how do you mod religion?

seady

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I was playing a game and realised amongst my pet peeves were missionaries. They are a pain to build as you have to get monasteries early on (and bad luck if the only city with it got razed) and the missionaries don't always work etc etc.

I just don't want to have to manage them if i can help it and i was playing with the idea of having them either be random or at least have the missionaries always succeed. I'd rather ignore them and let the pc do the work! I enjoy a focus on strategy: if someone else is getting a lot of revenue from religions, fine, i'll take their holy city.

Is this easy to do? Searching on "mod", "civ4", "religion" has gotten me nowhere and i can't find anything on this in the guides. I think someone did this in a mod already but i can't find the one. Barring that, maybe an atheism civic that purges religion altogether :devil:

Can anyone help me out here?
 
I don't understand. Do you want to edit the missionaries? or the religions? or both?

Some of the stuff you were talking about is very easily done through xml (If I understood your questions correctly.)

Can you please expand.. maybe describe exactly what you wanted to do.
For instance, I want to make it so that the missionaries don't need a monestary to be built in a city.

I'll check back here, and try to help you out. All I know is xml and nothing of python or C++, So if your question involves that type of coding, I'm not your man.

I also know a bit about modelling and texturing with 3dsmax, so if your ideas/questions need that type of stuff, I may be able to help there too :D.


Hope this helps,
Splinter13
 
Ideally, I'd like to do away with missionaries. I'd rather the spread was random, which it is to a small extent already, but so that if you were using "free religion" as a civic (for example), your cities would be 'infected' without intervention.

If that's impossible, then changing the rules so missionaries work 100% would be better than the current setup... for me anyhoo.

Is this possible in xml? I'm still getting my head around it.
 
I found a thread similar to this which says that the tag is <iSpreadFactor>.
File: \Assets\XML\GameInfo\CIV4ReligionInfo.xml

<iSpreadFactor>100</iSpreadFactor>
The spread factor. To increase the spread of a religion you have to increase this number. Any increase of it will make the spread faster.

I think this means if i used say <iSpreadFactor>300</iSpreadFactor>, then the religion effectively acts as a virus, but I am not sure 100%, and have no idea if it will infect a city with another religion already present, or if that's another variable, etc. It's a start tho!
 
you can also just change all the religion civics to have

Code:
<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>

set to 1. This will make no religion spread outside your borders.

You'll find Civ4CivicInfos.xml in Assets/XML/Gameinfo

combining this with your missionary increasment, it should work out nicely.
 
Splinter13 said:
you can also just change all the religion civics to have

Code:
<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>

set to 1. This will make no religion spread outside your borders.
Inside. No non-state religion spread inside your borders. Which seems the opposite to what seady is trying to do.
 
True, but it is interesting because you could use this for ideas that spread within a community but not outside, e.g. for a mod where the players are dealing with other species that can't accept religions. (fantasy era or aliens etc)

I want the religions spreading by themselves, across borders, and wars to be fought over the control of the holy cities. Just like real life (ahem). :ar15:

As a further step, Inquisitors (as per a mod i heard about) could be used to 'purge' the non-state religion (or all religions, like as in stalinist soviet union or the chinese cultural revolution)
 
I've copied CIV4ReligionInfo.xml into the equivalent folder of my mod, and edited replaced
<iSpreadFactor>100</iSpreadFactor>
with

<iSpreadFactor>800</iSpreadFactor>

Which is i think how it works. Wish me luck :-)
 
Well, it worked to a point. One religion only will propagate that way. :hmm: not sure what else to do, maybe a python script or something would work but i don't know how to use that yet. Ah well.
 
seady said:
As a further step, Inquisitors (as per a mod i heard about) could be used to 'purge' the non-state religion (or all religions, like as in stalinist soviet union or the chinese cultural revolution)
I want to see religions naturally purge themselves under certain conditions. There's one mod I'm toying around with that involves lots of religions, but I want them to "expire" and let new ones arise. Perhaps if there was a way to render old religions obsolete as units or buildings are. Anyway, I've kind of gone off on a tangent here.
 
another tangent; what about a religion / culture that purges wonders ? Kin d of like the way the taliban blew up those giant buddhas, or the cultural revolution did it's best to eradicate chinese (and tibetan) traditional culture?

On a side note, The nose of the sphinx was the unfortunate victim of target practice by the Turks in the Turkish period. "It is often erroneously assumed that the nose was shot off by Napoleon's men". So i'm certainly not saying it's just religions responsible for vandalism although there certainly seems to be a correlation. I remember reading that the great library was burnt by religious fanatics upset about the number pi (apparently irrational numbers were heresy since they implied god was insane?) but this is, shall we say, controversial! :spear:
 
I found out that this was already discovered by Kael. Admittedly it involves C++ programming, which gives me the heeby-jeebies. I wonder how many times the wheel was reinvented? :lol:
 
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