Religions

E_Pluribus_Unum

Warlord
Joined
Jun 19, 2008
Messages
176
Hi!

It's odd to me, that you automatically found a religion, when you discover a specific technology.
I think religions shoud be founded by Great Prophets. The technology only gives the possibility to found a religion by the Great Prophet. If more than one religion foundation is possible, than the religion is choosed randomly. Also need some changes because the game balance.

My suggestions to changes :
- Do not found a religion when discover a tech which joins to a religion
- The FIRST discoverer of a tech which joins to a religion get a free Priest specialist slot in every city.*
- The FIRST discoverer of a tech which joins to a religion get a free Priest specialist in that city where anyway the relegion wold be founded.*
- The Prophets civic give a free Pirest specialist slot.*
- A Greath Prophet can found a religion (which is not founded already, and allowed by technologies)
- A Greath Prophet can spread the state religion to x cities (based on map size) with the chance as it would be spreaded by a missionary.

(* Because it's not founded automaticall, it's needed to speed up the foundation possibility)

I hope it can be integrate into RoM 2.9, or somebody makes a RoM modmod,
 
Interesting ideas. There are a number of mods out there which have great people founding religions. It is a big change to the flavour of the game.
 
Interesting ideas. There are a number of mods out there which have great people founding religions. It is a big change to the flavour of the game.

Wow!
I didn't check other mods. There are a lot of them. Can you name, or give a link of them.
Maybe we can ask zappara to integrate into RoM or ask Afforess to integrate into a RoM modmod. ;)
 
Great Ideas ^^.
-There will be some techs give Great Prophets, and Great Prophets will find Religions.
-Religions must be much more specialized, and have unique Buildings.
-And an important thing: Can decline a new religions. I always use atheism, so each new religions make my empire more unhappy :(.
 
It would be nice to move your Great Prophet to the city you want to found your religion in. I like this idea.

Great Ideas ^^.
-There will be some techs give Great Prophets, and Great Prophets will find Religions.
-Religions must be much more specialized, and have unique Buildings.
-And an important thing: Can decline a new religions. I always use atheism, so each new religions make my empire more unhappy :(.

You can always use the inquisition to delete most of the religions out of your cities.
 
True, inquisitions just kiss unwanted faiths goodbye. I too have always never been fond of founding all religions through my progress, especially what with rival civs rarely getting to any of the later religions, thanks to the MASSIVE tech tree.

Being able to choose whether or not to found the religion upon discovery of the technology would sound like the easiest solution, and even tie in with some other mods that set civ leaders to preferred/favorite religions.
 
Wow!
I didn't check other mods. There are a lot of them. Can you name, or give a link of them.
Maybe we can ask zappara to integrate into RoM or ask Afforess to integrate into a RoM modmod. ;)
Eurebius World Religion - Revived (or something like that) was one of those religion mods that used this kind of feature - I only used his mod as a basis for making RoM's religions more unique (2years ago?!?).
 
#Ilegal AAranda has a modmod which makes each religon more unique and expands the number of religions, check out the RomMod forum.

The question of religions fading away has vexed many modders. A way of implementing it has not yet been found.
 
I see. I've found it, and WOW. :goodjob:
Can U merege it into RoM? Or merge just some part of it? Or just keep the ideas,and imlement yourself?
I tried to say that I used that mod as a basis when improving and making religions more unique for RoM so yes, part of it was merged at one point and after that the religions have "evolved" in RoM with some changes in couple patch cycles.
 
#Ilegal AAranda has a modmod which makes each religon more unique and expands the number of religions, check out the RomMod forum.

The question of religions fading away has vexed many modders. A way of implementing it has not yet been found.

Well granted some of them have faded (i.e. Hellenism) but you will find New Agers or Wiccans worshipping deities from those religions. Unless the religion was obcure in the first place the chances of it not totally fading away are slim.
 
Hi!

It's odd to me, that you automatically found a religion, when you discover a specific technology.
I think religions shoud be founded by Great Prophets. The technology only gives the possibility to found a religion by the Great Prophet. If more than one religion foundation is possible, than the religion is choosed randomly. Also need some changes because the game balance.

My suggestions to changes :
- Do not found a religion when discover a tech which joins to a religion
- The FIRST discoverer of a tech which joins to a religion get a free Priest specialist slot in every city.*
- The FIRST discoverer of a tech which joins to a religion get a free Priest specialist in that city where anyway the relegion wold be founded.*
- The Prophets civic give a free Pirest specialist slot.*
- A Greath Prophet can found a religion (which is not founded already, and allowed by technologies)
- A Greath Prophet can spread the state religion to x cities (based on map size) with the chance as it would be spreaded by a missionary.

