Code:
<!-- Building Schema -->
<!-- PAGAN_RELIGIONS 05/07/08 Faichele -->
<ElementType name="SpreadsReligion" content="textOnly"/>
<ElementType name="FoundsReligion" content="textOnly"/>
<ElementType name="PrereqOrReligion" content="textOnly"/>
<ElementType name="PrereqOrReligions" content="eltOnly">
<element type="PrereqOrReligion" minOccurs="0" maxOccurs="*"/>
</ElementType>
<!-- PAGAN_RELIGIONS END -->
<!-- PAGAN_RELIGIONS 05/07/08 Faichele -->
<element type="SpreadsReligion" minOccurs="0"/>
<element type="FoundsReligion" minOccurs="0"/>
<element type="PrereqOrReligions" minOccurs="0"/>
<!-- PAGAN_RELIGIONS END -->
This adds the ability for buildings to found a religion with a requirement of another first.
Code:
<!-- Civilizations Schema -->
<!-- PAGAN_RELIGIONS_AND_SCHISMS 10/12/2007 Faichele -->
<ElementType name="PaganReligion" content="textOnly"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS END -->
<!-- PAGAN_RELIGIONS_AND_SCHISMS 10/12/2007 Faichele -->
<element type="PaganReligion" minOccurs="0"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS END -->
This adds a religion to a civ everytime a city is built.
Code:
<!-- Game Info Schema -->
<!-- PAGAN_RELIGIONS_AND_SCHISMS 03/08/2008 Faichele -->
<ElementType name="bIsPagan" content="textOnly" dt:type="boolean"/>
<ElementType name="ParentReligion" content="textOnly"/>
<ElementType name="SpreadEra" content="textOnly"/>
<ElementType name="SpreadEras" content="eltOnly">
<element type="SpreadEra" maxOccurs="*"/>
</ElementType>
<ElementType name="KeepEra" content="textOnly"/>
<ElementType name="KeepEras" content="eltOnly">
<element type="KeepEra" maxOccurs="*"/>
</ElementType>
<ElementType name="DecayEra" content="textOnly"/>
<ElementType name="DecayEras" content="eltOnly">
<element type="DecayEra" maxOccurs="*"/>
</ElementType>
<ElementType name="SpreadCivic" content="textOnly"/>
<ElementType name="SpreadCivics" content="eltOnly">
<element type="SpreadCivic" maxOccurs="*"/>
</ElementType>
<ElementType name="KeepCivic" content="textOnly"/>
<ElementType name="KeepCivics" content="eltOnly">
<element type="KeepCivic" maxOccurs="*"/>
</ElementType>
<ElementType name="DecayCivic" content="textOnly"/>
<ElementType name="DecayCivics" content="eltOnly">
<element type="DecayCivic" maxOccurs="*"/>
</ElementType>
<ElementType name="SchismYearEarliest" content="textOnly" dt:type="int"/>
<ElementType name="SchismYearLatest" content="textOnly" dt:type="int"/>
<ElementType name="GroupName" content="textOnly"/>
<ElementType name="bCanSacrifice" content="textOnly" dt:type="boolean"/>
<ElementType name="SacrificeType" content="textOnly"/>
<ElementType name="SacrificeTypes" content="eltOnly">
<element type="SacrificeType" maxOccurs="*"/>
</ElementType>
<ElementType name="iSpiritualityDiscoverCost" content="textOnly" dt:type="int"/>
<ElementType name="iSpiritualityConvertCost" content="textOnly" dt:type="int"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS END -->
<!-- PAGAN_RELIGIONS_AND_SCHISMS 03/08/2008 Faichele -->
<element type="bIsPagan" minOccurs="0"/>
<element type="ParentReligion" minOccurs="0"/>
<element type="SpreadEras" minOccurs="0"/>
<element type="KeepEras" minOccurs="0"/>
<element type="DecayEras" minOccurs="0"/>
<element type="SpreadCivics" minOccurs="0"/>
<element type="KeepCivics" minOccurs="0"/>
<element type="DecayCivics" minOccurs="0"/>
<element type="SchismYearEarliest" minOccurs="0"/>
