• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Caveman 2 Cosmos (ideas/discussions thread)

Shouldn't the Buliding Sloughterhouse give the Good (Raw Meat)?
At last according to the visible description in 15.1 it dont gives it.
Edit: found the reason why I dont get Raw Meat because Smoke House, the Apache replacement for Butchery, dont gives it.

Here ya go, just replace what you have with this for the whole smokehouse/butchery file for the Apache: (AAranda_CIV4BuildingInfos)

Spoiler :
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- re-Modified by StrategyOnly -->
<!-- -->
<Civ4BuildingInfos xmlns="x-schema:AAranda_CIV4BuildingsSchema.xml">
	<BuildingInfos>
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_BUTCHERY</BuildingClass>
			<Type>BUILDING_APACHE_BUTCHER</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>Smoke House</Description>
			<Civilopedia>The Western Apache hunted deer and pronghorns mostly in the ideal late fall season. After the meat was smoked into jerky around November, a migration from the farm sites along the stream banks in the mountains to winter camps in the Salt, Black, Gila river and even the Colorado River valleys. Plains Apache hunters pursued primarily buffalo and deer. Other hunted animals were badgers, bears, beavers, fowls, geese, opossums, otters, rabbits and turtles.[PARAGRAPH:1]Eating certain animals was taboo. Although different cultures had different taboos, some common examples of taboo animals included bears, peccaries, turkeys, fish, snakes, insects, owls, and coyotes.</Civilopedia>
			<Strategy>NONE</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_SMOKE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_COOKED_FOOD</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SHELTER_BUILDING</PrereqTech>
			</TechTypes>
			<Bonus>NONE</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_COW</Bonus>
				<Bonus>BONUS_SHEEP</Bonus>
				<Bonus>BONUS_PIG</Bonus>
				<Bonus>BONUS_DEER</Bonus>
				<Bonus>BONUS_FUR</Bonus>
			</PrereqBonuses>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_NOMAD</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>100</iAIWeight>
			<iCost>60</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>75</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>1</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>4</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_BUTCHERY</ConstructSound>
			<BonusHealthChanges>
				<BonusHealthChange>
					<BonusType>BONUS_COW</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
				<BonusHealthChange>
					<BonusType>BONUS_DEER</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
				<BonusHealthChange>
					<BonusType>BONUS_SHEEP</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
				<BonusHealthChange>
					<BonusType>BONUS_SALT</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
			</BonusHealthChanges>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers>
				<BonusYieldModifier>
					<BonusType>BONUS_DEER</BonusType>
					<YieldModifiers>
						<iYield>5</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldModifiers>
				</BonusYieldModifier>
				<BonusYieldModifier>
					<BonusType>BONUS_COW</BonusType>
					<YieldModifiers>
						<iYield>5</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldModifiers>
				</BonusYieldModifier>
				<BonusYieldModifier>
					<BonusType>BONUS_PIG</BonusType>
					<YieldModifiers>
						<iYield>5</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldModifiers>
				</BonusYieldModifier>
				<BonusYieldModifier>
					<BonusType>BONUS_SHEEP</BonusType>
					<YieldModifiers>
						<iYield>5</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldModifiers>
				</BonusYieldModifier>
			</BonusYieldModifiers>
			<ImprovementFreeSpecialists/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>6</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<iDCMAirbombMission>2</iDCMAirbombMission>
		</BuildingInfo>
                <BuildingInfo>
			<BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
			<Type>BUILDING_NOMAD_GRANARY</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>Nomad Granary</Description>
			<Civilopedia>TXT_KEY_BUILDING_GRANARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_GRANARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_NOMADGRANARY</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_POTTERY</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>45</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>66</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>30</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>3</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
			<BonusHealthChanges>
				<BonusHealthChange>
					<BonusType>BONUS_CORN</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
				<BonusHealthChange>
					<BonusType>BONUS_RICE</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
				<BonusHealthChange>
					<BonusType>BONUS_WHEAT</BonusType>
					<iHealthChange>1</iHealthChange>
				</BonusHealthChange>
			</BonusHealthChanges>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_OBELISK</BuildingClass>
			<Type>BUILDING_WAR_POLE</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>War Pole</Description>
			<Civilopedia>TXT_KEY_BUILDING_NATIVE_AMERICA_TOTEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_NATIVE_AMERICA_TOTEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_CULTURE</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_WAR_POLE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>TECH_ASTRONOMY</ObsoleteTech>
			<PrereqTech>TECH_RITUALISM</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<HappinessTraits>
				<HappinessTrait>
					<HappinessTraitType>TRAIT_CHARISMATIC</HappinessTraitType>
					<iHappinessTrait>1</iHappinessTrait>
				</HappinessTrait>
			</HappinessTraits>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>1</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>1</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>30</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>0</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>2</iAsset>
			<iPower>1</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_OBELISK</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences>
				<UnitCombatFreeExperience>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iExperience>2</iExperience>
				</UnitCombatFreeExperience>
				<UnitCombatFreeExperience>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iExperience>2</iExperience>
				</UnitCombatFreeExperience>
				<UnitCombatFreeExperience>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iExperience>2</iExperience>
				</UnitCombatFreeExperience>
			</UnitCombatFreeExperiences>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
	</BuildingInfos>
</Civ4BuildingInfos>
 
