razing towns as scions with Sorc+priesthood does NOT reward Reborns

Cuteunit

Danse Macabre
Joined
Sep 5, 2007
Messages
618
How to correct problem? The civpedia article on Scions pop states that reborn should be created when razing an enemy city if Sorcery and Priesthood are both known. But this isnt working at all. All I can do is build reborn in a Cathedral. 'Sup?
 
Code:
# scions start - Gives Reborn when razing cities.  The function reducing the population of Scion conquests kicks in first.  Currently Reborn given = that population -1.  Requires Sorc. and Priestood.  It's been suggested that be changed to requiring the civic "Glory."
		iReborn = gc.getInfoTypeForString('UNIT_REBORN')
		eTeam = gc.getTeam(pPlayer.getTeam())
		if gc.getPlayer(city.getOwner()).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
			if (eTeam.isHasTech(gc.getInfoTypeForString('TECH_SORCERY')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_PRIESTHOOD'))):
				if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_GOVERNMENT')) != gc.getInfoTypeForString('CIVIC_GOD_KING'):
					if (city.getPopulation() - 1) >= 1:
						CyInterface().addMessage(city.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_REBORN_SPAWNED_RAZED", ()),'',1,'Art/Interface/Buttons/Units/Scions/reborn.dds',ColorTypes(8),city.getX(),city.getY(),True,True)
					for i in range((city.getPopulation()) - 1):
						spawnUnit = pPlayer.initUnit(iReborn, city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
				if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_GOVERNMENT')) == gc.getInfoTypeForString('CIVIC_GOD_KING'):
					if (city.getPopulation() - 1) >= 1:
						CyInterface().addMessage(city.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_REBORN_SPAWNED_RAZED", ()),'',1,'Art/Interface/Buttons/Units/Scions/reborn.dds',ColorTypes(8),city.getX(),city.getY(),True,True)
					for i in range((city.getPopulation()) - 1):
						spawnUnit = pPlayer.initUnit(iReborn, city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

# scions end

Note that I am seeing this from a Multiplayer perspective. I do not know if it works in single player or not, but it isn't doing anything in Multi for me.
 
Code:
# scions start - Gives Reborn when razing cities.  The function reducing the population of Scion conquests kicks in first.  Currently Reborn given = that population -1.  Requires Sorc. and Priestood.  It's been suggested that be changed to requiring the civic "Glory."
		iReborn = gc.getInfoTypeForString('UNIT_REBORN')
		eTeam = gc.getTeam(pPlayer.getTeam())
		if gc.getPlayer(city.getOwner()).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
			if (eTeam.isHasTech(gc.getInfoTypeForString('TECH_SORCERY')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_PRIESTHOOD'))):
				if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_GOVERNMENT')) != gc.getInfoTypeForString('CIVIC_GOD_KING'):
					if (city.getPopulation() - 1) >= 1:
						CyInterface().addMessage(city.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_REBORN_SPAWNED_RAZED", ()),'',1,'Art/Interface/Buttons/Units/Scions/reborn.dds',ColorTypes(8),city.getX(),city.getY(),True,True)
					for i in range((city.getPopulation()) - 1):
						spawnUnit = pPlayer.initUnit(iReborn, city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
				if pPlayer.getCivics(gc.getInfoTypeForString('CIVICOPTION_GOVERNMENT')) == gc.getInfoTypeForString('CIVIC_GOD_KING'):
					if (city.getPopulation() - 1) >= 1:
						CyInterface().addMessage(city.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_REBORN_SPAWNED_RAZED", ()),'',1,'Art/Interface/Buttons/Units/Scions/reborn.dds',ColorTypes(8),city.getX(),city.getY(),True,True)
					for i in range((city.getPopulation()) - 1):
						spawnUnit = pPlayer.initUnit(iReborn, city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

# scions end

Note that I am seeing this from a Multiplayer perspective. I do not know if it works in single player or not, but it isn't doing anything in Multi for me.

Well, that's interesting... Same code is ran regardless of if you are following GodKing, so I'm not sure why it should be checked?

In any case, maybe the city is too small? Scions lose extra pop when they take cities, and this gives CityPop - 1. If it's been reduced to 1 pop already, you get nothing.
 
Happens when , after taking a city, it's set to 3 pop as well.

I'm finding it difficult to enjoy attacking cities as Scions because of the population loss thing. ( which is funny since conquest is basically the only non-altar victory they can realistically go for..) Seems like many cities drop to 1 pop when taken, before the "keep or raze" screen pops. These being scions, a 1 pop city is just another notch on the armageddon counter really since it will likely never grow, Reborn being more importantly added elsewhere... hrmph.
 
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