Project Area here.
http://forums.civfanatics.com/forumdisplay.php?f=353
This is a merge of WoC Lite Rapture and RevDCM. It is intended as an alpha only. SDK included.
94 Religions although 30 are full sets,and a lot techs not complete yet.
The 30 full sets are denominations though with inquisition units for each. Movies are included for each shrine as well.
The others are 16 mythologies and 48 cults within them. They are not all complete yet.
List of new xml tags.
This adds the ability for buildings to found a religion with a requirement of another first.
This adds a religion to a civ everytime a city is built.
"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.
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.
Some screenshots


http://forums.civfanatics.com/forumdisplay.php?f=353
This is a merge of WoC Lite Rapture and RevDCM. It is intended as an alpha only. SDK included.
94 Religions although 30 are full sets,and a lot techs not complete yet.
The 30 full sets are denominations though with inquisition units for each. Movies are included for each shrine as well.
Spoiler :
Jewish
Pharisees
Sadducees
Essenes
Karaites
Christian
Nestorian
Coptic
Orthodox
Catholic
Protestant
Islam
Sunnism
Shiism
Kharijism
Mu'tazilism
Isma'ilism
Iran
Mazdaism
Zurvanism
Manicheanism
Baha'i
Hinduism
Smarthan
Shaivan
Viashnavan
Shakti
Buddhism
Theravada
Vajrayana
Mahayana
Zen
Chinese
Confucianism
Taoism
Mohism
Legalism
Pharisees
Sadducees
Essenes
Karaites
Christian
Nestorian
Coptic
Orthodox
Catholic
Protestant
Islam
Sunnism
Shiism
Kharijism
Mu'tazilism
Isma'ilism
Iran
Mazdaism
Zurvanism
Manicheanism
Baha'i
Hinduism
Smarthan
Shaivan
Viashnavan
Shakti
Buddhism
Theravada
Vajrayana
Mahayana
Zen
Chinese
Confucianism
Taoism
Mohism
Legalism
The others are 16 mythologies and 48 cults within them. They are not all complete yet.
Spoiler :
Hellenism
Zeus
Athena
Apollo
Egyptian
Ra
Horus
Osiris
Mesopotamian
Marduk
Ashur
An
Nordic
Odin
Thor
Freyja
Celtic
Tarvos Trigaranus
The Dagda
Rhiannon
Slavic
Perun
Veles
Svarog
Vedic
Indra
Agni
Mitra
Shinto
Amaterasu
Tsukiyomi
Susanoo
Cathay
Shangdi
Yu Huang
Tu Di Gong
Siberian
Tengri
Bai-Ulgan
Esege Malan
Aborginal
Dreamtime
Rainbow Serpent
Wandjina
Congo
Unkulunkulu
Cagn
Katonda
Niger
Olorun
Nyame
Amma
MesoAmerican
Quetzalcoatl
Chaac
Maize God
Andean
Inti
Viracocha
Apu Illapu
Native
Hvshi
Tseiqami
Wakan Tanka
Zeus
Athena
Apollo
Egyptian
Ra
Horus
Osiris
Mesopotamian
Marduk
Ashur
An
Nordic
Odin
Thor
Freyja
Celtic
Tarvos Trigaranus
The Dagda
Rhiannon
Slavic
Perun
Veles
Svarog
Vedic
Indra
Agni
Mitra
Shinto
Amaterasu
Tsukiyomi
Susanoo
Cathay
Shangdi
Yu Huang
Tu Di Gong
Siberian
Tengri
Bai-Ulgan
Esege Malan
Aborginal
Dreamtime
Rainbow Serpent
Wandjina
Congo
Unkulunkulu
Cagn
Katonda
Niger
Olorun
Nyame
Amma
MesoAmerican
Quetzalcoatl
Chaac
Maize God
Andean
Inti
Viracocha
Apu Illapu
Native
Hvshi
Tseiqami
Wakan Tanka
List of new xml tags.
Spoiler :
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 -->
"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.
Some screenshots
Spoiler :