Might I suggest a synthesis of my own and Hydromancerx's religion-suggestions to solve the issue of Jerusalem Syndrome (other than Limited Religions, because that's just boring)?

In effect, each religion will be a World Wonder with one technological requirement (the same as the religion it founds) and will also require the Culture in which it was historically founded, allowing the possibility for most civs to grab religions from their own region but not for, say, Aztecs to grab Taoism without going through the effort to conquer an Asian nation (or for a historical example, the Romans with Israel). Some projects will also require other religions present in the city (only in the normal sense, one can found them without a single shrine as long as the religion is there), which are detailed below.

The project makes the city in which it is built it's Holy City. The projects will provide no other benefits than those inherently conferred in Holy City status, and would be as follows:

Andeanism: Requires Polytheism, Astronomy and Culture (Incan)
Asatru: Require Polytheism, Ship Building and Culture (Viking)
Baha'i: Requires Judaism/Christianity and Islam and Buddhism and Steam Power and Great Prophet
Buddhism: Requires Philosophy, Meditation and Culture (Indian) and Great Prophet
Christianity: Requires Judaism, Theology and Culture (Israeli) and Great Prophet
Confucianism: Requires Philosophy, Code of Laws and Culture (Chinese) and Great Prophet
Druidism: Requires Naturopathy and Culture (Celtic)
Hellenism: Requires Athletics and Culture (Greek)
Hinduism: Requires Polytheism and Culture (Indian)
Islam: Requires Judaism and Christianity, Education and Culture (Arabian) and Great Prophet
Judaism: N/A (due to having Monotheism as it's requirement, should be founded by first to build Culture (Israeli), which should also be able to be constructed by Great Prophet with the usual requirements met.
Kemetism: Requires Polytheism and StarGazing and Culture (Egyptian)
Mormonism: Requires Liberalism and Christianity and Culture (American) and Great Prophet
Naghualism: Requires Polytheism and Sacrifice Cult and Culture (Aztec)/Culture (Mayan)
Ngaiism: Requires Monotheism and Livestock Domestication and Culture (Ethiopian)
Shinto: Requires Polytheism and Paper and Culture (Japanese)
Taoism: Requires City Planning and Philosophy and Culture (Chinese) and Great Prophet
Tengriism: Requires Monotheism and Horseback Riding and Culture (Mongolian)
Voodoo: Requires Christianity and Polytheism and Fundamentalism and Culture (Zulu)
Yoruba: Requires Christianity and Music and Culture (Malinese)
Zoroastrianism: Requires Monotheism and Dualism and Culture (Persian)

This next question relates largely to my own private Earth scenario, but might still be of use or application to scenario makers:

Is it possible to set up special land features that are required to build a particular Culture building, effectively demarcating homelands? That could be useful if someone wished to, for example, make a Europe map that required control of the Italian peninsula to build Culture (Roman), giving that area even more strategic importance.
 
I find the Idea with the Culture Requirement to found a religion very interesting but I disagree with the great prophet requirements. (Its already a game option that you can found Religions with a Greath prophet and its one of the options I would never use for my games.)
 
@Praetyre

This idea is AWESOME!!!! :clap: I love how you link it to the culture buildings! I am not sure if religions can be linked to buildings but I do know that techs can. So if there is not direct way then perhaps each religion could have their own hidden tech to fill that requirement.

However I think the direct method if possible would be way better if its possible.

Having the cultures develop it makes a lot of sense. Especially since they are just founding and are not limited to that culture.

The only thing I disagree with is the Great Prophets requirements. But overall this is a great idea.

Note that some African religion need to have a different founding culture. Like Ngaiism is more of a Masai thing than Ethiopian. But those are good place holders until i can make some more cultures.
 
