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pineappledan's New Beliefs Mod

Discussion in 'Mods Repository' started by pineappledan, Mar 27, 2020.

  1. pineappledan

    pineappledan Deity

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    Adds 2 Pantheons, 1 Founder, 4 Followers, 1 Enhancer, and 1 Reformation belief

    (Pantheon) - Trickster God
    12:c5faith:Faith and 10:c5science:Science when you complete a non-road Improvement or remove a feature. (does not scale with era)
    (Pantheon) - God of Storms
    +1:c5production:1:c5faith: in City.
    1:c5faith: and 1:c5production: for every 2 ocean tiles worked by a City.
    Pillaging a tile provides an additional 10HP​

    (Founder) - Revelation
    Unlocks Holy Archives wonder (3:c5goldenage:3:c5science:3:c5faith:, +5 :c5science:science to holy sites, 3 slots for :greatwork:Great Works of Literature (+6:c5faith:/2:c5science: when themed))
    When you discover a new Technology, gain 1:c5faith:/:c5goldenage:/:c5culture: for each Follower of your Religion (max of 250 Followers).​

    (Follower) - Warrior Monks
    Melee and Gun Units trained in this City receive the Warrior Monk Promotion (+20% Defense, +33% XP, +30% Religious Pressure when garrisoned in a City)​

    (Follower) - Communalism
    25 :c5food: and :c5production: Whenever an Internal Trade Route with this City Ends, scaling with Era.
    +2:c5production: Production if City has a Specialist.​

    (Follower) - Sweat Lodges
    Allows you to purchase Sweat Lodges with :c5faith:Faith​
    Spoiler Sweat Lodge :
    Sweat Lodge
    200:c5faith: cost
    2:c5faith:Faith, 3:c5science:Science
    +25% Religious pressure and -20% Religious Resistance in this City
    +1 :greatwork:Great Work of Art slot
    -1:c5unhappy: Distress in this city
    Units stationed in this city Heal 5 HP, regardless of what action they take
    1:c5science:Science to Camps and Plantations


    (Follower) - Dar-e Mehr
    Allows you to purchase Dar-e Mehr with :c5faith:Faith​
    Spoiler Dar-e Mehr :
    Dar-e Mehr
    200:c5faith: cost
    3:c5faith:Faith, 2:c5culture:Culture
    +30% Religious pressure and -15% Religious Resistance in this City
    +1 :greatwork:Great Work of Art slot
    -1:c5unhappy: Boredom in this city
    When a :c5citizen:Citizen is born in this city, gain 50% of the city's :c5culture:Culture per turn as an instant yield.


    (Enhancer) - Ecumenism (replaces Orthodoxy)
    Religion Spreads 30% faster (60% with Printing Press)
    Religion Spreads 30% further Away
    +2 World Congress Votes
    (Enhancer) - Emirates (replaces Mendicancy)
    Religion spreads to friendly City-States at triple rate
    Religious pressure via Trade Routes tripled
    +2:c5science: and :c5culture: for Every Active :trade:Trade Route​

    (Reformation) - Orthodoxy (current orthodoxy belief renamed to Ecumenism) -
    Courthouses, Constabularies, and Police Stations gain +3:c5culture:Culture and +2:c5faith:Faith and can be purchased with :c5faith:Faith
    +15%:c5strength: Combat Strength for units within 3 tiles of any city following your religion​
     
    Last edited: Apr 14, 2020
  2. pineappledan

    pineappledan Deity

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  3. Guynemer

    Guynemer King

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    Looks interesting; I'm curious about the reason for the nonscaling for Trickster God. It is to avoid exploits of having workers replace improvements on non-worked tiles in perpetuity, or because the ratio of faith:science doesn't scale well, a bit of both, or something else entirely that my sleep-deprived brain hasn't processed?
     
  4. pineappledan

    pineappledan Deity

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    As of this post, New Beliefs is now online.
    God of the Expanse is also non-scaling. The idea is that you hypothetically could exploit this pantheon by improving the same tile over and over, but it is probably more efficient to just improve and then work tiles, and this becomes more and more pronounced as policies/techs/etc. increase the per-turn value of your tiles.
    eg. it takes 7 turns to build a river farm. If you worked that tile you would get 2:c5food: every turn. If you replaced that same tile over and over, since your first remove the tile, you could be trading 14:c5food: for 10:c5faith:/8:c5science:. This is a good trade, but building a triangle, or getting Civil Service quickly makes the yields your are sacrificing no longer worth it, especially if there are better things that your worker could be doing. Also consider that you paid -7:c5gold: for worker maintenance of a worker that is functionally standing still.

    Also, I should note that I tried as much as possible to not touch existing beliefs. There are things I would definitely change about the current beliefs, but a) if they change then I'll be stuck updating this mod over and over and b) some people would appreciate me just sticking to straight additions rather than trying to "fix" VP

    Orthodoxy was the exception. the current VP orthodoxy has 4 different spreader abilities stacked onto it, and that makes designing additional beliefs really hard. I like the name, and I like the idea of a hard passive spreader, but it was just too much spread enhancement concentrated in a single place to design around.
     
    Last edited: Mar 29, 2020
    Heinz_Guderian likes this.
  5. pineappledan

    pineappledan Deity

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  6. SuperNoobCamper

    SuperNoobCamper Prince

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    Amazing effort and pretty interesting effects especially the founder one, do you intend to add more in the future ?
     
  7. pineappledan

    pineappledan Deity

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    I don't have any plans for adding even more beliefs right now, no.

