Not possible AFAIK; I'm not aware of any way to directly edit religious pressure.Merchant specialist grant +1 Religious Pressure
Fairly straight-forward lua script could do this...For every one Great Person <snip> dead or expended, gain +1 Faith in capital.
...but once you throw the "three" in here, it gets a little complicated. But it could probably be done, just not so easily.or three Wali
Not possible AFAIK, for same reason as aboveFor every 2 trading and/or cultural building, gain +1 Religious Pressure
I'm not sure if this is possible; if it is, it would probably be a very messy lua script, and perhaps an unreliable one at that.gain small lump of Culture everytime it spread religion
I'm pretty sure this is easily done with a promotion.or "Putihan" (+1 Religious Spread).
You're getting into dangerous territory now - whenever anyone says "can be expended", it's usually followed by some effect that would either require an override to the unit panel user interface context (which I don't recommend), or a completely new UI context. (Which I still don't recommend but for different reasons)Can be expended
Faith and culture are weird yields; Firaxis coded them such that they only work in some yield-giving contexts. Buildings, for example, can yield faith, but not give faith modifiers. (This is, incidentally, why there are no buildings that give +25% faith. There are culture modifiers, I know, but they still don't work like everything else. You can blame Firaxis for this inconsistency) You could try putting faith into the table that controls yield-per-population, but I can't promise it'll work...+1 Faith for every 3 population
...and this definitely won't, unless you want to make a "dummy" building that yields 1 faith and add it to the city as many times as necessary to equal the number of followers. I personally find it an undesirable method.who follow your panthenon/religion.
First you need to figure out how exactly a missionary is able to build a building.If founded/converted by Wali
Again, faith and culture are weird yields that might not work in the table that controls this, but you can tryprovide +1 Culture (Abangan) or +1 Faith (Putihan, stacked with regular output) for every 2 citizen
You're getting into dangerous territory now - whenever anyone says "can be expended", it's usually followed by some effect that would either require an override to the unit panel user interface context (which I don't recommend), or a completely new UI context. (Which I still don't recommend but for different reasons)
That is, anything following these three words usually involves something too hard to code for me to have any desire to do so.
GameEvents.CityConvertsReligion, but it's definitely unreliable because it can be fired multiple times if a city constantly switches between one religion and another.I'm not sure if this is possible; if it is, it would probably be a very messy lua script, and perhaps an unreliable one at that.gain small lump of Culture everytime it spread religion
City:GetNumFollowers()Faith and culture are weird yields; Firaxis coded them such that they only work in some yield-giving contexts. Buildings, for example, can yield faith, but not give faith modifiers. (This is, incidentally, why there are no buildings that give +25% faith. There are culture modifiers, I know, but they still don't work like everything else. You can blame Firaxis for this inconsistency) You could try putting faith into the table that controls yield-per-population, but I can't promise it'll work...+1 Faith for every 3 population
...and this definitely won't, unless you want to make a "dummy" building that yields 1 faith and add it to the city as many times as necessary to equal the number of followers. I personally find it an undesirable method.who follow your panthenon/religion.
Dummy buildings as usual.Again, faith and culture are weird yields that might not work in the table that controls this, but you can tryprovide +1 Culture (Abangan) or +1 Faith (Putihan, stacked with regular output) for every 2 citizen
There's a difference between 1) expending the unit, 2) deleting the unit (killing the unit to get gold within friendly territory) and 3) the unit dying from either 3.1) being killed or 3.2) just sort of dying, which may or may not overlap with 2. "Checking the unit's death" will fire for all of these, which is not specifically what SOGK asked.1) Hit delete button.
2) Check unit's death.
3) Run code.
4) ???
5) (Peasant) Profit!!1!
That too, but I was worried mostly about how CityConvertsReligion fires whenever any follower count changes - be it when any missionary, prophet or inquisitor causes religion spread, or even when the city's population increases and 1 extra citizen is converted to the religion of the most prevalent religious pressure (which I think is how it works... sort of). How you would go about detecting that the event fired specifically from a certain missionary UU spreading its religion is beyond me...GameEvents.CityConvertsReligion, but it's definitely unreliable because it can be fired multiple times if a city constantly switches between one religion and another.
So, this will tell you the number of followers of a religion (that method does take a religionID parameter), but it still requires that you add City.GetNumFollowers # of +1 faith buildings to the city to actually, er, do anything.City:GetNumFollowers()
There's a difference between 1) expending the unit, 2) deleting the unit (killing the unit to get gold within friendly territory) and 3) the unit dying from either 3.1) being killed or 3.2) just sort of dying, which may or may not overlap with 2. "Checking the unit's death" will fire for all of these, which is not specifically what SOGK asked.
