Ambreville
Deity
How do I prevent religions from being founded in a mod?
Thanks.
Thanks.
In techinfos, copy the entry for future tech and paste it after future tech. Change its name to something like TECH_PLACEHOLDER. Change the following tags ensuring that they are set like this:
<iFirstFreeTechs>0</iFirstFreeTechs>
<bTrade>0</bTrade>
<bDisable>1</bDisable>
<bGoodyTech>0</bGoodyTech>
Now, in religioninfos, set the prereq tech for every religion to TECH_PLACEHOLDER.

You could also just set religions in cities already, with no holy city (if that's an issue), and they won't get founded.![]()
But I don't want to remove them, I want to suppress them on later starts. In the absence of an ability to single out which religions are allowed in which era, I'd settle for a blanket end to religions popping up automatically when their technology is part of the starting techs.do the above (post #2) for only those religions you want removed?
But I don't want to remove them, I want to suppress them on later starts. In the absence of an ability to single out which religions are allowed in which era, I'd settle for a blanket end to religions popping up automatically when their technology is part of the starting techs.
Do you follow? I want to have a single mod which lets religions show up normally when discovered normally but also does not make them show up when the game begins at a later era.
Getting buildings to found religions is easy, but it's not what I want. Thanks anyway, I guess there is no easy way.Well ... the only thing I can think of that would do that is to disable the techs from founding religions, and then ask this fellow how he got buildings to found religions:
http://forums.civfanatics.com/showthread.php?t=259337
What if you're playing free (no scenario) and don't want religions to be founded? For example, I might want a Catholic Holy City to be Rome, but when the Protestant reformation comes, Protestantism doesn't have a "Holy City," so I'd just want a few Protestant cities, but no Protestant Holy City.
It's annoying setting all religion prereq techs to none and the second turn of the game each religion being "randomly" founded in a different city.
Yea, Python, but I was wondering if there was an XML alternative.
Ultimately this could be done in the SDK too, and probably quicker by intercepting the code which randomly assigns religions if the techs which discover them have already been given.
For a mod that begins in 1350, Christianity and Islam are obviously both well established, so founding them doesn't work, and leaving the religions without a prereq tech means they get founded randomly (which wouldn't work either).