Inquisition Mod
By: TheLopez
Last Update: 11/09/06
Version: v0.4.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.4.1w
Version: v0.4.1
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.4.1
Description:
Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Inquisition Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Missionary units can be upgraded to their respective inquisitor unit
- Removing religions from cities worsens relations between the civilization
removing the religion and other civilizations depending on certain
conditions
- Relations worsen by one between the civilization removing a religion
from any city and any civilizations having that religion as a state
religion.
- If a religion is removed from a city not belonging to the owner of the
inquisitor unit then the relations worsen by one between the two
civilizations.
- Certain conditions make it harder for inquisitor units to remove religions
from cities:
- -50% Removal chance if the target city is the holy city for the target
religion attempted to be removed
- -25% Removal chance if the target city is a holy city for any religion
- -15% Removal chance if the target religion is the state religion of the
city's owner
- Each building related to the targeted religion reduces the chance that the
religion will be removed.
- If a religion is removed from a city then all of the buildings related to the
religion are removed from the city. If the target religion isn't removed from
the city there is still a slight chance that the targetted religion's related
buildings could be removed.
-----Units-----
Buddhist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Buddhism
- Theocracy Religious Civic
- Buddhist Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Christian Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Christianity
- Theocracy Religious Civic
- Christian Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Hindu Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Hinduism
- Theocracy Religious Civic
- Hindu Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Islamic Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Islam
- Theocracy Religious Civic
- Islamic Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Jewish Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Judaism
- Theocracy Religious Civic
- Jewish Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Taoist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Taoism
- Theocracy Religious Civic
- Taoist Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
-----Notes to Modmakers-----
If you want to use the Inquisition in your mod I have tried to make things as
easy as possible for you. In the XML files I have added
<!-- Inquisition Start --> and <!-- Inquisition End --> in all of the places
that I have made changes to the original files.
In the SDK files I have added // < Inquisition Start > and
// < Inquisition End > in all of the places that I have made changes to
the original files.
In the Python files I have added # < Inquisition Start > and
# < Inquisition End > in all of the places that I have made changes to
the original files.
-----Version Information-----
-----v0.4.x------
- Integrated Dr Elmer Jiggle's event manager and INI parsing code.
- Added the configurable option allowing players to indicate if the religion
of the inquisitor should not be required to be present at the city where an
inquisition should be started.
- Added the configurable option allowing players to indicate if the state
religion of the owner of the target city should not match the state religion
of the owner of the inquisitor unit to start an inquisition at the target
city.
- Added the configurable option allowing players to indicate if inquisitors
should be able to remove religions from any city they can enter.
- Updated to be compatible with Warlords v2.0.8.0 patch.
- Fixed the issue where players could not remove non-state religions in their
own cities. Reported by Orion Veteran.
-----v0.3------
- Fixed the issue where inquisitors could remove their own religion after the
changes were made to the code that picked the weakest religion. Reported by
Jeckel.
- Inquisitors now require their respective's religions temple instead of
cathedral.
-----v0.2------
- Fixed the issue where when a religion is removed from a holy city the
religion screen still showed the city as being the religion's holy city.
Reported by Donegeal.
- Increased the length that the AI is upset with a civilization when their
state religion is removed from a city or when a religion is removed from one
of their cities. Requested by Dom Pedro II.
- Inquisitor units can no longer explore rival's territories. Requested by by
Dom Pedro II.
- Updated the religion removal code so inquisitors pick the weakest religion
for removal instead of randomly picking one.
-----v0.1------
- Setup the Inquisition Mod infrastructure
- Merged in the Unit Civic Prereqs Mod v0.1
- Added the tag bRemoveNonStateReligion and the underlying code needed to use
the tag.
- Added the UNITAI_INQUISITOR unit AI and the MISSION_REMOVE_RELIGION mission
through the SDK and the required code needed to enable the AI to use
inquisitor units correctly.
- Added inquisitor units that reflect their missionary counterparts.
- Added a new button for the Buddhist Missionary unit.
- Updated all missionaries so they can upgrade to their respective inquisitor
unit
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- C.Roland
[TAB]For his Mages reskins of the missionaries and prophet
[TAB]
- Donegeal
[TAB]For inspiring me to develop this mod.
[TAB]
- Testers
[TAB]Jeckel, Aussie_Lurker, Dom Pedro II and Donegeal
By: TheLopez
Last Update: 11/09/06
Version: v0.4.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.4.1w
Version: v0.4.1
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.4.1
Description:
Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.
Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Inquisition Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
- Missionary units can be upgraded to their respective inquisitor unit
- Removing religions from cities worsens relations between the civilization
removing the religion and other civilizations depending on certain
conditions
- Relations worsen by one between the civilization removing a religion
from any city and any civilizations having that religion as a state
religion.
- If a religion is removed from a city not belonging to the owner of the
inquisitor unit then the relations worsen by one between the two
civilizations.
- Certain conditions make it harder for inquisitor units to remove religions
from cities:
- -50% Removal chance if the target city is the holy city for the target
religion attempted to be removed
- -25% Removal chance if the target city is a holy city for any religion
- -15% Removal chance if the target religion is the state religion of the
city's owner
- Each building related to the targeted religion reduces the chance that the
religion will be removed.
- If a religion is removed from a city then all of the buildings related to the
religion are removed from the city. If the target religion isn't removed from
the city there is still a slight chance that the targetted religion's related
buildings could be removed.
-----Units-----
Spoiler :
Buddhist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Buddhism
- Theocracy Religious Civic
- Buddhist Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Christian Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Christianity
- Theocracy Religious Civic
- Christian Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Hindu Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Hinduism
- Theocracy Religious Civic
- Hindu Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Islamic Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Islam
- Theocracy Religious Civic
- Islamic Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Jewish Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Judaism
- Theocracy Religious Civic
- Jewish Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
Taoist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires
- Taoism
- Theocracy Religious Civic
- Taoist Temple
- Abilities
- National Unit (3 Allowed)
- Can remove non-state religions
-----Notes to Modmakers-----
If you want to use the Inquisition in your mod I have tried to make things as
easy as possible for you. In the XML files I have added
<!-- Inquisition Start --> and <!-- Inquisition End --> in all of the places
that I have made changes to the original files.
In the SDK files I have added // < Inquisition Start > and
// < Inquisition End > in all of the places that I have made changes to
the original files.
In the Python files I have added # < Inquisition Start > and
# < Inquisition End > in all of the places that I have made changes to
the original files.
-----Version Information-----
-----v0.4.x------
- Integrated Dr Elmer Jiggle's event manager and INI parsing code.
- Added the configurable option allowing players to indicate if the religion
of the inquisitor should not be required to be present at the city where an
inquisition should be started.
- Added the configurable option allowing players to indicate if the state
religion of the owner of the target city should not match the state religion
of the owner of the inquisitor unit to start an inquisition at the target
city.
- Added the configurable option allowing players to indicate if inquisitors
should be able to remove religions from any city they can enter.
- Updated to be compatible with Warlords v2.0.8.0 patch.
- Fixed the issue where players could not remove non-state religions in their
own cities. Reported by Orion Veteran.
Spoiler :
-----v0.3------
- Fixed the issue where inquisitors could remove their own religion after the
changes were made to the code that picked the weakest religion. Reported by
Jeckel.
- Inquisitors now require their respective's religions temple instead of
cathedral.
-----v0.2------
- Fixed the issue where when a religion is removed from a holy city the
religion screen still showed the city as being the religion's holy city.
Reported by Donegeal.
- Increased the length that the AI is upset with a civilization when their
state religion is removed from a city or when a religion is removed from one
of their cities. Requested by Dom Pedro II.
- Inquisitor units can no longer explore rival's territories. Requested by by
Dom Pedro II.
- Updated the religion removal code so inquisitors pick the weakest religion
for removal instead of randomly picking one.
-----v0.1------
- Setup the Inquisition Mod infrastructure
- Merged in the Unit Civic Prereqs Mod v0.1
- Added the tag bRemoveNonStateReligion and the underlying code needed to use
the tag.
- Added the UNITAI_INQUISITOR unit AI and the MISSION_REMOVE_RELIGION mission
through the SDK and the required code needed to enable the AI to use
inquisitor units correctly.
- Added inquisitor units that reflect their missionary counterparts.
- Added a new button for the Buddhist Missionary unit.
- Updated all missionaries so they can upgrade to their respective inquisitor
unit
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- C.Roland
[TAB]For his Mages reskins of the missionaries and prophet
[TAB]
- Donegeal
[TAB]For inspiring me to develop this mod.
[TAB]
- Testers
[TAB]Jeckel, Aussie_Lurker, Dom Pedro II and Donegeal