Probably I'm too unclear on that. Yes, I intended to create a civ, like the title suggest. No, I've not yet making XML, LUA, or anything. Just civ's icon. Busy, you knowI don't really understand what your post actually means, but I'll give it a try to think of something:
Well, damn it. It just the first thing to cross my mind. Can I change the merchant to +5% RP (max 25%)? Or +1 Faith (probably like MC's Kilwa, if Faith and Food is similar in LUA modding)?UA seems pretty clear, but I haven't figured out yet if you can modify a sum of Pressure (all I've seen with Religious Pressure before was percentage based)
..okay, I forget to add that Abangan and Putihan are Promotion that can be obtained randomly. And forget about abangan - putihan pesantren, too much headacheLet me assume "Abangan" and "Putihan" are promotions, but I'm not sure if you can actually build Buildings by expending them. Converting a UB to a promotion is not possible without lua, but you may create a dummy building which then provides the promotion you want to have.
Ah, screw that oneThis seems quite clear, but the last function again requires a dummy building which then produces the Culture or Faith output. Again conditional with the above effect.
Thanks! Glad to see someone helpingI'll look in the Lua files and see if the functions can be implemented.
Keep in mind that to-do-list are closer to wishlist that probably never come true. But, well, I can always dream, rightLooks good, and I see a few civs on your to-do list that I'm looking forward to seeing!
Kaiserreich and polandball told me about those guys. I probably should thank them. And thanksRoman von Ungern Sternberg? Francisco Solano Lopez?
Yes, hell yes.
+1 faith perhaps? That seems to be the most safe way.Not possible AFAIK; I'm not aware of any way to directly edit religious pressure.
Thank god...Fairly straight-forward lua script could do this...
Well, damn. Removing wali's faith bonus probably isn't an option because it is quite a big thing there, but if +1 faith per wali seems a bit OP. Probably I'll ramp up the cost of Wali and give +3 faith bonus for GP?...but once you throw the "three" in here, it gets a little complicated. But it could probably be done, just not so easily.
The alternative I can think now is 1. +n faith for every trade route and civ you are Familliar with; 2. Wali discount cost (I got bad feeling on this); or 3. Scrap thatNot possible AFAIK, for same reason as above
Okay..... But how about an ability to create +3 culture yield in trading post? Leuigi's Tiwanuku kinda use thing that (appearantly) similar. Or small lump of culture when promotion is obtained (promotion obtained immideately after creation)I'm not sure if this is possible; if it is, it would probably be a very messy lua script, and perhaps an unreliable one at that.
Less problem, yayI'm pretty sure this is easily done with a promotion.
MC's Gandhi's Mandhir give +1 Faith for each 2 popFaith and culture are weird yields; Firaxis coded them such that they only work in some yield-giving contexts. Buildings, for example, can yield faith, but not give faith modifiers. (This is, incidentally, why there are no buildings that give +25% faith. There are culture modifiers, I know, but they still don't work like everything else. You can blame Firaxis for this inconsistency) You could try putting faith into the table that controls yield-per-population, but I can't promise it'll work...
...can I somehow mix Mandirs in MC Gandhi with Uighur Caesar's Saudi's Sharia Court (more maintence for every infidels)?...and this definitely won't, unless you want to make a "dummy" building that yields 1 faith and add it to the city as many times as necessary to equal the number of followers. I personally find it an undesirable method.
Here lies SoGK hopes and dreamsI hope I didn't crush your dreams; I'm just trying to be realistic.
Thank you ! I only finished creating Demak's icon and nothing else. If you want to be my icon departement, you are welcomed. But for now, can you create unit, building, and leader icon? I kinda needed themThat's a lot of civs. Do you want me to make icons for them? I could do them for all of the civs, I'd just like if you said which colors you have in mind.
You're getting into dangerous territory now - whenever anyone says "can be expended", it's usually followed by some effect that would either require an override to the unit panel user interface context (which I don't recommend), or a completely new UI context. (Which I still don't recommend but for different reasons)
That is, anything following these three words usually involves something too hard to code for me to have any desire to do so.
1) Hit delete button.
2) Check unit's death.
3) Run code.
4) ???
5) (Peasant) Profit!!1!
There's a difference between 1) expending the unit, 2) deleting the unit (killing the unit to get gold within friendly territory) and 3) the unit dying from either 3.1) being killed or 3.2) just sort of dying, which may or may not overlap with 2. "Checking the unit's death" will fire for all of these, which is not specifically what SOGK asked.
If bane's plan is working, I'll go with it. Otherwise, flat +2 faith for Putihan garrisoned, +3 culture for AbanganIf you want to simplify things, all you need is to be a tiny little bit creative:
"Can be expended in cities to create Pesantren or convert existing Pesanren to Abangan/Putihan."
This solves most issues, except the death by an attack... which is ridiculously fixable with a single line of code with a variable comparison from the unit death event hook.
As for firing for all those possibilities, so what? PlayerDoTurn fires once for each player when most of the time you only want the code to run for one of them, and we use it all the time. I can't see the issue here.
GameEvents.CityConvertsReligion, but it's definitely unreliable because it can be fired multiple times if a city constantly switches between one religion and another.