(* Because it's not founded automaticall, it's needed to speed up the foundation possibility)

I hope it can be integrate into RoM 2.9, or somebody makes a RoM modmod,

There's a really simple reason that this is not a modmod already.

Because it requires lots of C++ changes.

That said, I don't think I could ever pull those changes off, at least not until I take a lot more programming courses.
 
Hmmmm...
Looks like I have to do it myself. :eek:
How hard is modding RoM (and Civ)? I never mod before. Can somebody gave me help if I'm start it?
 
Hmmmm...
Looks like I have to do it myself. :eek:
How hard is modding RoM (and Civ)? I never mod before. Can somebody gave me help if I'm start it?

There are three levels of modding

XML - It's pretty easy. Somewhat tedious, but they are just glorified text files. You can add buildings, units, religions, corps, ... most content is XML. If you have time, it isn't hard to mod the XML, and it's a great way to learn.

Python - Well, you need to know python, duh. It is useful for more interesting changes, like buildings earning interest on your treasury, ...

C++ - Used for advanced modding. Can change the core game rules, add new XML features, new gameoptions.



XML allows for lots of modding, Python even more, C++ basically unlocks everything.
 
There are three levels of modding

XML - It's pretty easy. Somewhat tedious, but they are just glorified text files. You can add buildings, units, religions, corps, ... most content is XML. If you have time, it isn't hard to mod the XML, and it's a great way to learn.

Python - Well, you need to know python, duh. It is useful for more interesting changes, like buildings earning interest on your treasury, ...

C++ - Used for advanced modding. Can change the core game rules, add new XML features, new gameoptions.



XML allows for lots of modding, Python even more, C++ basically unlocks everything.

I'm a programmer (Delphi) so I think a can cope with XML. I do not know Python, but it's a script language so I think it's easy to learn it. C++ is an another story...

The infos on modding topics are overwhelming, can you give me some lead where to start?
What to download for modding (developer environment, documentation, API reference etc...)

Thanks in advance.
 
I'm a programmer (Delphi) so I think a can cope with XML. I do not know Python, but it's a script language so I think it's easy to learn it. C++ is an another story...

The infos on modding topics are overwhelming, can you give me some lead where to start?
What to download for modding (developer environment, documentation, API reference etc...)

Thanks in advance.

For XML and Python, I use Notepad++. There is no official doc's for Civ. The best place to start is to come up with an idea for a building, take someone's modmod, and alter it. The modiki link on the top has a huge section devoted to XML, explaining what almost all the XML is used for.

If you've had formal programming classes, you're already ahead of me. I haven't had any. I just got bored in the summer, and started looking at the XML files. The rest is history.
 
I just got bored in the summer, and started looking at the XML files. The rest is history.

Oh no! You ruined my planned biography heaping praises and honors upon your wizardly head!

Just kidding!

Yeah I understand what you mean :D. Same here, though I have other interests that slow me down compared to you.
 
Oh no! You ruined my planned biography heaping praises and honors upon your wizardly head!

I'm sorry, I'm sorry. Here, for the record:

"...So then, when Balrog of Khazad-dûm tried to stop my flight through Moria... "

:lol:


Yeah I understand what you mean :D. Same here, though I have other interests that slow me down compared to you.

Hey, I do other things than modding!
 
There are three levels of modding

XML - It's pretty easy. Somewhat tedious, but they are just glorified text files. You can add buildings, units, religions, corps, ... most content is XML. If you have time, it isn't hard to mod the XML, and it's a great way to learn.

Python - Well, you need to know python, duh. It is useful for more interesting changes, like buildings earning interest on your treasury, ...

C++ - Used for advanced modding. Can change the core game rules, add new XML features, new gameoptions.



XML allows for lots of modding, Python even more, C++ basically unlocks everything.

Then there's the other side of modding that most people lack the skills to do or are just too lazy to do it or are too involved with their own ideas to take other requests:rolleyes:: buttons, skins, graphics and animations.
 
Then there's the other side of modding that most people lack the skills to do or are just too lazy to do it or are too involved with their own ideas to take other requests:rolleyes:: buttons, skins, graphics and animations.

True. Fortunately, graphic modders need us, but we don't always need graphic modders. However, it would be nice to have 1 or 2 on the RoM forums.
 
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