Might I suggest a synthesis of my own and Hydromancerx's religion-suggestions to solve the issue of Jerusalem Syndrome (other than Limited Religions, because that's just boring)?

In effect, each religion will be a World Wonder with one technological requirement (the same as the religion it founds) and will also require the Culture in which it was historically founded, allowing the possibility for most civs to grab religions from their own region but not for, say, Aztecs to grab Taoism without going through the effort to conquer an Asian nation (or for a historical example, the Romans with Israel). Some projects will also require other religions present in the city (only in the normal sense, one can found them without a single shrine as long as the religion is there), which are detailed below.

The project makes the city in which it is built it's Holy City. The projects will provide no other benefits than those inherently conferred in Holy City status, and would be as follows:

Andeanism: Requires Polytheism, Astronomy and Culture (Incan)
Asatru: Require Polytheism, Ship Building and Culture (Viking)
Baha'i: Requires Judaism/Christianity and Islam and Buddhism and Steam Power and Great Prophet
Buddhism: Requires Philosophy, Meditation and Culture (Indian) and Great Prophet
Christianity: Requires Judaism, Theology and Culture (Israeli) and Great Prophet
Confucianism: Requires Philosophy, Code of Laws and Culture (Chinese) and Great Prophet
Druidism: Requires Naturopathy and Culture (Celtic)
Hellenism: Requires Athletics and Culture (Greek)
Hinduism: Requires Polytheism and Culture (Indian)
Islam: Requires Judaism and Christianity, Education and Culture (Arabian) and Great Prophet
Judaism: N/A (due to having Monotheism as it's requirement, should be founded by first to build Culture (Israeli), which should also be able to be constructed by Great Prophet with the usual requirements met.
Kemetism: Requires Polytheism and StarGazing and Culture (Egyptian)
Mormonism: Requires Liberalism and Christianity and Culture (American) and Great Prophet
Naghualism: Requires Polytheism and Sacrifice Cult and Culture (Aztec)/Culture (Mayan)
Ngaiism: Requires Monotheism and Livestock Domestication and Culture (Ethiopian)
Shinto: Requires Polytheism and Paper and Culture (Japanese)
Taoism: Requires City Planning and Philosophy and Culture (Chinese) and Great Prophet
Tengriism: Requires Monotheism and Horseback Riding and Culture (Mongolian)
Voodoo: Requires Christianity and Polytheism and Fundamentalism and Culture (Zulu)
Yoruba: Requires Christianity and Music and Culture (Malinese)
Zoroastrianism: Requires Monotheism and Dualism and Culture (Persian)

This next question relates largely to my own private Earth scenario, but might still be of use or application to scenario makers:

Is it possible to set up special land features that are required to build a particular Culture building, effectively demarcating homelands? That could be useful if someone wished to, for example, make a Europe map that required control of the Italian peninsula to build Culture (Roman), giving that area even more strategic importance.

Yeah, go ahead and set it up, but as the others say, No Prophet stuff included. Then lets test it, and see what needs to be done, otherwise nice idea;) But as always, ask the person that is presently doing the religions area, and thats DH, thx.,
 
Suggestion:
Diary Barn have the requirement Glass. I think it would be good to add at last alternativ Reqirement Pottery to this. (Glass is by far not the only containment that was and is used to sell milk. I.e. when I was young we got our milk from a nearby farm with a containment out of metal.)
 
Might I suggest a synthesis of my own and Hydromancerx's religion-suggestions to solve the issue of Jerusalem Syndrome (other than Limited Religions, because that's just boring)?

In effect, each religion will be a World Wonder with one technological requirement (the same as the religion it founds) and will also require the Culture in which it was historically founded, allowing the possibility for most civs to grab religions from their own region but not for, say, Aztecs to grab Taoism without going through the effort to conquer an Asian nation (or for a historical example, the Romans with Israel). Some projects will also require other religions present in the city (only in the normal sense, one can found them without a single shrine as long as the religion is there), which are detailed below.

