This mod contains code that defines two lua events and a new XML table:
LuaEvents.CityAdoptsReligionEvent(iOwner, iX, iY, eOldReligion, eNewReligion, bFirstConversion)
A LUA event that fires when a city adopts a religion.
LuaEvents.ReligionFoundedEvent(founderID, iX, iY, eOldReligion, eNewReligion)
A LUA event that fires when a religion is founded.
Belief_FounderFreeBuildingClassCapital: <BeliefType, BuildingClassType>
A table that will grant the building to the player's capital if they have the founder belief. If their capital moves (due to conquest) than the building automatically moves.
Each snippet depend on the snippets above it. Meaning you must use "CityAdoptsReligionEvent" for either of the other snippets to work. And you must be using "ReligionFoundedEvent" for the Belief_FounderFreeBuildingClassCapital table to work.
More info.
LuaEvents.CityAdoptsReligionEvent(iOwner, iX, iY, eOldReligion, eNewReligion, bFirstConversion)
A LUA event that fires when a city adopts a religion.
LuaEvents.ReligionFoundedEvent(founderID, iX, iY, eOldReligion, eNewReligion)
A LUA event that fires when a religion is founded.
Belief_FounderFreeBuildingClassCapital: <BeliefType, BuildingClassType>
A table that will grant the building to the player's capital if they have the founder belief. If their capital moves (due to conquest) than the building automatically moves.
Each snippet depend on the snippets above it. Meaning you must use "CityAdoptsReligionEvent" for either of the other snippets to work. And you must be using "ReligionFoundedEvent" for the Belief_FounderFreeBuildingClassCapital table to work.
More info.