<element type="SchismYearLatest" minOccurs="0"/>
<element type="GroupName" minOccurs="0"/>
<element type="bCanSacrifice" minOccurs="0"/>
<element type="SacrificeTypes" minOccurs="0"/>
<element type="iSpiritualityDiscoverCost" minOccurs="0"/>
<element type="iSpiritualityConvertCost" minOccurs="0"/>
<!-- PAGAN_RELIGIONS_AND_SCHISMS END -->
<!-- YET_MORE_COMMERCETYPES 08/01/08 FAICHELE -->
<ElementType name="bStockPilePerCity" content="textOnly" dt:type="boolean"/>
<ElementType name="bStockPilePerPlayer" content="textOnly" dt:type="boolean"/>
<!-- YET_MORE_COMMERCETYPES END FAICHELE -->
<!-- YET_MORE_COMMERCETYPES 08/01/08 FAICHELE -->
<element type="bStockPilePerCity" minOccurs="0"/>
<element type="bStockPilePerPlayer" minOccurs="0"/>
<!-- YET_MORE_COMMERCETYPES END FAICHELE -->
<!-- YET_MORE_COMMERCETYPES 10/26/08 FAICHELE -->
<ElementType name="iPhilosophyDiscoverCost" content="textOnly" dt:type="int"/>
<ElementType name="iPhilosophySwitchCost" content="textOnly" dt:type="int"/>
<ElementType name="iSpiritualitySwitchCost" content="textOnly" dt:type="int"/>
<!-- YET_MORE_COMMERCETYPES 10/26/08 FAICHELE -->
<!-- YET_MORE_COMMERCETYPES 10/26/08 FAICHELE -->
<element type="iPhilosophyDiscoverCost" minOccurs="0"/>
<element type="iPhilosophySwitchCost" minOccurs="0"/>
<element type="iSpiritualitySwitchCost" minOccurs="0"/>
<!-- YET_MORE_COMMERCETYPES 10/26/08 FAICHELE -->
"bIsPagan" makes a religion non spreadable by normal means, and "ParentReligion" gives a religion a parent for schisms. "GroupName" is the name for text in the schism mission popup.
"iSpiritualityDiscoverCost" and "iSpiritualityConvertCost" is planned to be implemented. Basically was going to require a certain amount of spiritual commerce to do either discover a religion or to convert.
The sacrifices are not in this one. The adds the tags for effects from civics on the spread and decay. Add also what range of years an automatic schism can take place for a religion.
The more commerces adds the new commerces to the game but I don't think I used in this one. All you have to do is add more commerces line to any section already using commerce to add them though.
Code:
<!-- Unit Schema -->
<!-- INQUISITION 10/12/2007 MRGENIE -->
<ElementType name="PrereqCivic" content="textOnly"/>
<!-- INQUISITION END MRGENIE -->
<!-- INQUISITION 10/12/2007 MRGENIE -->
<ElementType name="bRemoveNonStateReligion" content="textOnly" dt:type="boolean"/>
<!-- INQUISITION END MRGENIE -->
<!-- SCHISMS 03/12/2008 faichele -->
<ElementType name="bReligiousSchism" content="textOnly" dt:type="boolean"/>
<!-- SCHISMS END faichele -->
<!-- INQUISITION 10/12/2007 MRGENIE -->
<element type="PrereqCivic" minOccurs="0"/>
<!-- INQUISITION END MRGENIE -->
<!-- INQUISITION 10/12/2007 MRGENIE -->
<element type="bRemoveNonStateReligion" minOccurs="0"/>
<!-- INQUISITION END MRGENIE -->
<!-- SCHISMS 03/12/2008 faichele -->
<element type="bReligiousSchism" minOccurs="0"/>
<!-- SCHISMS END faichele -->
Adds a tag to give a unit the possibility to remove a religion. The other is for it to perform a schism. There is inquisitor AI in the SDK for them. No AI for the prophet schism mission.
There is an automatic schism mission without the prophet based on the years. That is what I want to tweak or either give the prophet some AI to do a schism.
Most of the changes are in the automatic schism mechanism and recognizing parent religions for example.