HorseshoeHermit
20% accurate as usual, Morty
A symbol for bitcoins is exactly as generic as a symbol for dollars.
Is this what you meant?The line is still there -- the problem line is on the inside of the frame. I think I need the image unframed, and then I can put the regular frame on it.
I agree... however... bitcoin may not be as well known as $ so here's another quickie.A symbol for bitcoins is exactly as generic as a symbol for dollars.
I had no idea that you are using that square frame
I don't like it because it doesn't always look good in the pedia or else.
Okay, I proved to be stupid again.The frame goes on when I'm working with a PNG/JPEG, before I convert to a DDS and add the alpha channel. The alpha channel takes care of rounding off the button.
All of the buttons currently in the mod are organized into atlases and use that same frame plus the alpha channel.
Make itI've come around to the idea of liking Community Center as the Atheist civic building. I liked my Temple of Reason idea but it's not something I have to defend to the death.
This is what I think would work:
I feel like this should go to a Modern Era tech, though. The Industrial Era has many buildings already. Historically, they are late Industrial, but pushing things off might be better to balance the eras.
- +2
; if we ever replace Atheist's current mix of religion penalties with a flat Religions have no effect, this would probably drop to +1.
- +1
- Either 1 Artist and 1 Scientist slot, or a flat +2
and +2
per turn. I think the former would be better.
I often get it in Chronicles with Theocracy.Has anyone ever gotten the Holy prefix on their civilization name using Dynamic Civ Names? You are supposed to get it if your religious freedom is less than -9, but Intolerant has a religious freedom of -9 exactly. I also tried Theocracy + Divine Cult and never got Holy. If I set the threshold to -8, then Intolerant triggers Holy.
<CivicInfo>
<CivicOptionType>CIVICOPTION_POWER</CivicOptionType>
<Type>CIVIC_THEOCRACY</Type>
<Description>TXT_KEY_CIVIC_THEOCRACY</Description>
<Civilopedia>TXT_KEY_CIVIC_THEOCRACY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CIVIC_THEOCRACY_STRATEGY_C</Strategy>
<!--<Help><!-\-TXT_KEY_CIVIC_REPUBLIC_HELP-\-></Help>-->
<Button>Art/Interface/Buttons/Civics/Theocracy.dds</Button>
<TechPrereq>TECH_PRIESTHOOD</TechPrereq>
<iAnarchyLength>1</iAnarchyLength>
<Upkeep>UPKEEP_MEDIUM</Upkeep>
<iAIWeight>0</iAIWeight>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
<iNumCitiesMaintenanceModifier>15</iNumCitiesMaintenanceModifier>
<iHomeAreaMaintenanceModifier>0</iHomeAreaMaintenanceModifier>
<iOtherAreaMaintenanceModifier>0</iOtherAreaMaintenanceModifier>
<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
<iExtraHealth>0</iExtraHealth>
<iFreeExperience>0</iFreeExperience>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iBaseFreeUnits>0</iBaseFreeUnits>
<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
<iMaxConscript>0</iMaxConscript>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<iExpInBorderModifier>0</iExpInBorderModifier>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<iCivicHappiness>0</iCivicHappiness>
<iLargestCityHappiness>0</iLargestCityHappiness>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iFreeSpecialist>0</iFreeSpecialist>
<iTradeRoutes>0</iTradeRoutes>
<bNoForeignTrade>0</bNoForeignTrade>
<bNoCorporations>0</bNoCorporations>
<bNoForeignCorporations>0</bNoForeignCorporations>
<iCivicPercentAnger>0</iCivicPercentAnger>
<bStateReligion>0</bStateReligion>
<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
<bFreeReligion>0</bFreeReligion>
<iStateReligionHappiness>1</iStateReligionHappiness>
<iNonStateReligionHappiness>-2</iNonStateReligionHappiness>
<iStateReligionUnitProductionModifier>20</iStateReligionUnitProductionModifier>
<iStateReligionBuildingProductionModifier>20</iStateReligionBuildingProductionModifier>
<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
<bNoCapitalUnhappiness>0</bNoCapitalUnhappiness>
<iTaxRateUnhappiness>0</iTaxRateUnhappiness>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldModifiers>
<CapitalYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</CapitalYieldModifiers>
<TradeYieldModifiers/>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<CapitalCommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CapitalCommerceModifiers>
<SpecialistExtraCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistExtraCommerces>
<SpecialistCommercePercentChanges>
<SpecialistCommercePercentChange>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<SpecialistCommercePercents>
<iCommercePercent>0</iCommercePercent>
<iCommercePercent>50</iCommercePercent>
<iCommercePercent>0</iCommercePercent>
<iCommercePercent>0</iCommercePercent>
</SpecialistCommercePercents>
</SpecialistCommercePercentChange>
</SpecialistCommercePercentChanges>
<Hurrys/>
<SpecialBuildingNotRequireds/>
<SpecialistValids>
<SpecialistValid>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<bValid>1</bValid>
</SpecialistValid>
</SpecialistValids>
<ForbiddenCivics>
<ForbiddenCivic>
<CivicType>CIVIC_OLIGARCHY</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>
<!--<ForbiddenCivic>
<CivicType>CIVIC_DEMOCRACY</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>-->
<ForbiddenCivic>
<CivicType>CIVIC_LIBERAL</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>
<ForbiddenCivic>
<CivicType>CIVIC_MARXIST</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>
<ForbiddenCivic>
<CivicType>CIVIC_SECULAR</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>
<ForbiddenCivic>
<CivicType>CIVIC_ATHEIST</CivicType>
<bForbidden>1</bForbidden>
</ForbiddenCivic>
</ForbiddenCivics>
<BuildingHappinessChanges>
<BuildingHappinessChange>
<BuildingType>BUILDINGCLASS_HOLY_OFFICE</BuildingType>
<iHappinessChange>1</iHappinessChange>
</BuildingHappinessChange>
</BuildingHappinessChanges>
<BuildingHealthChanges/>
<BuildingCommerceModifiers/>
<FeatureHappinessChanges/>
<ImprovementYieldChanges/>
<!-- Revolution Mod Start -->
<iRevIdxLocal>0</iRevIdxLocal>
<iRevIdxNational>0</iRevIdxNational>
<iRevIdxDistanceModifier>25</iRevIdxDistanceModifier>
<iRevIdxHolyCityGood>1</iRevIdxHolyCityGood>
<iRevIdxHolyCityBad>2</iRevIdxHolyCityBad>
<iRevIdxSwitchTo>50</iRevIdxSwitchTo>
<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
<fRevIdxBadReligionMod>0.5</fRevIdxBadReligionMod>
<fRevIdxGoodReligionMod>0.5</fRevIdxGoodReligionMod>
<fRevViolentMod>0</fRevViolentMod>
<iRevReligiousFreedom>-20</iRevReligiousFreedom>
<iRevLaborFreedom>0</iRevLaborFreedom>
<iRevEnvironmentalProtection>0</iRevEnvironmentalProtection>
<iRevDemocracyLevel>-20</iRevDemocracyLevel>
<bCommunism>0</bCommunism>
<bFreeSpeech>0</bFreeSpeech>
<bCanDoElection>0</bCanDoElection>
<!-- Revolution Mod End -->
<bFixedBorders>0</bFixedBorders>
<WeLoveTheKing>NONE</WeLoveTheKing>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>0</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>0</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>0</iFlavor>
</Flavor>
</Flavors>
<UnitCombatProductionModifiers>
<UnitCombatProductionModifier>
<UnitCombatType>UNITCOMBAT_MISSIONARY</UnitCombatType>
<iProductionModifier>200</iProductionModifier>
</UnitCombatProductionModifier>
</UnitCombatProductionModifiers>
<iGlobalRelationsChange>-1</iGlobalRelationsChange>
<iReligionSpreadRate>-34</iReligionSpreadRate>
</CivicInfo>
I often get it in Chronicles with Theocracy.
Here's how it looks like in there. Hope it helps.
Actually I just copied that part from C2C. Maybe you should consult with them too.You've got religious freedom cranked up all the way to -20.
Very good!Just looking at Conscription: what would be the impact if we removed both the extra unhappiness from population and the general military production bonus, leaving only the ability to draft units and the increased war weariness? It would actually make Conscription a fairly "safe" civic, without the impact of Warrior Caste or the extra cost of Mercenaries.
Militia?Also, Banditry needs a better name. It's not really about banditry; I think of it as being "mob defense". The only military you have is whatever you can scrounge up to defend your homeland, with no real organization of any kind.
That said, a military production penalty, probably on the order of -25%, wouldn't be that bad.