but game mechanics-wise it seems the right way to go.

Your +10% production boost could go along well with the religion mechanic, rather being based on how many followers of the religion there *are* rather than how many there are not. This makes it easier to implement, rather than requiring us to use the DLL or some extremely hacky Lua to implement your proposed mechanic.

Making Atheism a religion would add much to the game. You could, for example, have a negative modifier against civilizations with Piety ("You suppress your citizens' right to practice religion!"), and you should be unable to adopt the same. Adopting Atheism and Rationalism at the same time should give a negative diplo modifier to ALL civilizations that are not Atheist, even those that are religious but have adopted Rationalism ("Science and religion are not mutually exclusive!") and yet another negative modifier to civilizations which have adopted Piety ("Go burn in Hell!"). This tones down the power of the ridiculously strong Rationalism tree and makes religion more valuable to represent its real-life role in the lives of billions. Adopting Piety should give a positive modifier ("Your people treat us like God's guests.") to all civilizations not following Atheism AND Rationalism (OR is okay).

I hope that this has helped.
 
But seriously, you could just create an "atheism" religion (for game mechanics reasons, and because it is a religion like all the others) and name the Great Prophets that spread it something else (because "Great Prophet" just sounds awkward).
there's already an atheism hidden pseudo religion in the game.
it might turn out to be very simple to mod in atheist (or pantheon, which is funny too) missionaries and inquisitors, but i havent yet investigated these possibilities so far.

I would keep the Inquisitor for this religion (per the example of the atheist Soviet Union, which ordered the closure of churches to expunge religion from an area).
in soviet union, religion was communism and inquisitors were comissars.
i thought about the communism mod it should be funny.. say your cities start getting communism followers from industrial era. you should purge them somehow or make communism a state religion and adopt order. otherwise barbs will spawn in great numbers (revolution).
 
there's already an atheism hidden pseudo religion in the game.
it might turn out to be very simple to mod in atheist (or pantheon, which is funny too) missionaries and inquisitors, but i havent yet investigated these possibilities so far.


in soviet union, religion was communism and inquisitors were comissars.
i thought about the communism mod it should be funny.. say your cities start getting communism followers from industrial era. you should purge them somehow or make communism a state religion and adopt order. otherwise barbs will spawn in great numbers (revolution).

I was thinking of creating an advanced political stability mechanic in a mod that I would make myself, although a "communism" religion could be created with this effect until a more comprehensive system. Why didn't communism become mainstream in the United States? Unlike Romanov Russia in the 1900s, the United States was a stable world power, not a declining empire.
 
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