    This mod takes the total number of available beliefs from 24/9/16/9/9 to 26/10/20/10/10. That's a nice round number, and it increases the max number of possible religions from 8 to 10 (a setting you can increase in mod options)

    Unless you mod the map setting rules, The number of available religions is (0.5*MAJOR_CIV_PLAYERS+1), so a standard game has 5 religions. The max number of simultaneous civs without the 45 civ DLL is 22, or 12 religions. That would require a minimum of 22/12/24/12/12 beliefs. At that point I think you risk repetitive or overly synergistic beliefs

    I'd be happy to hear some more ideas for possible beliefs. There's a difficult balance to be struck between viability, balance, and uniqueness for the beliefs which actually makes coming up with beliefs pretty hard to do.
     
  8. Padre19

    Padre19 Warlord

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    [321972.843] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_RELIGIOUS_LIBRARY_PEDIA" does not exist in Language_en_US
     
  9. pineappledan

    pineappledan Deity

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    Heh, yeah I hadn't written one. I'll update in a second. You can add this into your XML file on your local install
    Code:
            <Row Tag="TXT_KEY_BUILDING_RELIGIOUS_LIBRARY_PEDIA">
                <Text>The Chartarium was a collection of correspondences and minutes held privately by the office of the Papacy. This collection formed the precursor to the Vatican's Secret Archives.</Text>
            </Row>  
    
     
  10. SuperNoobCamper

    SuperNoobCamper Prince

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    First game trying the Chartarium founder .... Things were going pretty well until i got to a bug that the belief stopped granting me any bonuses at all.
    I had an insane start as the Shoshone with tea as my primary luxury and managed to found first, the bonuses seem to be underwhelming for a while but thr golden age points actually make up for it but i still think the yields could use a minor buff.
    Also there is no bonus yields update notification for it even when it gave bonuses earlier in the game.

    Edit : attached save file.
    • Mod list : VP 15-3 eith EUI, promotion tree, Flag promotions, community events
    • 4th UC V.57
    • Infoaddict v22
    • New beliefs v2
    • Really advanced setup v15
    • Unique CS V6
     

    Attached Files:

    Last edited: Mar 30, 2020
  11. pineappledan

    pineappledan Deity

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  12. SuperNoobCamper

    SuperNoobCamper Prince

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    Yes, it works fine early in the game but around late classical~ early medieval yields just stop popping.
     
  13. pineappledan

    pineappledan Deity

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  14. SuperNoobCamper

    SuperNoobCamper Prince

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    I tried another game while consciously paying attention and tracking yields esp. faith and GA points, they are not masked or notifications are just missing .... No, they don't get added at all.
    I'm not a tech savvy or a modder by anymean but if there is something i can do to help you with testing/finding the issue, i'm glad to help.
     
    pineappledan likes this.
  15. pineappledan

    pineappledan Deity

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    Thanks for testing that. That saves me a lot of time.

    It sounds to me like the method that the game is using to track who has that religion gets obfuscated in later eras, possibly as civs start spreading and religions spread into/out of their singular religious nuclei. I Think I will have to use a different method to track both the pantheon and founder beliefs; maybe just planting a dummy into their capitals/holy cities and using that as a proxy for the beliefs instead of testing for the belief itself. Something more concrete.
     
  16. SuperNoobCamper

    SuperNoobCamper Prince

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    The reformation belief headline and explanatory text seem to have swapped their row tags.
    i think this fixes it ?
    Code:
    <!-- Reformation Belief -->
            <Row Tag="TXT_KEY_BELIEF_ORTHODOXY_SHORT">
                <Text>Orthodoxy</Text>
            </Row>
            <Row Tag="TXT_KEY_BELIEF_ORTHODOXY">
                <Text>May build Courthouses, Constabularies, and Police Stations with [ICON_PEACE] Faith.[NEWLINE]These buildings produce +3 [ICON_CULTURE] Culture and +2 [ICON_PEACE] Faith each. +15% [ICON_STRENGTH] Combat Strength for units within 3 tiles of a city following your Religion.</Text>
            </Row>
     
  17. SuperNoobCamper

    SuperNoobCamper Prince

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    Trickster god does not seem to scale with game speed, is this intended? ; prophets cost more and tile improvement tiles take more turns while the yields are still the same as standard speed.
     
  18. pineappledan

    pineappledan Deity

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    I honestly didn’t know if speed scaling was necessary or not, since I don’t know how speed affected improvement speeds, etc.

    Is speed scaling also necessary for revelation?
     
  19. SuperNoobCamper

    SuperNoobCamper Prince

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    I played a lot of epic speed games lately, pretty much every thing costs 1.5X the standard speed including the tile improvement time ... 13 turns for a pasture, 16 for a forested plantation & 6 to build a road .... the initial prophet for founding costs 1200 faith.
    The two Epic speed games i tested revelation in seemed fine without it -at least in the classical era- but i think it's better to make it scale as well to avoid confusion.
     
  20. pineappledan

    pineappledan Deity

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    update posted
    • Added Notifications for instant yields
    • Added game speed modifiers
    • Fixed Orthodoxy text
    • altered the code for adding yields to Trickster God and Revelation. Their yields are now tied to the capital/holy city, instead of the majority belief status of the player, so they should hopefully not disappear mid-game.
    • Increased Trickster God yields to 12:c5faith:10:c5science: on improvement.
      • I stacked the deck pretty hard for myself on my own test run (inca + 4UC mod + progress = 40% improvement speed early, 1 worker per city, a jungle hill start), but I founded at turn 109
      • This suggests that a less focused civ wouldn't be able to found at all, especially at higher difficulties, so I increased the yields by 20%.
     
    SuperNoobCamper likes this.

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