That was already discussed. However you could still gift them disciples if you have Open Borders, unless there is a way to make some units non-giftable.
Really though, teching to trade takes about as long as teching to most religions (maybe one tech sooner...) so I think the issue is rather that no ais really persue the later religions as some do the early ones.I have another idea, but it's harder to mod (well at least for me )
Change the spell used by level 1 disciples to a "can only be used in cultural borders" spell and make religious techs non-tradeable. This way you can't trick an AI by gifting him your religious tech
I don't think there's any trouble with the auto-spread. The trouble is with massive missionaries rushes (and the AI can do this, in my last try on Sureshot's map, some 20-25 turns before open borders became available to most civs due to trade being finally traded between AI civs, Arendel had a massive stack of something like 15-20 disciples in her city (it's a one-city map), so as soone as she had open borders she was able to send one to spread her religion. Another trouble is with AI human players offering their religious tech to AIs in order to trick them to their religion even if the AI don't want open-borders. An AI will never refuse a tech gift, so you could easily turn every evil civ neutral by offering them runes.Maybe limit the autospread of religions to own cities or disable it at all?
I don't think that's the main issue either. Their is no trouble with leaves and runes, making open-borders available later gives enough time for OO to be founded even on such a map, but Order and even more the Veil comes way later (i noticed Veil comes even later then Order) and often too late on this map. It would be less of an issue on larger maps where AIs can build settlers (so elves wouldn't stack missionaries), still i think it shows something is not perfectly right with religions (not sure what)Calavente said:maybe religions tech should be re-inserted inside the tech tree ? so AI civ won't have to research a tech on a dead-end path ??
MagisterCultuum said:I still think that it is more important that we weigh techs by how useful/appropriate they are to a civ at the current time. For instance, a religious tech should become far less valuable after the religion has been founded
Well, changing the AI might be the best solution, but it's clearly waayyyy above my possibilitiesNikis-Knight said:so I think the issue is rather that no ais really persue the later religions as some do the early ones.
This (changing the value of a technology depending on if it can still found a religion) is done (since Vanilla Civ), save in the couple of cases where the FfH II python code presently forces a religion choice. Whether or not the change is large enough is another issue. There are, in my opinion, 2 major problems in tech choices in FfH II:I still think that it is more important that we weigh techs by how useful/appropriate they are to a civ at the current time. For instance, a religious tech should become far less valuable after the religion has been founded, although not worthless because it still grants a disciple.
Interesting proposal. I wonder, however, if religion isn't more important (from a technology decision perspective) than alignment.Alignments should definately play a big role in how the AI views researching techs (at least the religious ones and way of the wise, way of the wicked, malevolent designs, and righteousness), to the point that the AI would never research techs of very different alignments or even accept them as gifts (although could perhaps be bribed into taking them). With such alignment weights, the inability to trade the techs of religions that would change alignments should be removed.
It can be implemented, yes. My initial thought would be to add religion-specific flavors to each technology, and multiply the beaker cost by such numbers as a percentage (largely because this would require a small amount of C++ code). However, I think that the problem is that if the modifier is significant, there will be players who flip religions just to get the bonus. If they aren't significant, there's little point in implementing them.I also think that the religious techs should be shortcuts ("or" requirements) to some of the latter game techs, so they don't all become dead ends.
(What I would really like is for religions to be able to modify the amount of research needed to research other techs, making thematically appropriate techs faster and inappropriate one slower, but I don't know how that could possible be implemented.)