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No Religions

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.
 
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.

Alright. Thanks!!
 
You could also just set religions in cities already, with no holy city (if that's an issue), and they won't get founded. :)
 
Sort of related question: Is there an easy way to stop religions from being founded on later era starts? For example:

Hinduism, Buddhism, and Judaism are all ancient era religions. If you start at a later era, for instance, industrial, those religions will be randomly founded in the first few turns. Is there an easy way to prevent this without disabling the religions entirely?
 
do the above (post #2) for only those religions you want removed?
 
You could also just set religions in cities already, with no holy city (if that's an issue), and they won't get founded. :)

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.
 
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.
 
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.

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.

Your post kind of confuses me; are you saying you want a religion to be founded, but without a holy city? In that case the answer is obvious: PYTHON! :D

Python is your friend...
 
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).
 
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).

So how exactly does the religion appear if it is already founded? In one city, many, all the cities, random or specific civs, etc? Clustered or scattered? etc

This sort of sounds more appropriate for a scenario than a random map.
 
Good point regarding a random map. I'd probably have to force it through python (or C++) anyway to set the religions in their historical areas, and rely on a leader's "favorite religion" to do the rest.
 
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