Consecrating new holy cities

Crazy_Ivan

Chieftain
Joined
Oct 4, 2007
Messages
60
One thing that has always annoyed me is the razing of holy cities. I do it, and sometimes it doesn't seem quite fair that you can remove all the benefits and the chance to reclaim them (and doesn't a religious victory require a the holy city?).

So, what if you were able to re-establish your holy city with a great prophet/some sort of undertaking, such as passing an over/under council resolution, settleing a certain number of preists, or something reliant on the religion itself?

Just curious what the rabbling masses think of this idea.

Don't lynch me. :mad::mad: :eek:
 
In my version*, I made each of the Holy Shrines into Equipment. When a city with the shrine is razed, the equipment unit is created. You can pick up the shrine equipment from as a unit or promotion, but not as a building. The "Drop Equipment" spell not only creates the shrine in a new city, but also makes the city into the religion's holy city. Only High Priests of the appropriate religions (Or Shadows for CoE) can cast that spell.

Of course, if a holy city is destroyed before the shrine can be built, then it is destroyed permanently.


I also experimented with making Shrines buildable as normal (very expensive) wonders, so you aren't completely beholden to having Great Prophets.



*Well, in one of my old versions. I haven't added it back after more recent ones yet. There were some annoying side effects of using the same functions as other equipment uses, so I'll probably change the way I implement it in the next version. The description is of how it should work when I finnaly get around to releasing my modmod again.
 
Speakin of which, I know you're busy. But I wanna see a new version of your mod. I really liked it. :)
 
Speakin of which, I know you're busy. But I wanna see a new version of your mod. I really liked it. :)

It seems that constantly nagging Vehem has finally worked! He has given in an will be including the SDK/XML schema changes I requested in the next version of Fall Further. UnitsStats and FFHBUG will be included too, although possibly later.


I'm still playing around with some basic stuff now (like allowing auto-casting of most spells by adding promotions with pyPerTurn effects), but the real work on my modmod will start after Fall Further 0.40 is released. I'll probably leave all the Fall Further content in place.

I do have a couple of projects due in a couple weeks, so I may not be able to dedicate as much time to it as I'd like. I should definitely have a new version out sometime this summer, and it is going to be way better than the first one.
 
It seems that constantly nagging Vehem has finally worked! He has given in an will be including the SDK/XML schema changes I requested in the next version of Fall Further. UnitsStats and FFHBUG will be included too, although possibly later.


I'm still playing around with some basic stuff now (like allowing auto-casting of most spells by adding promotions with pyPerTurn effects), but the real work on my modmod will start after Fall Further 0.40 is released. I'll probably leave all the Fall Further content in place.

I do have a couple of projects due in a couple weeks, so I may not be able to dedicate as much time to it as I'd like. I should definitely have a new version out sometime this summer, and it is going to be way better than the first one.


I say this is officially righteous! Can't w8. So, don't take too long. ;) Nah, seriously tho, take as long as it takes to do it right, man. I'll be lookin forward to it.
 
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