[MOD] Reformation and real city conversion

Saarlaender

Chieftain
Joined
Jan 14, 2006
Messages
60
So, there's my first mod. It makes some major changes to religion:

Reform and conversion - plus Saarland v 0.95 BETA

-includes:
-Inquisitor Mod by Mylon
-Inquisitor: builds an inquisior which can remove religions from a city. (ISSUE*)

-SettlerReligion by Bhruic
-SettlerReligion: settlers have a chance to come with a religion of the city they're from. the founded city then already has a religion.

-Religion change Code by Kael
-CivII Revival code by Octavian

What's new:
1-new religions, religion changes
2-gives Missionaries real power - they can't just add religions, they might just convert the population altogether!
3- it makes Reformation possible (working out details still.. ) (*)
4-it ties buildings to religions.
5-also adds civilization "Saarland." This is of German local interest only.

Details:
1)
-religions added: Protestantism and Polytheism
-religions removed: Taoism and confucianism
-religion renamed: christianity -> Catholicism

-Tech: Burial included. it's prereq for meditation, polytheism and mysticism equally, giving the three early religions an equal start.
-Tech: Theology changed: now comes much later in the game. Founds Catholicism.
-Tech: Printing Press founds Protestantism.
-Islam unchanged.

2)
UNITS:
Missionary unit now has a chance to remove religions on spread. If a catholic missionary comes to a city that has polytheism, there is a large chance Polytheism will go.
If he comes to a muslim city, there is a significantly lesser chance that Islam will go, etc. ...
this is cross-coded with different percentage values. (ISSUE*)
(modded in CvEventManager)

3)
Reformation. After you have the tech that makes a religion possible (i.e., after either you founded it or someone else founded it and you're figuring out what caused it), cities can convert by themselves.
That means a polytheistic city has a chance of becoming catholic or muslim after the proper techs have been discovered, and a catholic city can become protestant. That removes the religion that's been there before.

4)
BUILDINGS:
attributed more buildings to specific religions to add bite. There is a kosher grocer, a halal grocer and a Hajj;

also, wonders are attributed to their proper religions (i.e., Parthenon - Polytheism, Sistine Chapel - Catholicism and so on.)
A city must have the religion if it wants to build these.
BITE:
If a missionary removes the religion while the building/wonder is built, it can no longer be continued! The missionary becomes a definitely hostile unit! (AI does not know this of course. Any ideas here?)

KNOWN ISSUES
-many fixed from last version. no more popup;
-the inquisitor destroys the religious buildings, which now also include the wonders! I have tried to change this, but my python fails me there. (I'm a newbie.) I'd be grateful for help there. (this is in the CustomFunctions file.)
-reformation: it seems like there is only one round of reformation, and after that it never happens again, though i had intended it as ongoing. I'd appreciate help here..
-missionary conversion: old issue (sometimes removing all religions) is fixed. HOWEVER, it seems like, if there's many religions in the city, they either all convert, or none. Can't figure out why yet.

-still many graphics issues:
I cannot get some buddhist graphics overriden; they keep showing up for polytheism. Don't know why.
Polytheist Monastery shows up as a button in the build list. Again, don't know why.
Wonders seem to show up on the building lists in cities that shouldn't be able to build them. again, sometimes this works and sometimes it doesn't.


Text:
The text is programmed in XML in both English and German, and in Python only in German. I don't know how to make that general so it can later pick English. Again, any help will be appreciated.

So now, I'd appreciate testers, modders and people who know more python than me to tell me why some (or: so many) things screw up, and some creative minds with some modification ideas for the mod!
... and please be patient, I'm a newbie. Things are wrong. I know...

edit: new version, less bugs. the two files belong together, the mod exceeds 500k - so the xml folder in is the second file.
 

Attachments

GameTextInfos doesn't work in this. one second here...
edit: fixed dumb mistake in GameTextInfos. sorry.
 
Well, let me say Oh Leck. Who knew I'd meet a fellow Saarlaender on the civ forums? ;P

I'm going to have a look at this when I get home from work today--specifically at the Saarland civ. I hope we start with mining? ;P

I haven't actually played with civ modding yet (time issues), but I'm pretty fluent in python, so I'm gonna have a looksee if I can assist with the i18n issues here ;)
 
Bringa said:
Well, let me say Oh Leck. Who knew I'd meet a fellow Saarlaender on the civ forums? ;P

I'm going to have a look at this when I get home from work today--specifically at the Saarland civ. I hope we start with mining? ;P

I haven't actually played with civ modding yet (time issues), but I'm pretty fluent in python, so I'm gonna have a looksee if I can assist with the i18n issues here ;)

ha.. ei jo, we start with mining! :)
also: I was just being stupid. I got the picture fine in there too, now. (not yet uploaded)
 
bluehoxxe said:
hey! im taoist.

I dont want to consider my religion as "unimportant", thank you very much.

Please forgive me, I didn't want to imply that it's unimportant. no offense intended. :)
 
So, the real change is Polytheism is weakend and religions like Christianity and Islam are now more powerful.
 
interesting ideas. I am more interested in the handling of removal of religon. It is deffinately a good idea to tie it to the missionaries themselves. although I am not sure about making later religons more powerful...

