In my modmod I recently added several new religions that are spread/founded by building certain buildings, using BtS tags like these:
Code:
<ReligionChanges>
<ReligionChange>
<ReligionType>RELIGION_FOXMEN</ReligionType>
<iReligionChange>1</iReligionChange>
</ReligionChange>
</ReligionChanges>
(The buildings are mostly wonders, but Sirona's cult the Brotherhood of Wardens may be spread by either the Shrine of Sirona or the Elohim's Chancel of the Guardians and Ceridwen's cult the Chain Breakers can be foundd by either The Nexus or a Sheim Planar Gate.)
This works fine in the regular game, but I found that when I purchase such wonders in Worldbuilder that the religion does not get spread.
I tried adding python code in CvEventManager.py under def onBuildingBuilt(self, argsList), but found that this does not do anything in worldbuilder either.
Speaking of worldbuilder, I am reminded of a couple other issues.
When you add and then remove a unit with a positive <iInstanceCostModifier>, the refund you get for removing it is greater than the units original cost. (I used to make settlers cost more the more you have, but removed that feature because of this bug. More recently I decided to use the same mechanic to make arcane units more expensive the more you have, to represent them competing for a limited supply of mana.)
In my modmod I also use pLoopPlot.setFoundDisabled(True) to prevent anyone from building cities too close to Letum Frigus, as my version of the White Hand ritual transforms that unique feature into a city and I don't want two cities on adjacent tiles. This functions does not however stop anyone from placing a city right next to Letum Frigus in an advanced Start game.
I really wish the AI understood pPlot.setFoundDisabled(True) better. I find that when a player starts too close to Letum Frigus to construct a city with its settler in its initial position that it does not move to a tile where cities can be built but just stays doing nothing for the whole game.
When I tried giving units representing the Matronae (archangels who have obtained Gems of Creation giving them infinite supplies of mana) 1,000,000 strength each, I found that instead of being able to defeat anything that they would lose every battle. When I dialed their strength back to 10,000 things seemed fine.
I've heard reports that some of the revolution mod stability tags for buildings seem to be doing the opposite of what they should.
A significant minority of the time when I load the game I still get an assert saying it cannot find some random xml entry (usually a building, although I remember it being Faeryl's leaderhead art once recently). The Assert usually shows the entry as containing one unreadable character in place of a normal letter. If I say to ignore the issue the game seems to work fine except that item not showing up properly. If I close the game and start it again the issue invariably disappears.
The latest one is for a unit
Code:
Assert Failed
File: CvGlobals.cpp
Line: 3764
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type UNIT_DISCIPLE_THE_ASHEN_VIL not found, Current XML file is: xml\Units/CIV4UnitInfos.xml
----------------------------------------------------------
[code]
It did not copy the odd character, but there was a narrow box between the V and the I in Veil where the E should be.