Novice First Game Questions

I'll update the manual to reflect that Spirit Guide is ANY unit, not a unit on the same tile. Completely missed the fact that the code was too simple for it to be limited to a tile on the first read through. Just let my mind fill in what I had "known" from the Civlopedia. Never a good idea.

The chance of a unit gaining a religion if it does not automatically start with one is 20% per religion in the city. The check is done in order of the religions, as well.

The order is:
  1. Fellowship of Leaves
  2. The Order
  3. Octopus Overlords
  4. Runes of Kilmorph
  5. Ashen Veil
  6. Empyrean
  7. Esus


Thus if you want to get Council of Esus religion on your units, you need to avoid having any other religions in the city, otherwise you are running the risk that they adopt that religion first, and thus don't get the 20% shot at adopting Esus to gain the special abilities.



Religion is granted in the SDK: CvCity.cpp
Spoiler Code :
Code:
            if (GC.getUnitInfo(pUnit->getUnitType()).getWeaponTier() > 0)
            {
                pUnit->setWeapons();
            }
            if (pUnit->isAlive())
            {
                for (int iI = 0; iI < GC.getNumReligionInfos(); iI++)
                {
                    if (isHasReligion((ReligionTypes)iI))
                    {
                        if (pUnit->getReligion() == NO_RELIGION)
                        {
                            if (GC.getGameINLINE().getSorenRandNum(100, "Religion Adoption") <= GC.getDefineINT("RELIGION_ADOPTION_CHANCE"))
                            {
                                pUnit->setReligion(iI);
                            }
                        }
                    }
                }
                if (GC.getGameINLINE().getSorenRandNum(100, "Mutate Chance") < (getMutateChance()))
                {
                    pUnit->setHasPromotion((PromotionTypes)GC.getDefineINT("MUTATED_PROMOTION"), true);
                }
            }

And from the GlobalDefinesAlt.xml:
Code:
    <Define>
        <DefineName>RELIGION_ADOPTION_CHANCE</DefineName>
        <iDefineIntVal>20</iDefineIntVal>
    </Define>
 
1. Yeah, it actually gives the xp to a random unit of the same civ. This was changed quite a while back, but the Civilopedia is rarely updated quickly.

2. I think I remember reading someone mention this a a bug before, but I don't really know what's up.

3. Religious UUs all start with their respective religion. When a unit is built and doesn't have a religion associated with its unit type, there is a chance for the game to assign it any religion present in the city building it. I haven't actually been able to figure out where this is handled though.

Order, Empyrean, and Runes of Kilmorph units, plus any living unit owned by the Mercurians, have a chance of becoming Mercurian Angels, compete with the xp (but not promotions or levels, jut the xp to purchase new promos). All AV, OO, and CoE units, plus all units with Death 1 or Entropy 1, have a chance to provide two Infernal Manes (with no promotions, levels, or xp)

Some spells (Priest spells and Esus Recon unit spells) also depend on the unit's religion too.
Thank you.

By the way, that wasn't a waste; if you are good, you don't get a chance to build druids.
*Nod* Now I know that, since my L6 Vicars upgraded to Luridus instead, even with a nearby Grove. So the terraformer Archmage and two t-former adepts are working on turning tundra into something useful. Oh well, it's a first game, lots to learn.

I take it that if I play as Faeryl, I can't get Druids either, even if following FoL. Your civ has to be Neutral for Druids. So if I want to play a terraforming game, I need a neutral civ. (I'm thinking Great Plains, End of Winter.)

@xienwolf:
The religion check order is good to know. It's like in standard civ Judaism is checked first so Judaism tends to be the dominant religion in pre-BtS game.

As for Immortal: The manual seems clear enough on the subject in general, although it was the details of how things interacted that concerned me.
 
I take it that if I play as Faeryl, I can't get Druids either, even if following FoL. Your civ has to be Neutral for Druids. So if I want to play a terraforming game, I need a neutral civ. (I'm thinking Great Plains, End of Winter.)
Generally yes, but you could change first to Runes of Kilmorph for the neutral, then back to fellowship for the religion.
Though they do start with nature mana, afaik, so using one arch-mage slot on vitalize shouldn't be too much of a sacrifice.
 
5. Druids have access to nature 1-3 (or earth 1-3 for dwarven druids), a unique spell (entangle for most druids, crush for the dwarven variety), affinity (+1 nature for most, +1 earth for dwarven druids), they start with subdue animal and they can heal and cure disease like priests. Now that religions carry over when units upgrade, they also have access to all the spells of their religion's high priests. High Priests will abandon you if you switch religions, but Druids never do.

Don't forget my favorite. Balseraph Druids (upgraded from harlequins). They get nature 1-3, mind 1-3, and chaos 1-3.
 
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