I realy like the idea of religous settlers. Never thought about that but makes total sence.

Not sure if Iwill use the mod for my single player games but I will look at the files to enhance my understanding of modding.
I will ofcourse give you credit in any thing I use:)
 
be aware that I used the inquisitor and the settler mod myself, they're credited in the accompanying description file.
As for my cange of religions, I don't think it weakens polytheism; I added a religion "olytheism", which is quite strong in the early game, and which also has mostcool early wonders tied to it, making it quite attractive.
 
Say, this is pretty neat sounding. Question, though: Do the AIs use the inquisitors in yours? I'm guessing they don't, unless you seriously changed Mylon's inquisitor mod...

EDIT: Another question: if they AIs don't use them, what do you think about the idea of "tricking" the AI into using them by making them give a one-time culture boost or something else similar?
 
I also think that its somewhat arrogant to add catholicism and protestantism and remove taoism and confucianism. confucianism maybe but certainly not taoism.
 
Harrifer said:
I also think that its somewhat arrogant to add catholicism and protestantism and remove taoism and confucianism. confucianism maybe but certainly not taoism.

This is a mod dealing with reformation, so it is obvious it shouldn't include non-european religions.

People in India or China are free to make their own mods, without christianity, islam or judaism.

What's the big deal? I don't get it. If someone don't like this mod from whatever reason, he doesn't have to play it.

Anyway - Saarlaender, which Inquisitor mod version have you used? Mylons, or that improved version from Green Mod (which is actually much better). I often had a probem with Mylon's Inquisitor, because the inquisition building has not disappeared and I was unable to get rid of other non-state religions in that city.
 
Hello,

Could you please provide some basic instructions on how to install this MOD? I really like your ideas and think it is a terrific addition to CIV IV. Prior to this MOD, spreading religion seemed a bit pointless (other than to obtain economic or diplomatic benefits).

Keep up the good work - I would also like to emphasise to the others that this is a Reformation MOD, and I echo the author's comments in this regard.

Cheers

Lord Wellington
 
Saarlaender said:
-still many graphics issues:
I cannot get some buddhist graphics overriden; they keep showing up for polytheism. Don't know why.

might be related to the CIV4specialbuilding.xml and the corresponding unit file
 
Lord Wellington:
unzip both the first file, then add the unzipped second file into that directory (i.e., open the directory and place it next to the python folder.). Then put this whole directory into your CIV4 Mod folder. On start, select "extended menu" (or such, i have the german version), then pick "load mod", and pick the mod by name. The game will restart, and the mod will load.

Harrifer: I apologize to you and anyone else whose religious fellings I might have offended and I'd like to assure you that that was not my intention. it's a gameplay change, not a value judgment.

My AI doesn't use inquisitors and really, neither do I, sonce my missionaries are actually more powerful: no need for a state religion, and spread of your religion while at the same time removing the old (well, sometimes.) but the AI doesn't seem to use it.
Winner: I used the original Inquisitor mod, neither green nor mylon's, for this. It seemed to work, but honestly I haven't checked this out enough to really be able to tell, since I concenrated on my additions in most tests :) Which, by the way, still don't work right, and my edits since this post (not yet posted) seem to have made it worse. but that's for another day :)

hamtastic: I'm a complete novice at coding and I'm realy amazed I made the missionary thing work (somewhat). I would guess that the routine that lets the great artist give culture points could be applied here, though. The problem then may be that the AI would use it on low-culture cities, which tend to be the ones with few or no religions, and that runs somwehat counter to the intended effect of the unit, no?
 
Sorry, I guess I must be doing something wrong. I tried to install the mod but it ailed to load the CVeventmanager.

Basically, I placed Reformation 1 and Reformation 2 side by die in the Civ IV Mod File.....

what am I doing wrong? Sorry to be a bother...
 
Scratch that last comment, I think the Greatperson Mod was causing the probs.

There is now no error, but I still cannot get teh MOD to work... Can you explain the installation process in baby language ?

Again, apologies for my incompetence!
 
don't put it side by side. one goes into the other, not next to it. reformation 1 has to be unpacked normally. the content of reformation 2 is a folder named "xml". copy that - NOT the ref 2 folder - and then, with that in the clipboard, open the ref 1 folder and then paste it into that folder. now, that folder will have the python folder and ther xml folder side by side. once you're there. it should work...
 
Thanks finally got this working.

Great ideas, it needs some work in a few areas.... Have not played it in any great depth yet but here are a few problem areas (no doubt you are already aware of):

*I could not build a Polytheist Shrine;
*I built a Protestant Shrine (before I had Printing Press in a Catholic City) and suddenly discovered Protestantism;
*My Catholic City then "converted" even though it had founded Catholicism and had the Catholic Shrine.
* I did not even see the Mysticism Tech;
* The Tech List and the Tech Tree are inconsistant;
* I see what you are saying about the numerous Graphic Issues...
*Rather than having the religions being established in their historical order, I think they should all be established very early on...

Can anyone help Saarlander with this? The ideas are great, and I DO think they add something to the game....
 
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