Orion's Grand Inquisition

Can I disable the option in an ongoing game and continue without it ? If yes, how ?

You can, but OGI is so much better with Advanced diplomacy. Here is how:
1. Open your game.
2. Open World Builder
3. Open "Edit Data" dropdown.
4. Select Game Options
5. Disable Advanced Diplomacy by removing the x in the checkbox.
6. Click X to close the World Builder Edit Control window.
7. Exit World Builder.
8. Continue game play.
 
A more general comment: while I really like the additional units, buildings and wonders, I am a bit concerned about the cumulative effect. If I have several cities producing every available unit in one turn, one difference between the units effectively disappears. Why build a cheaper unit, if the most expensive one is ready next turn too ? If my major military cities can build everything within one turn, why bother building a new building giving a production bonus ? If both me and two AI civs produce so many beakers that techs are researched in 3 to (at most) 10 turns, I cannot even get my Ironclad Battleships into position before predreadnoughts become available. If so much commerce/gold is available that I can run a major empire with a combined tax rate of 100% (60% research, 20% culture, 20% espionage) and still have a healthy profit each turn, isn´t that too easy ? Maybe there could be some sort of cap ? So that the more expensive units take at least 2 or 3 turns to train, or that the later techs need a minimum number of turns regardless of how many beakers one has ? After all, regardless of how much one spends, a CVN simply cannot be build in 6 months, and the Manhattan Project could not be concluded in 6 months either.
 
Have you attempted to make a bribe with the diplomat? Bribes can be very expensive, but they can help you win a game without firing a shot. By the way, I have fixed your bug and 4.01 will have the fix and much more. The historian and I will discuss cumulative production.

I Played 400 rounds on a super 2 x huge map in 4.01. With hundreds of units and a boat load of cities, the rounds took a while, but there were no failures. Reliability has returned and the release will come soon.
 
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I had to repost the file for OGI 4.01

There seems to be an issue with the path not updating for Auto logging in BUG.
I fixed the path
There was also an issue with prospecting.
I fixed and retested prospecting and it now works correctly.
Old saved games will not work with this download.
You must start a new game.

Sorry for the inconvenience.
 
We have started work on OGI version 4.02. Here is the list of changes made so far:

Spoiler :

1. Fixed text for promotion: Population 5.
2. Fixed text links for various improvements.
3. Moved the Horse reveal tech back to Animal Husbandry.
4. Changed the strength for unique unit jaguar to 6.
5. Added new terrain: Volcanic.
6. Feature Volcano now defaults to volcanic plots.
7. Updated standard map script to include features scrub, swamp and volcanoes.
8. Updated Smart Map script to include volcanoes.
9. Added 5 "Mech" units to the Modern and future era techs.
10. Added Eden team Project, which will terraform all culturally owned plots in the empire one level.
11. Added Canal Construction team Project, which will enable workers to build canals.
12. Added Mech Construction team Project, which enables Mech units.
13. Added code for Promotions to have a prerequisite project.
14. Added code for Builds to have a prerequisite project.
15. Added new tech: Advanced Engineering.
16. Added Genesis team Project, which enables workers to terraform plots.
17. Added Atlantis team Project, which enables workboats to terraform plots into land!
18. Added new improvement: canal
19. Domain sea units can enter into land plots which have a canal.
20. The canal improvements will create a trade route path by surrounding the plot with a river.
21. A fort will no longer act as a city.
22. Domain sea units can no longer enter a fort (Build a canal instead).
23. A fort provides 50 percent plot defense.
24. Added new improvement: Military outpost to tech "The Wheel".
25. The military outpost provides 33 percent plot defense.
26. Military Academy allows 5 citizens to be turned into Drill Sergeant.
27. Created Movie for the canal project.
28. Created Movie for the Atlantis project.
29. Created Movie for the Genesis project.
30. Created Movie for the national wonder television.
31. Fixed python code to add Hydro plants, when national wonder Hoover Dam is constructed.
32. Can turn 1 citizen into Drill sergeant, when specialist management building Aggressive, Nomad, Protective or Seafaring is built.
33. Fixed graphics for the Modern Fanatic.
34. Fixed Sea Minerals resource XML code, so it can be improved.
35. Almost done with this version!.
 
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Orion's Grand Inquisitions 4.02

Orion's Grand Inquisitions 4.02 has been released.

See 1st post for new GOOGLE download link.

Note: Work on this mod may finally reach completion after the next release (i.e. v4.03). Testing has been flawless and the mod is reliable start to finish. We have tweaked so many things to balance game play. We think v4.03 will add the finishing touches. For now enjoy v4.02!

OV
 
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Thanks, I am now in turn 300. I do have my old "problem": cities get very productive. I have one that can produce even settlers in a single turn.

But a question: can one change the way units are named ? From "Original Unit (Upgraded Unit)" to "Upgraded Unit" or "Upgraded Unit (Original Unit)" ? If yes, how ?
 
Thanks, I am now in turn 300. I do have my old "problem": cities get very productive. I have one that can produce even settlers in a single turn.

But a question: can one change the way units are named ? From "Original Unit (Upgraded Unit)" to "Upgraded Unit" or "Upgraded Unit (Original Unit)" ? If yes, how ?

You can rename a unit by doing the following:
1. Click on the unit to be renamed.
2. Hover the mouse over the unit name (Yellow Font) in the box in the lower left hand corner of the screen.
3. You should see the words "Click to change the Name"
4. Left click on the name.
5. A dialog box comes up, which allows you to rename the unit.
6. Press OK when done.
 
Thank you, but I wasn´t interested in manual renaming but in automatic naming when a unit is built. I had disabled the Unit Naming in BUG and it seemed to have no effect, but apparently the effect is just for new unit types: my new musketmen are simply musketmen etc.

A possible bug: I built several caravels and gave them the explore order. They remained in port and did nothing. So nest turn I moved them manually to the open sea, gave the explore order again, and now they obeyed.
 
And please consider something to slow down research. Those huge cities seem to produce beakers in incredible amounts. 3 turns in Marathon for Chemistry ? Maybe the amount of beakers a city produces could be capped ? Or all techs be given a minimum time ?

And something similar with production. I am not even running my empire effectively, I avoid National Wonders like the Market Place and build all my markets and observatories etc individually, yet I have several cities able to produce a Settler Wagon in one turn. And I am not even building stuff like clock towers.
 
And a question: what is an Eternal Flame ?

An eternal flame commemorates a person or event of national significance, serves as a symbol of an enduring nature such as a religious belief, or a reminder of commitment to a common goal, such as diplomacy. A real world example would be the John F. Kennedy Eternal Flame, which is located at in Arlington National Cemetery in Washington D.C. In OGI the Eternal Flame is provided for free when the religious fervor national wonder for the state religion is built.
 
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