The project makes the city in which it is built it's Holy City. The projects will provide no other benefits than those inherently conferred in Holy City status, and would be as follows:

Andeanism: Requires Polytheism, Astronomy and Culture (Incan)
Asatru: Require Polytheism, Ship Building and Culture (Viking)
Baha'i: Requires Judaism/Christianity and Islam and Buddhism and Steam Power and Great Prophet
Buddhism: Requires Philosophy, Meditation and Culture (Indian) and Great Prophet
Christianity: Requires Judaism, Theology and Culture (Israeli) and Great Prophet
Confucianism: Requires Philosophy, Code of Laws and Culture (Chinese) and Great Prophet
Druidism: Requires Naturopathy and Culture (Celtic)
Hellenism: Requires Athletics and Culture (Greek)
Hinduism: Requires Polytheism and Culture (Indian)
Islam: Requires Judaism and Christianity, Education and Culture (Arabian) and Great Prophet
Judaism: N/A (due to having Monotheism as it's requirement, should be founded by first to build Culture (Israeli), which should also be able to be constructed by Great Prophet with the usual requirements met.
Kemetism: Requires Polytheism and StarGazing and Culture (Egyptian)
Mormonism: Requires Liberalism and Christianity and Culture (American) and Great Prophet
Naghualism: Requires Polytheism and Sacrifice Cult and Culture (Aztec)/Culture (Mayan)
Ngaiism: Requires Monotheism and Livestock Domestication and Culture (Ethiopian)
Shinto: Requires Polytheism and Paper and Culture (Japanese)
Taoism: Requires City Planning and Philosophy and Culture (Chinese) and Great Prophet
Tengriism: Requires Monotheism and Horseback Riding and Culture (Mongolian)
Voodoo: Requires Christianity and Polytheism and Fundamentalism and Culture (Zulu)
Yoruba: Requires Christianity and Music and Culture (Malinese)
Zoroastrianism: Requires Monotheism and Dualism and Culture (Persian)

This next question relates largely to my own private Earth scenario, but might still be of use or application to scenario makers:

Is it possible to set up special land features that are required to build a particular Culture building, effectively demarcating homelands? That could be useful if someone wished to, for example, make a Europe map that required control of the Italian peninsula to build Culture (Roman), giving that area even more strategic importance.
i know that i am not in the team but
i dont agree with this . when you first presented in this forum the embasies idea i disagreed because you were going to make the game very ahistorical and now you want to MAKE THE OPPOSITE linking the religions in cultures .:mad: make up your mind people. please make this an an option
 
@Praetyre

This idea is AWESOME!!!! :clap: I love how you link it to the culture buildings! I am not sure if religions can be linked to buildings but I do know that techs can. So if there is not direct way then perhaps each religion could have their own hidden tech to fill that requirement.

However I think the direct method if possible would be way better if its possible.

Having the cultures develop it makes a lot of sense. Especially since they are just founding and are not limited to that culture.

The only thing I disagree with is the Great Prophets requirements. But overall this is a great idea.

Note that some African religion need to have a different founding culture. Like Ngaiism is more of a Masai thing than Ethiopian. But those are good place holders until i can make some more cultures.

I'm afraid I strongly disagree. Given how much of a race to found it is for religions the result would be that if you missed 'yours' (or simply didnt have the culture requirements for an earlyish one) you'd be out in the cold. Religions are just too powerful to bias them that much (BTW, Andeism ROCKS - maybe too much - its been a MAJOR help in my current game). I would prefer to address the 'Jerusalem' syndrome by altering religion founding as follows:

1) Anyone getting the trigger tech before the religion has been founded gets a religion-specific great prophet. This unit has all the normal great prophet actions PLUS the ability to found its religion (and only its religion)

2) A founding unit can only found a religion in a city which is not already a holy city

3) Founding attempts can fail, though failure does NOT consume the unit (just the turn)

4) Founding success probability is governed by one or more of the following factors:
4.1) An attempt in an empire with no holy cities always suceeds
4.2) The more pre-existing holy cities there are in the empire the higher the failure probability
4.3) Civics could maybe effect the failure probability (e.g. - free religion boosts success rate, more theocratic choices lower it if there is already a state religion)

Probably make the whole thing a game option (like limitted religion is now)
 
I'm afraid I strongly disagree. Given how much of a race to found it is for religions the result would be that if you missed 'yours' (or simply didnt have the culture requirements for an earlyish one) you'd be out in the cold. Religions are just too powerful to bias them that much (BTW, Andeism ROCKS - maybe too much - its been a MAJOR help in my current game). I would prefer to address the 'Jerusalem' syndrome by altering religion founding as follows:

1) Anyone getting the trigger tech before the religion has been founded gets a religion-specific great prophet. This unit has all the normal great prophet actions PLUS the ability to found its religion (and only its religion)

2) A founding unit can only found a religion in a city which is not already a holy city

3) Founding attempts can fail, though failure does NOT consume the unit (just the turn)

4) Founding success probability is governed by one or more of the following factors:
4.1) An attempt in an empire with no holy cities always suceeds
4.2) The more pre-existing holy cities there are in the empire the higher the failure probability
4.3) Civics could maybe effect the failure probability (e.g. - free religion boosts success rate, more theocratic choices lower it if there is already a state religion)

Probably make the whole thing a game option (like limitted religion is now)
i agree .
 
