IndieStone D.U.C.K.S mod

Alright, nice! Looking forward to it! Keep it up, guys!
 
:) Cheers Putmalk

Updated screenie:


Devout cities (100% of city population faithful to the state religion) identified by the sun glow around the religion symbol. There will be bonuses relating to devout cities unlocked by various doctrines along the tree - devout cities also spread religion faster.

When attempting to spread your religion into another Civ's borders, it will be easiest to tackle the non devout cities first, surrounding the devout cities in order to overwhelm them. :)
 
Just finished (codewise) and in the game:

Priests - A new specialist who generates extra piety when working in Temples / Monasteries etc. Collect great people points toward:

Great Prophet - Yep, they're back!

Abilities:

Start Golden Age - Golden ages also increase the range and/or strength (balance determining), of your piety emission, making it easier to convert other civs.

Build Shrine - The GP's great improvement. It can be built in neutral terrain as well as in your borders. Has a range of 5 hexes and adds 5 piety to any city within range, yours or other players cities. Instead of missionaries (at least until the SDK), your new way of attacking far away civs with your religion is to send a great prophet out to build a shrine near to their borders, these will then start transmitting piety to any cities in range over the border every turn, though taking an armed guard is a must, not only to protect the GP, but then you'll need to station guards at the shrine indefinitely to make sure it's not torn down by another Civ.

Other Civs can counter this without declaring war by getting control of the tile the shrine is in, giving them ability to eject the unit and pillage / replace the improvement.

They can also be used in your own civ borders to bolster your own cities piety production (the only way it will count toward your doctrine unlocks)

This also allows for interesting combos, since your own cities get bolstered by the shrine, they will become more effective at transmitting their piety to other player's cities. If you get a shrine in range of your own cities and your opponents, then they will not only get the piety from the shrine, but also increased piety from the cities that shrine strengthens. This makes shrine placement very important and strategic.

Splinter Religion - If you have a state religion that you're not in control of (was founded by someone else) you can use the GP to break off your own religion using theirs as a basis. Your new religion will still retain the same holy city, and all the doctrine unlocked to that point, but then you can develop it on your own. You can also edit the name by adding a prefix or suffix to the original root name to make your offshoot religion.

Art coming soonish.

Also: I edited the main post with more details on the religion spread system.
 
If the player is forced to spend piety points, won't we be forced to go into monotheism at some point anyway?

Edit: If that's the case, it seems like if somehow, all the polytheism stuff is adopted, then an option to go into Polytheism+ should probably pop up.
 
If the player is forced to spend piety points, won't we be forced to go into monotheism at some point anyway?

Edit: If that's the case, it seems like if somehow, all the polytheism stuff is adopted, then an option to go into Polytheism+ should probably pop up.

You're forced to spend the points while you can spend them, but you're never forced to go into a monotheism, so at that point you no longer have to spend them. We'll still be tweaking the system so perhaps this will change.

I like the glowing sun, but might it be even better if the religion icon filled up from bottom to top as city population reaches devoutness?

It's something to consider, but it may affect readability of the icons.
 
Hey guys. Don't know if this is do-able within the current frame-work, but have you considered allowing the Great Prophet to also advance your society down one of the two religion tracks at no cost? i.e. have Great Prophets work like Great Scientists-except for Piety Stuff (Polytheism or Monotheism).
Also, whilst on the subject, I always thought it would be cool if the various Great People could get you an instant policy in an area they're 'associated' with. For instance, Great Artists might be for grabbing policies in the Patronage & Freedom Paths; Generals would be good for grabbing policies in the Honor or Autocracy Paths; Engineers would be good for grabbing policies in the Rationalism & Order Paths; Prophets would be good for grabbing policies in the Piety & Tradition paths & Merchants would be good for grabbing policies in the Liberty or Commerce paths (I've not included Scientists, as their function would remain grabbing techs).

What do you reckon?

Aussie.
 
pre-SDK the abilities of Great People are pretty restrictive. In fact adding any new unit actions is, from what I can tell, completely impossible. :(

Adding shrine is obviously ok because GPs can already make improvements. Golden age ditto. Splintering religion is done from the religion tree screen, so we can just check 'does one exist' and zap them as a workaround until the SDK is out.

What else are you going to add before you release it?

All the effects for all the doctrine and gods, finish the trees (monotheism has hardly any effects on the doctrine yet even though we've planned them out), add effect types for religion spread and so on, get the AI unlocking doctrines and hopefully tweaking their flavours to make them build piety buildings more, about 80 icons :D a whole bunch of show stopping bugs. We've got a lot in there, but it's waaaaay away from being playable even as an early beta.
 
When the SDK is released, will you have to recompile all the code into C++ format?

Does that outlook seem promising to you? :p
 
haha very.

I'm a C++ programmer, never touched Lua before this. It's been a NIGHTMARE. ;D

Well I wouldn't know, I've never worked with computer language before. >.>

I'ma start small, though. Just got a book that'll teach me BASIC, which is, well, basic... :p

I'm glad to see you're progressing, however. We need more quality mods like this!
 
A taster of some of the religion tree effects (all dumped onto the opening Polytheism doctrine so they're all in one tool tip)



Just to give you an idea of the kind of effects we have coded so far, before anyone goes "woah that's a bit powerful" at any of them, these aren't real values used elsewhere in the tree, I just chucked them into the XML to demo them. Bear in mind we're rather limited by what Lua allows us to change, so some effects we want in are not possible at the moment.

For those hoping to mod this mod when it comes out, all these effects are handled in XML just like the base game effects:

Code:
<Doctrine_PietySpreadChanges>	
	<Row>
		<DoctrineType>DOCTRINE_POLYTHEISM</DoctrineType>
		<Yield>200</Yield>
		<IfAllDevout>true</IfAllDevout>
	</Row>
</Doctrine_PietySpreadChanges>	
<Doctrine_YieldChanges>
	<Row>
		<DoctrineType>DOCTRINE_POLYTHEISM</DoctrineType>
		<YieldType>YIELD_FOOD</YieldType>
		<Yield>2</Yield>
		<IfStateReligion>true</IfStateReligion>
	</Row>
</Doctrine_YieldChanges>
 
really nice screenshots guys, awesome work

i'm wondering, for the religion stuff, did you figure a way for the game to recognize it (i wish) or is it just all lua driven?
 
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