Fullerene
Warlord
- Joined
- Aug 26, 2009
- Messages
- 228
If we are talking about catapults or ships as such, they should rather have no religion at all (because they are all wooden), so that the newborns have nothing to inherit from them.
But if we are talking about ships imaginary crews and catapults imaginary regiments - they of course may and shall have religion. But then the newborns should be welcome to inherit it.
The other way of managing it may be that newborns are allowed to inherit religions only from those working in the city (those counted as the population), not from those garrisoned in the city tile. This would effectively sign catapults, ships, chariots, battle elephants and other military stuff whatsoever off the list.
Nice. Population units must be able to Found a settlement, so you are good there.
My point was that ships should have no religion and ship shouldn't be the unit that the religion is attempted to inherit from. The current solution will make ship have a religion if you set in XML ship to be free unit in game start. I guess I could make a check that only units able to found a settlement can get a religion promotion. But are all "human" units able to found settlement?
We will need a way for the Player to choose his Religion. Civ4 had a whole python interface screen setup, but do we need that? We could just have an Icon on the Screen that Shows your Religion. You click that and it brings up a list of possible Religions for you to choose. Even though it can be any Faction, I'll just call it a Religion since that is what we are using it for in this writing.
Are "Religions" only represented with Promotions in your work so far? I guess we can make them Civics, with the Religion Promotion tied to the Civic. When you click the Religion Icon it brings up a list of possible Religions, based on what Religions are in your Empire. We could have a variable that keep tracks of the Number of Followers for each Religion in your Realm.
How about the list would only contain the religions of your noblemen? They are the ruling class of your society anyway. If you have no noblemen you can't convert to state religion.
We also need a way to Spread Religion. People you set to work as Priests could spread their Religion in that City to get Converts to your State Religion. Each Religion could have a SpecialBuildingType tied to it as well. These buildings Spread the Religion when people work their. It could work similar to Schools and Education. When a Unit has accumulated enough Conversion Points they Convert to the State Religion. Each Religion could have a setting for Conversion Probability, if 100% chance they accumulate the max Conversion Points each turn. If 50% it would represent a Religion that is much harder to Convert.
Or maybe the priests spread their religion if it is also a state religion. Or is that what you meant? If you have no state religion or you run religious tolerance civic, then even non state religions are spreading.
With Religion being CivicTypes we can have different Effects set up, or they can just be all the same Effect.
We would need to tie this into the Civics Screen as well, in M:C we call them Decrees. Missionaries would Convert villagers to your State Religion, unless you was under the Religions Tolerance Decree, then your Missionaries would produce a Random Religious Convert. We would need to come up with other effects the Piety CivicOptionTypes would have.
I think missionaries should produce convert of their religion. But you should only be able to create missionary of your state religion units. And when you have state religion the immigrating missionaries are always your state religion. Or does the missionary unit get deleted when founding a mission? Then you can't track the religion of the missionary without further coding.