Is anyone else having this experience with capturing cities? (See screen shots)

The last screenie is of a city I captured 30+ game years ago and still the Assyrian Empire has more control of the surrounding tile than I or Mansa on the north border.

Is this the way Culture/Borders now works? :confused:

Is this a result of Fixed Borders? (Which I didn't activate at game setup nor any of the Other Culture Options)

Will these tiles eventually convert to my Empire or will I have to totally destroy these empires to gain culture control?

I Hope this is an Unintended consequence of the Culture/Border changes and can be fixed. Cause as it is now I can not reinforce 2 of these 3 cities without going back to war with the 3 different empires.

JosEPh

Edit: 120 years later nothing has changed. Even going into WB and changing territory to my Empire does not hold. I can save and as soon as I do next turn it reverts right back. So what ever is in control even supersedes WB. :p

Can you post a save game please that has the swiss-cheese effect which I can use as a test case for developing a modification to fixed borders.
 
I'm afraid I strongly disagree. Given how much of a race to found it is for religions the result would be that if you missed 'yours' (or simply didnt have the culture requirements for an earlyish one) you'd be out in the cold. Religions are just too powerful to bias them that much (BTW, Andeism ROCKS - maybe too much - its been a MAJOR help in my current game). I would prefer to address the 'Jerusalem' syndrome by altering religion founding as follows:

1) Anyone getting the trigger tech before the religion has been founded gets a religion-specific great prophet. This unit has all the normal great prophet actions PLUS the ability to found its religion (and only its religion)

2) A founding unit can only found a religion in a city which is not already a holy city

3) Founding attempts can fail, though failure does NOT consume the unit (just the turn)

4) Founding success probability is governed by one or more of the following factors:
4.1) An attempt in an empire with no holy cities always succeeds
4.2) The more pre-existing holy cities there are in the empire the higher the failure probability
4.3) Civics could maybe effect the failure probability (e.g. - free religion boosts success rate, more theocratic choices lower it if there is already a state religion)

Probably make the whole thing a game option (like limited religion is now)

If i knew all this was a probability i would have said no, i just read the parts of the extra Culture for the religions is all, my mistake. Thats what A.D.D. , PTSD, and Dyslexia does to me:crazyeye:

I dont even think really making it an option would be a good thing then, infact i dislike ALOT of the options that Afforess has and the Auto_Promote makes NO sense, since its in the Graphics section of the Main Options anyways.
 
If i knew all this was a probability i would have said no, i just read the parts of the extra Culture for the religions is all, my mistake. Thats what A.D.D. , PTSD, and Dyslexia does to me:crazyeye:

I dont even think really making it an option would be a good thing then, infact i dislike ALOT of the options that Afforess has and the Auto_Promote makes NO sense, since its in the Graphics section of the Main Options anyways.

i have dyslexia too:lol::lol:
 
There is a other problem at the suggestion of Praetyre that Culture Oceanian (The curent weakest starting culture) could't found any religion without gething access to a other base Culture.
 
While I personally love the idea of retooling religions, I think that making it culture specific would not entirely be the best way of doing so. Instead, I think redoing them so they fit with the upcoming refit of myths would work a little easier, and prevent some cultures from being too overpowered (ex. China).

In a partially related suggestion with myths being reworked, there possibly could be the addition of cultural myths, or works of literature. (These could also tie into religions.) It could also give the Great Artist something to build within the confines of a city. Most cultures in the least have a few works of literature that have become part of their heritage.
 
Religions should be balanced and available to all civs in some way or another. While this game and mod RESEMBLES reality, it is not trying to recreate it (as some other mods do). I don't believe it is thus necessary to connect religions to the cultures they arose from in reality. Doing so would overweight some civs imho.

The way I see it, religions founded from Prophets is the most realistic way for them to come about. I'm not a history or religious buff, but off hand I'd say that most, if not all, religions were founded by a single person-- rather, one person was directly responsible, whether they actually started the religion themselves or not. How that particular person came about his beliefs is varied across the religions, ranging from "divine inspiration" to discontent with the current religious practices. I think that is what the "Technology" advancement is supposed to simulate, since obviously a nation can't devote science research into learning the belief of a single god. ;)
 
Back
Top Bottom