Inquisitors not in Inquisitioning?

Chingis

Chieftain
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Jun 23, 2012
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Somewhere in Mongolia
I have an inquisitor in a city that I control that has a non-state religion. However, instead of burning down the homes of heathens, he just sits around like this is a city without worshipers of the devil. I have the proper civics, why can't I start my inquisition?
 
I would not have thought so, the missionary doesn't. If it was already active it would activate in the city you built it before you had chance to move it where you want it.
 
This came from another mod, a core mod provided by Firaxis, Gods of Old. If I recall, it worked just fine there so did something not get ported over correctly and all this time Inquisitors haven't worked?
 
no, even there you had to move it to a city and tell it to do its job. Just sitting in the city wont do any thing. Anyway it is 2am - way way past my bed time. Good night;)
 
Ah.. you're suggesting that the player wasn't using the mission. Right. Yeah, that would be an issue if that was it. I've just not used inquisitors in the mod before so I didn't know if there was a problem here with the mission or not.
 
No-one would use an Inquisitor the way it is unless they were going for Religious Victory. And I don't think anyone would go for Religious Victory as it stands either...

Inquisitors should purge one (non-state) religion of your choice at a time. It would then be of strategic value.
 
Right now it gets rid of every religion except the current state religion, which is almost never what you want to do because by the time you get access to inquisitors you have 2 or 3 religions you have founded yourself and have temples & monasteries for all of them. You only want to get rid of your enemies' religions to prevent them from having sight & espionage bonuses against you.

Ideally the inquisitor should have a separate mission button for each religion, and when you remove a religion from a city a number of refugee units should spawn on the city depending on the city's size & how many of the purged religion's buildings were present in the city. The refugees should spawn under control of whichever civ has the purged religion's holy city & has that state religion, or failing that the closest civ with the purged religion as the state religion. Refugees would work like immigrants that can pass through enemy territory. They could even have a mission button to buy a transport ship while inside a coastal city so they could evacuate over water. If you were really mean, you could send bandits out to kill them, but they would have a high evasion score & 2 movement so in a well developed civ they would be able to hop from city to city to stay safe until the reached the coast or the border.
 
Right now it gets rid of every religion except the current state religion, which is almost never what you want to do because by the time you get access to inquisitors you have 2 or 3 religions you have founded yourself and have temples & monasteries for all of them. You only want to get rid of your enemies' religions to prevent them from having sight & espionage bonuses against you.

Ideally the inquisitor should have a separate mission button for each religion, and when you remove a religion from a city a number of refugee units should spawn on the city depending on the city's size & how many of the purged religion's buildings were present in the city. The refugees should spawn under control of whichever civ has the purged religion's holy city & has that state religion, or failing that the closest civ with the purged religion as the state religion. Refugees would work like immigrants that can pass through enemy territory. They could even have a mission button to buy a transport ship while inside a coastal city so they could evacuate over water. If you were really mean, you could send bandits out to kill them, but they would have a high evasion score & 2 movement so in a well developed civ they would be able to hop from city to city to stay safe until the reached the coast or the border.

Current mechanism will expel the units from your land if there is not at least a Right of Passage agreement between you and their new civ, unless you are at war with their new civ which means you can kill them with normal units.
 
Current mechanism will expel the units from your land if there is not at least a Right of Passage agreement between you and their new civ, unless you are at war with their new civ which means you can kill them with normal units.

They could be HN (but not Always Hostile obviously as they're zero-strength). That would work, would it not? And it would have the additional benefit that, if you didn't know who had that holy city before, they wouldn't reveal it to you (at least unless/until you tracked them making their way 'home').
 
If they are HN then you can attack them straight away. Also HN is barbarian as far as AI players are concerned so they will kill them asap also.
 
If they are HN then you can attack them straight away. Also HN is barbarian as far as AI players are concerned so they will kill them asap also.

HN units that are not Always Hostile appear as barbs, but cannot be killed without being at war with their civ. Check the Navajo Rifleman, and the Sniper is the same I think. (There's another Native North American Rifleman that I can't quite recall...)

Can this be put in the modder's documentation somewhere so it doesn't keep getting forgotten?

ETA: Correction I think the Sniper is camouflage plus not Always Hostile, but not HN, so he can still get into unfriendly territory and can't be attacked there. The only difference is that his nationality is known.
 
Let me run some tests to get a full definition of how it all works and then we can discuss exactly how it SHOULD all work. There's a number of things I'm looking to do that's related to this in v37 as it stands so I will need this clarity in full anyhow.
 
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