Dancing Hoskuld
Deity
Beta version attached. Works with RoM (and AND). Config file is in the usersettings folder.
You will need to add the following red line to the Config\Init.xml file to get it to work.
Civic effects on probability of religion decay and popularity of the religion on choice are both working.
To do:-
. State religion decay based on civics
. Fix spread religion event.
No feedback means it is the final version.
You will need to add the following red line to the Config\Init.xml file to get it to work.
Code:
</screen>
[B][COLOR="Red"] <load mod="Religion Decay"/>
[/COLOR][/B]</bug>
Civic effects on probability of religion decay and popularity of the religion on choice are both working.
To do:-
. State religion decay based on civics
. Fix spread religion event.
No feedback means it is the final version.
Spoiler :
I said I would look into JReligionDecay for Hashishim and start a thread. Here it is. Although since it does not need AND I probably should have put it in the RoMmods forum not here.
I have had a preliminary look at this. It does one thing I am not sure about. It seems to store an integer for each city somewhere using the SDK. I think this is to keep that integer between sessions of Civ of the same game ie it stores the information in the save game file.
Other than that the code is fairly straight forward. Pseudo code:-
Events that cause check:
It does not remove any religious buildings that belong to the removed religion as far as I can see. It may remove a religion from its holy city which may cause problems
.
Current list of suggestions so far:-
Chance of decay:-
@Hashishim, Is this the sort of thing you are after?
Anyways im not to sure where to put this, i found this thread for requests on what to include, and im nto to sure wether you do have it in your mod or not, but here goes. Can you include this in your next update it basicc changes to python and some are for SDK,. If you have it already on a new dawn let me know. Sorry for troubling The Links to the components are there aswell
Religion Decay:
LINKThis mod's main purpose is providing the chance of religions being removed from cities.
Based on config.ini options and other criteria, each city has a chance each turn to experience
a Turmoil Event, specificly a Religious Turmoil Event. You are able to set the min number of
turns between Turmoil Events, the min number of religions required in the city, the percent
chance of the even happening, and several others.
If all the factors are met then Religious Turmoil strikes your city and a
religion may be removed. As is now Religious Turmoil has no effect other then removing a
religion, but in future versions I am planning to incorporate other negative factors.
I have had a preliminary look at this. It does one thing I am not sure about. It seems to store an integer for each city somewhere using the SDK. I think this is to keep that integer between sessions of Civ of the same game ie it stores the information in the save game file.
Other than that the code is fairly straight forward. Pseudo code:-
Spoiler :
Code:
Check for religious turmoil:
if the city has enough religions
if a random number says its time
remove a random religion
reset the counter for the city
Events that cause check:
- If the city is due (or overdue) for a religious turmoil
- a religion spreads to the city
- a religion is founded in the city
It does not remove any religious buildings that belong to the removed religion as far as I can see. It may remove a religion from its holy city which may cause problems
Current list of suggestions so far:-
- State religion may decay based on config setting (default=no) currently yes
- Holy city religion may go based on config setting (default=no) currently yes
- Civics affect chance of religious decay (new)
- Folklore - very low
- Prophets - low
- Divine Rule - normal, state religion very low
- State Church - high, state religion none
- Free Church - low, state religion very low
- Intolerant -very high, state religion none
- Secular - none
- Athiest - high
- religious buildings in city affect which religions may go
- Holy shrine = religion can't decay in this city
- for each other reduce chance that this religion decays
- popularity of religion affects which religion may decay (new)
- if no city has a religion and holy shrine not built should religion disappear completely? (discuss as this is what can happen if the religion goes from the holy city already - although I suppose the normal religion may resurect it.)
- Other
- Losing a war should affect state religion - no idea how or what
- Can only build the cathedral of your state religion - has effect on the free promotions you can get. (Easily done in the XML.)
- Secular - none; no form temples except state religion - Hasn't this already been done in RoM 2.9 or 2.91? Would need to check that it is so in AAranda's religions also.
- Needs to scale with game speed. Basically the number of turns between a turmoil event need to scale.
Chance of decay:-
- None = 0%
- Very low = 0.25 times normal
- Low = 0.5 times normal
- Normal = 25% (current default in config so user can set)
- High = 1.5 times normal
- Very high = 2 times normal
@Hashishim, Is this the sort of thing you are after?