Darth Fred
Prince
Relegion is a tool. The more tools you have and the more skilled you are at using them the better game you can play.
Well that tool isn't in the tool box at this point. I see some very unhappy Babylonians in my near future.

F
Relegion is a tool. The more tools you have and the more skilled you are at using them the better game you can play.
Well that tool isn't in the tool box at this point. I see some very unhappy Babylonians in my near future.
F
a religion gives you 2 possibilitiesHow much trouble am I in if I don't have religion? ANY of them.
F
You can with left mouse and shift go virtually in the city, then you see the way and you can go with mouse over the menu.How do I find out how much I will get from a trade mission? I know I've seen this on the forum before but I forget the key sequence.
Thanks.
a religion gives you 2 possibilities
1. You can get 1 luck with state-religion
2. You can build religious buildings (temple, monateries and cathedrals) with some boni
the 1. has a disadvantage that your foreighn relation can be better or worst.
the 2. There is additional bonus with the AP if one builds it
But it's clear you/some can win without religions.
How can I increase the chances of a religion being founded in the city of my preference, because I don't like it when a religion ends up being founded in a small distant city
You could spread multiple other relegions to a city you do not want a relegion founded in.
Am I right in hearing that the AI is unable to path-find between two points on a given continent via sea? So (for example) access to Africa must be across the Suez Canal, unless the AI is coming from the New World or an island? If they own such an island, will they (consciously) use a route via that island?
How much trouble am I in if I don't have religion?
F
globaldefines:
<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
<iDefineIntVal>100</iDefineIntVal>
lower numbers increase the chance of any event happening - note that the chance is also determined by
<iEventChancePerTurn>10</iEventChancePerTurn>
in EraInfos
the 10 shown above is for future era - where the chance of the two settings makes it a 10/100 chance per turn that any event occurs - in Ancient that is 1/100 - I would not change the settings in a way that you get total probabilities above 1 since I have no idea what would happen...