Feature Requests and Discussion

Is there a way to suppress the popup that comes and asks you if you'd like to convert to a religion that has just spread to your lands?

I have discovered how to prevent certain civs from converting to certain religions through the religion screen, as well as how to set a civ to no longer have certain state religions at the start of a turn, but there are still cases where a civ can briefly change to an otherwise banned religion (and waste a turn of anarchy) through that popup.
 
Request: when you start a late era game (post religions) you don't get the teir one disciples - which means one can end up going without religions for a long time (they are founded as per normal, but yourwaiting on the ais generosity or a free spread).
Solution: I see two, firstly the obvious make it so that you start with a disciple of each or leave those techs off the list for late era starts (this last would severity underpower the religious game, but would be workable),or secondly there could be an event related to it which occurs if you own religious techs but don't have a religion, and gives you the chance to choose a religion to support (you could then either get an disciple or a free spread).

Thoughts?
 
Ouch, that should get fixed.

I would like to see the AI give a wide berth to Archon the Dragon until they have a stack of units that can properly handle the situation. I usually wait until I have rangers that have Subdue beast.
 
Requests

1. Add espionage.
2. Add an option where you do not get free missionary with religious tech nor free spread of favourite religion, but temples and missionaries no longer require techs. (i.e. make religion work more like in bts)
 
1. Agree

2. Disagree: In BTS the missionaries without a monastery is from a civic. I am not aware of a way to build religious buildings without already having the religion in place.

Also, in BTS you do not get a free missionary unless you found it, and thus are never guaranteed to actually get access to your religion of choice. This is OK in BTS as some religion will organically flow to you eventually and they all have the same bonuses. In FFH all of the religions provide different benefits and different tech requirements. I guess you could just not bother to tech religion if you don't expect to found one, but that doesn't seem exciting.

From a lore perspective, I think all of the religions already actually exist and are known in the world instead of human history where a religion grew from some specific person/event. The "founding" of a religion in FFH is more of a nod from the gods that you are ready pursue a line of faith. I could be wrong here.
 
2. Disagree: In BTS the missionaries without a monastery is from a civic. I am not aware of a way to build religious buildings without already having the religion in place.

Also, in BTS you do not get a free missionary unless you found it, and thus are never guaranteed to actually get access to your religion of choice. This is OK in BTS as some religion will organically flow to you eventually and they all have the same bonuses. In FFH all of the religions provide different benefits and different tech requirements. I guess you could just not bother to tech religion if you don't expect to found one, but that doesn't seem exciting.

From a lore perspective, I think all of the religions already actually exist and are known in the world instead of human history where a religion grew from some specific person/event. The "founding" of a religion in FFH is more of a nod from the gods that you are ready pursue a line of faith. I could be wrong here.

I did request is as an option. I would really enjoy playing with it. It would create a different mechanic where spreading religion would work as a way to get allies. And it would prevent the whole world from adopting RoK and FoL.
 
excellent work on rev 1382! you'll also have to flag pearls as <bnormalize>0</bnormalize> in civ4bonusinfos.xml so the normalization code doesn't use them to boost starts.
 
What has been changed in rev 1382?
 
I see. Perhaps there could have been a middle ground. After all some forests are always good to have.
 
why ?
those are only boosts for lanun....
(.. hmm after thinking a bit, it is a non-issue as water starts are good for lanun only).
but the generator likes to put people in water starts which "value" is inflated due to pearls nearby.
 

Because the code checks for prerequisite techs when adding bonuses to start positions

but the generator likes to put people in water starts which "value" is inflated due to pearls nearby.

I tested this a while back and that is also not the case. Pearls are only valued for civs that can see them.

The reason you see so many pearls on the map is because there are only 4 water resources, so there's not a lot of options then the map generator starts placing resources in water tiles.
 
I've also added logging to some of the Normalize routines. You'll see a little section like this at the beginning of the BBAIlog when generating a new map.

Code:
[83532.875] NORMALIZING STARTING PLOTS...
[83532.938]   (ADD FOOD BONUSES): Adding Bonus Corn to plot 59, 23 for Illians
[83533.000]   (ADD EXTRAS): Adding Bonus Cotton to plot 20, 41 for Lanun
[83533.016]   (ADD EXTRAS): Adding Hills to plot 20, 39 for Lanun
[83533.047]   (ADD EXTRAS): Adding Hills to plot 25, 12 for Clan of Embers
[83533.078]   (ADD EXTRAS): Adding Hills to plot 70, 18 for Kuriotates
[83533.078]   (ADD EXTRAS): Adding Hills to plot 69, 17 for Kuriotates
[83533.109]   (ADD EXTRAS): Adding Hills to plot 60, 23 for Illians
[83533.109]   (ADD EXTRAS): Adding Hills to plot 58, 22 for Illians
 
nice.

and thanks for the info.
 
@Tholal:

This is something I proposed a while back in the RifE, forums, but of course further development stopped on Rife. I don't know if this is beyond the scope of what you want to do, but thought I'd propose it here anyway, for your consideration.

The Khazad and Luchuirp have as one of their unique units the Dwarven Druid, which requires Neutral alignment. Both Khazad leaders start as Neutral, meaning that if they convert to a religion that changes their alignment, they lose one of their UUs (unless they convert very late in the game).

Both Luchuirp leaders start as Good, meaning that you have to convert to Octopus Overlords to become Neutral and be able to build the Dwarven Druid. The flavor doesn't seem right, i.e., having to convert to a religion of Asylums, Lunatics, Krakens, and water-walking demons (Stygian Guards) to build a unit whose magic relates to the Earth.

I think the easiest solution would be to remove the alignment restriction for Dwarven Druids and, if necessary for balance, block the Khazad and Luchuirp from building Paladins and Eidolons.

Also, building a Dwarven Druid requires a Grove, which doesn't really seem to fit units whose power relates to Earth magic (Crush, Earthquakes) as opposed to the Nature magic of the standard Druid. I would therefore suggest giving the Khazad and Luchuirp a replacement UB for the Grove, e.g., Stone Circle, Megalith, Dolmen, Cromlech. Instead of +2:) with Guardian of Nature, maybe +2:) with Arete or another civic, otherwise it's just a Grove with a different name.

Just some thoughts. As I said, the flavor doesn't seem quite right with the steps you're sometimes required to take to build one of your UUs.
 
Luchuirp could convert to council of esus as well.
 
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