phoenix_sprite
King
I'm sure it's been asked a thousand times but, I'm about to go to bed and I don't feel like searching, so: what files do I have to mess with to remove global warming in the game?
I'm sure it's been asked a thousand times but, I'm about to go to bed and I don't feel like searching, so: what files do I have to mess with to remove global warming in the game?
But you can't have a state religion with free religion.
A = B ( something to make ten chars )
No. The odds of sucess have only to do with the number of religions in the city ( IIRC it decreases from 100% ( for no religion in the city ) by 9% for every religion present. This obviously if you're not preading religions abroad, where they having Theocracy civic might make you unable to spread them at all ( this is not your situation, but it is always good to remind people of that detailAlong those lines, does stacking multiple missionaries in the same target city impact success probability at all?
As you can deduct from what i said above, pretty much nothing besides choosing carefully what religions you want first in a certain city ( given that you need X temples for every cathedral and that implies X cities with the religion )My broader question is: how to I optimize the ability to spread new religions to my own civ for a cultural victory? Is there anything to it other than spamming missionaries?
No. The odds of sucess have only to do with the number of religions in the city ( IIRC it decreases from 100% ( for no religion in the city ) by 9% for every religion present.
To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.
Wow, I didn't realize the bolded part.
But not if you're fighting large quantities of Axemen. And while you may not be doing that in single player, you'll certainly be doing it in multiplayer against a decent opponent.It seems I run counter to the trend. If I'm warring in the classical era I will usually make extensive use of Swordsmen. With their +1 strength and +10% bonus attacking cities, they'll get better odds than Axemen; they'll simply survive and win more city attack battles than Axes will.
Uh... no they don't. On Normal speed, Swordsmen cost 40 hammers while Catapults cost 50 hammers. They might have originally cost the same amount, but a patch at some point increased the cost of Catapults because they were too good for their price.Even after you get Catapults (which have the same hammer cost as Swords)
Of course, Rome rocks. They have arguably the most potent UU in the game, the only weaknesses being the dependence on Iron and the relatively expensive (for the time) tech to unlock them.And, picking up on what kcd_swede said, regardless of where you sit in this debate it's a whole other story when playing as Rome...
Yeah, I noticed that when I downloaded that mod for the first time a couple of weeks back. I have to say, it was probably a good move. The cost of Chariots was increased too, I noticed, as well as a couple of other things. It does seem to balance out the early game units a bit better.Just as an aside: One of the very simple changes that Phungus implemented in the Legends of Revolution Mod was to reduce the strength of Axes from 5 to 4. This simple move made Swords much more appealing in the early game, and changed alot of the early dynamics.
Ah, thanks... I'd been looking for that recently. So once you get 6 religions in a city, it's pretty much 50/50 to get the final one to spread. Funny, because it always seems to eat up more missionaries than that when I've got only 3 or 4 religions.To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.
To split hairs (favorite CFC pastime!), the fail chance of a missionary is 10% per religion present, all checked separately. So the total fail probability is 1-(0.9^RELIGIONS), which is somewhat close to 9% per religion.
Splitting more hairs, I don't think that's all there is to it: Is there not also a penalty if this is the Holy City of any religion? I think that's a pretty substantial penalty, actually.![]()
bool CvUnit::spread(ReligionTypes eReligion)
{
CvCity* pCity;
CvWString szBuffer;
int iSpreadProb;
if (!canSpread(plot(), eReligion))
{
return false;
}
pCity = plot()->getPlotCity();
if (pCity != NULL)
{
iSpreadProb = m_pUnitInfo->getReligionSpreads(eReligion);
if (pCity->getTeam() != getTeam())
{
iSpreadProb /= 2;
}
bool bSuccess;
iSpreadProb += (((GC.getNumReligionInfos() - pCity->getReligionCount()) * (100 - iSpreadProb)) / GC.getNumReligionInfos());
if (GC.getGameINLINE().getSorenRandNum(100, "Unit Spread Religion") < iSpreadProb)
{
pCity->setHasReligion(eReligion, true, true, false);
bSuccess = true;
}
else
{
szBuffer = gDLL->getText("TXT_KEY_MISC_RELIGION_FAILED_TO_SPREAD", getNameKey(), GC.getReligionInfo(eReligion).getChar(), pCity->getNameKey());
gDLL->getInterfaceIFace()->addMessage(getOwnerINLINE(), true, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_NOSPREAD", MESSAGE_TYPE_INFO, getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), pCity->getX_INLINE(), pCity->getY_INLINE());
bSuccess = false;
}
// Python Event
CvEventReporter::getInstance().unitSpreadReligionAttempt(this, eReligion, bSuccess);
}
if (plot()->isActiveVisible(false))
{
NotifyEntity(MISSION_SPREAD);
}
kill(true);
return true;
}
Short version: No.Does the terrain of a mined hill (grass, desert, plains) have any effect on the chance of finding metals?
Holy cities don't have anything to do with it,
How do missionaries work?
Missionaries are designed to help spread a certain religion. To be able to build a missionary (there is one for each religion, for example a "Christian Missionary" and a "Buddhist Missionary"), you must either have built that religion's monastery in the city you wish to build a missionary, or have the Organized Religion civic, in which case you don't need to build monasteries. Once you have fufilled these requirements, you can build missionaries. Now, you have two options: the first is to attempt to spread the religion within your own empire to one of your cities. The other is to attempt to convert a city from a foreign nation. In order to do the latter, you must have an open borders deal with them so that your missionary can enter their lands and one of their cities. However, the process for converting a city is the same: simply click the button at the bottom of your screen. In most cases, the city will successfully convert to your religion, but not always. The chances of success depend on factors like number of religions already in the city, whether it is a domestic or foreign city, and distance from the religion's holy city.
Holy Cities do not affect missionary success odds at all?Are you 100% sure of that? It always "felt" that holy cities are harder to spread to, and I thought I read somewhere that it did supress the odds quite a bit, and have been playing most of my games under the assumption that Holy Cities are harder to infect. Hmmm...
Come to think of it, I've been under the impression there is a distance (from holy city) factor as well, though this is not based on anything and doesn't affect how I play to any appreciable degree.
functionally identical