[Religion and Revolution]: Mod Development

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Hi guys,

another crazy idea:

Currently when deactivating Victory Condition "Independence" it is not possible to declare Independence anymore.

I would like to change that.

When deactivating Victory Condition "Independence" it is still possible to declare Indepencene and fight the War of Independence.

Game simply will not be won, when winning War of Independence.
AI would also still declare Independence.

Feedback ? :)

I think it is a good idea.

It also reminds me of another thing. In both the original Colonization and Age of Discovery, colonies change flags and etc. when they gain independence. I think it would be nice to have something like this as well.

I would like them to change names also; in the original Colonization the independent names were as such:

New England -> United States of America
New France -> Republic of Quebec
New Netherlands -> Republic of Surinam
New Spain -> Republic of Mexico

What do you think?
 
Hi guys,

another crazy idea:

Currently when deactivating Victory Condition "Independence" it is not possible to declare Independence anymore.

I would like to change that.

When deactivating Victory Condition "Independence" it is still possible to declare Indepencene and fight the War of Independence.

Game simply will not be won, when winning War of Independence.
AI would also still declare Independence but of course also not win the game with winning War of Independence.

Feedback ? :)
Ok! Why not...

I think it is a good idea.

It also reminds me of another thing. In both the original Colonization and Age of Discovery, colonies change flags and etc. when they gain independence. I think it would be nice to have something like this as well.

I would like them to change names also; in the original Colonization the independent names were as such:

New England -> United States of America
New France -> Republic of Quebec
New Netherlands -> Republic of Surinam
New Spain -> Republic of Mexico

What do you think?
Oh yes! I love that part!:goodjob:

@Androrc: Sorry if I'm insisting, but could you tell me how you compile the DLL files?

@Ray: I must be too tired, but something still doesn't work with the tax part...
This time only the boycotted yield seems to reset... Although you're code seems perfectly ok. Could you start a new game with the no more variables hidden option and check? This is weird.
When I try, this is what happens:
1) Tax increases occur when showed they should
2) If I accept tax raises, Yields traded is set back to zero
3) When I reject taxes, Yields traded are not reset to zero, but is lower than before ?!? :confused:
 
Oh yes! I love that part!:goodjob:

:)

@Androrc: Sorry if I'm insisting, but could you tell me how you compile the DLL files?

I have a "DLL Template" folder with a project set for compiling the vanilla DLL. For compiling changes to a mod, I copy that folder to the mod's folder, and then copy-paste the mod's changed files on top of it. If it helps, this is the template:

http://dl.dropbox.com/u/1732902/Colonization/DLL Template.rar

I compile with Visual C++ 2008 Express Edition (I think the later editions, such as 2010 and such, are not so Civ4Col-friendly).
 
@Ray: I must be too tired, but something still doesn't work with the tax part...
This time only the boycotted yield seems to reset... Although you're code seems perfectly ok. Could you start a new game with the no more variables hidden option and check? This is weird.
When I try, this is what happens:
1) Tax increases occur when showed they should
2) If I accept tax raises, Yields traded is set back to zero
3) When I reject taxes, Yields traded are not reset to zero, but is lower than before ?!? :confused:

I will check on Thursday. :thumbsup:
(I am on business travel and can't do before, sorry.)
 
Did anybody check Inuit and Hurons ? :)
(I just want to be sure, that I didn't forget to commit something to SVN.)
 
@team:

We have 2 new suggestions, where I would like us to get to a decision again:

1) Changes to Victory Condition Independence

2) Changing Names and Flags of Colonies after declaring Independence

So, if you haven't yet told your opinion to these, please do so. :)

Happy to support (1), as long as not onerous for the coders.

(2). The link for this proposal took me to the same thread as 1.

However, I recall reading this somewhere, and the proposal was for the correct historical new nations, e.g. the English Colonies becomes USA.

I agree to the proposal but I would like to take it a bit further and give the player free choice to name their new nation. This would be fun, and it would be anachronistic to put modern new countries on an incorrect geographical map.

I would also give the player free choice of new flag, although this might be a bit harder because it may require more work to generate a whole lot of flags. I play SM Pirates! with some young relatives and they love choosing their own flags and sails for their pirate fleet, and then seeing them sail around.

I also recall seeing some mod work where someone gave a new style of flag that was put on every settlement or unit/stack. Would we be doing something like this?
 
Happy to support changing the victory conditions for independence.

