How to modify religions?

Keraunos

Chieftain
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Jan 30, 2006
Messages
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I have two questions:

1) How to eliminate religions? I play on smaller maps, with limited number of opponents, so I want to have less religions, say 3 or something like that. And I'm searching for an easiest thing to do it :)

2) If I'd like to use religions from Greek World scenario - how to include them and only them?

I use C4 1.61 if it matters..
 
There're a lot of religious related xml:

-assests\xml\buildings\ the buildinginfos.xml and the buildingclassinfos.xml includes the data about shrines, temples, cathedrals and monasteries. If you want to use these buildings for something else, just check the buildinginfos.xml and remove all tags of the religion you've thrown out.

-assets\xml\units\ the unitinfos.xml , unitclassinfos.xml and the formation.xml include the data about the missionaries.

-assets\xml\civilizations\ civilizationinfos.xml: religious buildings and units are forbidden for barbarians. If you have removed something, you must also remove it there.

-assets\xml\gameinfo\religionsinfos.xml: This file is the list of the religions in the game.

:crazyeye:
 
Isn't there a better solution? I was thinking about eliminating apearance of religion in-game. You research tech - and no Holy City. This way you could leave all building and units untoutched, simply they won't be built..:)

I tried to delate tech related section in religionsinfo.xml. Then I got an error during loading but Civ4 passed it. Next, I launched the game-civilopedia showed that Polytheism won't give any religion.. I researched it and..:mad: Hinduism founded :(

So is it possible to simply keep religion so it won't emerge? Maybe creating disabled tech and attaching all unwanted religions to it? If it's possible - how to do it? (I'm new to Civ4..:) )

And what with question #2?

Anyway, thanks for feedback, glad that somebody answered :)
 
My bet is that the necessary change must be made in the technologies xml, however I looked in there and I didn't see anything about about buddhism or christianity.
 
Norseman2 said:
My bet is that the necessary change must be made in the technologies xml, however I looked in there and I didn't see anything about about buddhism or christianity.

I know, I've already checked it, too. The problem here is that all paraq. are located in various files. In ReligionInfo there is a line:
<TechPrereq>TECH_MONOTHEISM</TechPrereq>
for each civilization. But the problem is that when I remove
TECH_MONOTHEISM,
leaving
<TechPrereq></TechPrereq>,
the game loads, pedia doesn't show any religion, but when I research appriopriate tech - it still finds a holy city..:(

On the other hand, removing entire line, or entire religion doesn't help - the game won't load. I think the only possible solution is using first solution, but disabling Holy City emergence. I hope they are not hardcoded-connected to techs..
 
Keraunos said:
In ReligionInfo there is a line:
<TechPrereq>TECH_MONOTHEISM</TechPrereq>

Replace it with "TECH_FUTURE_TECH" ;)

...or create a new tech, something like "TECH_NEVER", make it Prereq to a religion and Disable it in CIV4TechInfos.
 
I you want it fast and dirty, do this:

-change the names of some religions to create your ancient religions.
Just change the "TXT_KEY...."-stuff !!!!! and do the same for the buildings and missionaries.

-don't throw religions out, just give them very late techs, so that they won't have any influence in the game.

I recommend not to give them nonsense tags like "Tech_Never". Cause this could cause xml errors.
 
NeverMind said:
Replace it with "TECH_FUTURE_TECH" ;)

...or create a new tech, something like "TECH_NEVER", make it Prereq to a religion and Disable it in CIV4TechInfos.

TECH_NEVER was the best solution, as religions appearing evel later could still mess in-game. Thanks a lot for idea :)

I post an attachment with my mod, if anybody want's to use it. It allows 3 religions: Judaism, Christianity and Islam. Judaism has been moved forward, to Code of Laws, so period without any religion lasts longer, and they competete each other then.

One more question, thought. How to make mod available through "Scenario selection" in-game? Ony way I could start this scenario was with Civ4Config :(
 

Attachments

I've another question about religions, which I thibnk I asked int he wrong place (initially).
How do I allow religions to spread to cities that already have at least one religion?
 
Brighteye said:
I've another question about religions, which I thibnk I asked int he wrong place (initially).
How do I allow religions to spread to cities that already have at least one religion?

It is already allowed.;)
 
Is it? How come religions never spread once a city already has one? I can use missionaries, but religions don't spread on their own.

If multiple religions can spread to cities, why don't they?
 
Chamaedrys said:
There're a lot of religious related xml:

-assests\xml\buildings\ the buildinginfos.xml and the buildingclassinfos.xml includes the data about shrines, temples, cathedrals and monasteries. If you want to use these buildings for something else, just check the buildinginfos.xml and remove all tags of the religion you've thrown out.

-assets\xml\units\ the unitinfos.xml , unitclassinfos.xml and the formation.xml include the data about the missionaries.

-assets\xml\civilizations\ civilizationinfos.xml: religious buildings and units are forbidden for barbarians. If you have removed something, you must also remove it there.

-assets\xml\gameinfo\religionsinfos.xml: This file is the list of the religions in the game.

Would these be the files needed if I wanted to create my own religions? I know it would take some interface editing to add more religions onto the existing seven but it would be cool to add something like a "New Age" religion or something.
 
Brighteye said:
Is it? How come religions never spread once a city already has one? I can use missionaries, but religions don't spread on their own.

If multiple religions can spread to cities, why don't they?
Random chance. They definitely have in my games. There's probably some variable that controls the probability that this will happen, but I couldn't tell you which one.
 
Dryhad said:
Random chance. They definitely have in my games. There's probably some variable that controls the probability that this will happen, but I couldn't tell you which one.

<iSpreadFactor>100</iSpreadFactor>
It's located in ReligionsInfo.xml, separate for each religion
 
Keraunos said:
One more question, thought. How to make mod available through "Scenario selection" in-game? Ony way I could start this scenario was with Civ4Config :(

Main Menu - Advanced - Load a Mod - Your Mod ;)
 
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