Modular Religions

I still don't see why the religions were moved to separate techs. What was wrong with them being part of related techs - Druidism from Naturopathy, Shamanism from Animism, Tengriism from Animal Riding and so on? That way you solve all those issues at once.

I guess it helps spreading the religions across the civilizations, otherwise the leading civ(s) effortlessly get every religion.
 
I guess it helps spreading the religions across the civilizations, otherwise the leading civ(s) effortlessly get every religion.

Exactly. We spent months figuring out the best paths so that the Tech leader(s) would not end up with All (or at the very least the majority) of religions. And off set them by 1 tech tree spot with a greater cost involved. Even going so far as to make them dead end Techs. But later others who did not help in that effort, or disagreed with parts of it, began moving and injecting new techs without using any of that work as a consideration. Hydro was one that comes to mind right off.

@Arakhor,
Even though AND did spread the religions abit (not much really) it still suffers from the Tech Leaders grabbing the majority of the Religions.

JosEPh
 
I don't see how that's supposed to help. If the leading civs are way ahead, they can still pick up those techs anyway.
 
I don't see how that's supposed to help. If the leading civs are way ahead, they can still pick up those techs anyway.

It does work. The added cost of each Founding tech would cause the AI to value hogging the Religions less and allowed it to focus on other goals, thereby leaving some religions behind for the late comers to invest time in to acquire. That is also in part why C2C has more religions than probably any other mod out there. And if you diverged in the tech tree to pick up that religion founding tech you are not spending that research time on gaining more of a lead.

I'll say this the Tech Diffusion method that AND came up with is in part because of the disparity caused by having the major religions all linked together in the main tech tree research pathing. And without TD turned on the disparity shows up all over again especially in AND (but to a lesser degree in C2C).

JosEPh
 
I don't see how that's supposed to help. If the leading civs are way ahead, they can still pick up those techs anyway.

Yes, but it has a cost, so if the leading civ wants to deny a religion to the other, it will sacrifice the beakers needed for the tech (other civs later won't need to spend those beakers on that useless tech). So it's usually better off researching other techs.
 
Well, it still doesn't help with the essential issue of the religion techs being useless except for AI exploitation after the religion has been founded.

Besides, who thought it was a good idea for Asatru to unlock both Asatru and Rodnoveri in the same tech? That's bonkers.
 
Well, it still doesn't help with the essential issue of the religion techs being useless except for AI exploitation after the religion has been founded.

That is the whole point. We replaced a lot of problems with just one. We have tried a couple of ways of fixing that one problem but since it is much smaller problem than the ones we had before hand it is not as urgent.

Besides, who thought it was a good idea for Asatru to unlock both Asatru and Rodnoveri in the same tech? That's bonkers.

Someone who added a religion without consulting me first.:mischief:
 
So, when are the modular religions going to hit the SVN? If empty religious techs aren't changing, I'd really like to be able to disable a whole pile of them.
 
As far as I know most in Custom_Religions are already.

I forgot about the favorite religion values on the leaders. That still needs to be made fully modular. Which means having alternate religions for every leader.

You should have one religion per nation in game for balance.
 
As far as I know most in Custom_Religions are already.

I forgot about the favorite religion values on the leaders. That still needs to be made fully modular. Which means having alternate religions for every leader.

You should have one religion per nation in game for balance.

What I did was removing the favorite religion of every leader (including custom ones) and putting a <AndDependencyTypes> for them in the corresponding religion folder. So if the favorite religion isn't there, the leader has no favorite religion.

I assume it could be possible to have a list of favorite religions for each leader sorted by priority by implementing several entries with successive <AndDependencyTypes>, but is it really important to have alternate religions (which could very well be deactivated) to replace a main favorite religion?
 
I'd suggest everyone having up to three favoured religions - one of the seven vanilla religions as the last resort if it isn't their first choice, maybe a "vanilla" RoM religion and then the "best fit" religion, even if it's from C2C's greatly extended roster. That way, no nation should be without a favoured religion, assuming that you don't make the vanilla religions modular as well.
 
Not having a favorite religion tends to mean that that nation does not adopt a religion and so is hampered a great deal.

Really? AI civs will only adopt their favorite religion? That's... harsh... What if the player found their favorite religion, they won't adopt any religion unless it's spread to their territory?
 
In my recent game, the Mongols have the Jewish holy city, the Americans the Mesopotamian holy city and the Maori the Shamanistic holy city. I think the Celts may even have founded Zoroastrianism, but they were willing to accept the Druidic faith from me.
 
Really? AI civs will only adopt their favorite religion? That's... harsh... What if the player found their favorite religion, they won't adopt any religion unless it's spread to their territory?

That is why favorite religions spread to such leaders when the religion is founded by anyone.:p
 
That is why favorite religions spread to such leaders when the religion is founded by anyone.:p

OK. And, say, if a leader has Islam as favourite religion (or another one quite advanced in the tech tree), it won't convert to another religion earlier? I'd say a civ should always convert to a religion if it can rather than staying religionless, even if it means switching to another (favorite?) one later...
 
That is why favorite religions spread to such leaders when the religion is founded by anyone.:p

I'm sure I've seen an AI switch out of their favourite religion (likely bribed by another AI, but nevertheless). I have also seen an AI that loses its religion's holy city, switch to another religion that it still has the holy city of.

And as Rwn hints, if an AI gets to an early religion first, they will almost certainly adopt it. Eg. Congo in my Aotearoa game founded Druidism and adopted it initially (I would not think it was Trudeau's favourite religion, but I couldn't say for sure...).
 
Besides, who thought it was a good idea for Asatru to unlock both Asatru and Rodnoveri in the same tech? That's bonkers.

In my game, which features the above two religions in the same tech, only one of them (Asatru) has been founded. If this is a consistent feature, rather than just a bug, this might be a way to have a random element to which religions are in the game by having religions in the same column being unlocked by just one tech. The choice of which religion is founded is then made by the first person to get there.

Canaanism, Ngaii and Andeanism could be one selection, whereas Asatru, Rodnoveri and Buddhism might be another. The other three pairs that I've noticed are Kemetism & Hinduism, Zoroastrianism & Judaism and Voodoo & Islam.
 
Diplomacy between civs will cause another civ to adopt something other than a 'favorite'. They're more likely to if the religion is well spread in their territory and some leaders really try to make that happen - or should if they haven't been hobbled by changes to vanilla AI.
 
I did notice in my game that the civs were pretty slow to research religious techs if they already had one or two religions and that Kemetism spread immediately to the Egyptian capital once I (the Siamese) had researched it.

Still, no Rodnovery in my game though, due to it bundled with Asatru, so it looks like my idea for pseudo-random religions might have legs.
 
Back
Top Bottom