As for changing the names and flags of colonies after declaring independence, it gets a big yes from me.:goodjob:
 
I dont see the point with the victory contition.

It would allow you to fight War of Independence without having the game end, when you win it. :)

Currently you can have:

A) Play without War of Independence
or
B) Play with War of Independence, but game ends, when a nation wins it
 
Have you found the bug with the flags? We disabled the new-flags-after-revolution in TAC a long time ago.
 
Have you found the bug with the flags? We disabled the new-flags-after-revolution in TAC a long time ago.

I did not even know, that this had ever been part of TAC. :)
(Must have been before my time.)

But I guess Androrc will get that working. :thumbsup:
 
About the concept for religion in the mod I have a few comments:

My Concept about Religion:

Protestants and Catholics

General remarks:

  • This concept is not about telling Religion A is better than Religion B
  • Most of my concepts are related to others, so is this.
    (I will try to explain as good as I can, without getting too deep into the other concepts.)
  • Some of the involved concepts / features already exist at least partially.

[...]

3. Each religion has its own Specialists

Missionary:
Jesuitmissionary (Catholic)
Protestant Missionary (Protestant)

Crosses:

Priest (Catholic)
Preacher (Protestant)

Catholic Bishop
Protestant Bishop

Bishops are Superspecialists for crosses, very rare, ususally only available as reward for high rate of primary religion by Second Religious Parent,
or as a quest-reward if you build a "Great Cathedral".

The specialists of both religions are available in every European harbour.
However the specialists of the primary religion are a little more common and cheaper.

3. There are 2 Types of Churches and 2 Types of Crosses

Every city could generally have a protestant and a catholic church.

However if the city is very small you can only build one of them.
(You can build the other if the city grows.)

Also only one of these 2 churches can be made to "Cathedral" which can become "Great Cathedral" later on.

So you have to decide on which religion you focus in which city.

Depending on the buildings you have and the cross-specialists a city will produce 2 types of crosses. (Technically.)

There will be a display like that for example:
(The "+" should be a cross.)

15+ (7 C / 8 P)

4. Settlers have a religion

In the nationspecific immigration-pools the primary religion of that nation is dominant.
But there are also immigrants of the other religion.
(Catholic Irish people for example were also immigrating to the English colonies.)

The mixture is about 80:20.

The same for Settler units that are bought.

There is a [C] or a [P] in the unit-details to display their religion.

The immigration of the settlers depends on the crosses you produce.

Protestant and Catholic settlers have their own thresholds for crosses needed for immigration.
(So if you had a lot of Catholic immigrants, there might still be a lot of Protestant immigrants that are very willing to come to your colonies if they feel that their religion is honored.)

In the second all european immigration-pool it is 50:50.
(This also is a new concept.)

[...]

7. Effects of Religion

  • Religion is a sub-factor of Happiness / Satisfaction which is very important
  • Religion of course affects immigration
  • Good rates of your primary religion will grant you rewards from the second parent
  • Balanced rates between the religions will grant you the most immigrants in the long run
  • Nations with the same religion tend to like each other a little better
  • If you do not take care of religion your settlers might run away


So ok, this is it.

Feedback ? :)

I like very much the idea of settlers having religion and religion being relevant to happiness / satisfaction.

About there being 2 types of crosses, if we are to implement that, I think it would be better to show them separately, rather than as "15 + (7 C / 8 P)". The exception to this would be the immigration bar in the Europe screen, which would show "Immigrant (23/29 C + P).

I can preliminarily implement we having the religions themselves in a ReligionInfos XML (it might be too much to implement religions for the first release, but having the code for an extra xml be read won't interfere with anything so it could be added anyhow).
 
I can preliminarily implement we having the religions themselves in a ReligionInfos XML (it might be too much to implement religions for the first release, but having the code for an extra xml be read won't interfere with anything so it could be added anyhow).

@Androrc:

We should better wait with it until we really start this massive feature. :)
Too many things could change until then. :dunno:

I would rather have us focus on the things we are actually planning for Release 1.
There is no need to hurry with this.

Let us finish some features for Release 1 before working on features for later Releases. :thumbsup:
 
Ah ok, it was before my time at TAC. :)
(That is why I could not remember the feature.)

King MB or koma could not fix that bug ? :confused:

It seems that this sould be really easy to fix.
Simply loop through all existing units and give them the new flag. :dunno:

Out of sight - out of mind. I guess.
 
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