Hello,
I had a problem today with religion.
The situation:
As roman player, I found roman religion in Lugdunum. Due to CvEventManager, the holy city is immediatly moved to my capital, Roma. (I don't know why this feature exists but why not).
Because I can't convert to roman religion before the beginning of my turn, Roma gets 2 due to non state religion and becomes unhappy. The "emigrant spawn" is triggered, I lose 2 pop in Roma, its culture shrinks and my capital is cut off from the rest of my empire. WTF, I had no time to convert.
I don't know if it can be considered as a bug but I angrily modified the program
In file PAE_City.py, in function doEmigrantSpawn, I added (not the first/last lines):
I doesn't count the happiness malus the turn the religion is founded (for the "emigrant spawn" event only).
Question about the transfer feature in CvEventManager / onReligionFounded.
1/ Religion is removed from the holy city (city 1)
2/ The capital becomes the new holy city
3/ Religion is given back to city 1
Why give back the religion after removed it? I don't understand. The previous holy city must keep the religion or not?
I had a problem today with religion.
The situation:
As roman player, I found roman religion in Lugdunum. Due to CvEventManager, the holy city is immediatly moved to my capital, Roma. (I don't know why this feature exists but why not).
Because I can't convert to roman religion before the beginning of my turn, Roma gets 2 due to non state religion and becomes unhappy. The "emigrant spawn" is triggered, I lose 2 pop in Roma, its culture shrinks and my capital is cut off from the rest of my empire. WTF, I had no time to convert.
I don't know if it can be considered as a bug but I angrily modified the program
In file PAE_City.py, in function doEmigrantSpawn, I added (not the first/last lines):
Code:
iCityUnhappy = pCity.unhappyLevel(0) - pCity.happyLevel()
# Unhappiness per non state religion
iHappNonState = pPlayer.getNonStateReligionHappiness()
if iHappNonState < 0:
iStateReligion = pPlayer.getStateReligion()
iCurrentTurn = gc.getGame().getElapsedGameTurns()
for iRel in range(gc.getNumReligionInfos()):
if pCity.isHasReligion(iRel):
if gc.getGame().getReligionGameTurnFounded(iRel) == iCurrentTurn and \
iRel != iStateReligion and \
pPlayer.hasHolyCity(iRel):
# The player just has founded the religion and had no time to convert to it
# => Don't count the malus just this turn
iCityUnhappy += iHappNonState
iCityUnhealthy = pCity.badHealth(False) - pCity.goodHealth()
I doesn't count the happiness malus the turn the religion is founded (for the "emigrant spawn" event only).
Question about the transfer feature in CvEventManager / onReligionFounded.
1/ Religion is removed from the holy city (city 1)
2/ The capital becomes the new holy city
3/ Religion is given back to city 1
Why give back the religion after removed it? I don't understand. The previous holy city must keep the religion or not?