Ah, screw abangan lump of culture when spreading religion. How about 1. abillity to self sacrifice in trade post and give it +3 culture, or 2. lump of culture whe created? The first one require UI editing...That too, but I was worried mostly about how CityConvertsReligion fires whenever any follower count changes - be it when any missionary, prophet or inquisitor causes religion spread, or even when the city's population increases and 1 extra citizen is converted to the religion of the most prevalent religious pressure (which I think is how it works... sort of). How you would go about detecting that the event fired specifically from a certain missionary UU spreading its religion is beyond me...
...other than looping around the plots surrounding the city and checking them for missionaries. This brings in the additional problem of "what if the missionary just used its last conversion"? Since it's dead, how do we find it, so that we can get a culture boost?
Well, damn it. It just the first thing to cross my mind. Can I change the merchant to +5% RP (max 25%)? Or +1 Faith (probably like MC's Kilwa, if Faith and Food is similar in LUA modding)?
<Trait_SpecialistYieldChanges>
<Row>
<TraitType>TRAIT_YOURCIVTRAIT</TraitType>
<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>1</Yield>
</Row>
</Trait_SpecialistYieldChanges>
And about trading/cultural building, probably less faith needed to create missionary (is that even possible?), or flat out +n Faith for every trade routes and/or civ you are Familiar on? Any ideas? Or just straight out delete them?
<Trait_YieldChangesPerTradePartner>
<Row>
<TraitType>TRAIT_YOURCIVTRAIT</TraitType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>X</Yield>
</Row>
</Trait_YieldChangesPerTradePartner>
<Trait_YieldChangesIncomingTradeRoute>
<Row>
<TraitType>TRAIT_YOURCIVTRAIT</TraitType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>X</Yield>
</Row>
</Trait_YieldChangesIncomingTradeRoute>
Yeah, hope dies last, but it's better than nothing .well, I can always dream, right
Too powerful, because...Okay..... But how about an ability to create +3 culture yield in trading post? Leuigi's Tiwanuku kinda use thing that (appearantly) similar.
I haven't checked yet, but should be possible.Or small lump of culture when promotion is obtained (promotion obtained immideately after creation)
Infidels? What is that? Then again, if you plan to make your civ compatible with JFD's Rise to Power, there's already a Mandir Building and there's a Crime Function (Heresy).Less problem, yay
MC's Gandhi's Mandhir give +1 Faith for each 2 pop
...can I somehow mix Mandirs in MC Gandhi with Uighur Caesar's Saudi's Sharia Court (more maintence for every infidels)?
Sounds simple enough, but for some case, it doesn't seem to work (not sure if it's because of my mods or something else)Otherwise, flat +2 faith for Putihan garrisoned, +3 culture for Abangan.
Strange... normally it should work.still try to figure out why the hell i can't post insert image on imgur link
Thank you ! I only finished creating Demak's icon and nothing else. If you want to be my icon departement, you are welcomed. But for now, can you create unit, building, and leader icon? I kinda needed them
And some logos:
http://imgur.com/joj1QWV
(still try to figure out why the hell i can't post insert image on imgur link)
Paraguay - Solano Lopez
UA: Patria o Muerte: Can sell buildings to rush production of units in city. Civilian units cause attrition damage to enemy units that end their turn near them.
UU: Aca Yboty: Replaces Cavalry. Unlocked earlier at Rifling. Deals significantly less damage, but its trained in pairs and starts with the Charge Promotion.
UU: Christian Cannon: Replaces Cannon. Starts with extra experience equal to the amount of faith produced in city. Generates a small amount of faith from victories.
Here's a civ design I had made for Francisco Solano Lopez some time ago:
Okay, let's try to answer this...
Thank you ! I only finished creating Demak's icon and nothing else. If you want to be my icon departement, you are welcomed. But for now, can you create unit, building, and leader icon? I kinda needed them
NopeFaith for every trade route is easy:
Code:<Trait_YieldChangesPerTradePartner> <Row> <TraitType>TRAIT_YOURCIVTRAIT</TraitType> <YieldType>YIELD_FAITH</YieldType> <Yield>X</Yield> </Row> </Trait_YieldChangesPerTradePartner>
Faith doesn't work in this table.Faith and culture are weird yields; Firaxis coded them such that they only work in some yield-giving contexts.
Because the faith isn't given via XML, by way of the <Building_YieldChangesPerPop> table, which is what the library/university/public school/everything else Firaxian uses for "yield per population"... and the mod doesn't use the table BECAUSE faith doesn't work in it. That mod has a lua script that actually counts up the population in cities with mandirs, adds it all together, multiplies the total by 50%, rounds up, and "injects" the resultant number into the player's faith-bloodstream. The player's faithstream, I guess.MC's Gandhi's Mandhir give +1 Faith for each 2 pop
Nope
Remember what I told SOGK about Faith yields?
Faith doesn't work in this table.
Thanks, Firaxis!