Some questions

Methuselah

King
Joined
Dec 28, 2007
Messages
677
First of all, apologies if this is in the wrong section, but I think this is the right place to ask anyway.

Been playing the mod for the past couple of days now - really enjoying it so far. I have some questions which I'm hoping someone can answer for me :) :

1) What is the reputation gain/loss from playing Solumnium based on? What I mean is, against some leaders it's +3/-3, but others it's only +1/-1. Is there anything that affects this?

2) What does Genesis take into account when "upgrading" your terrain? Does it factor in any improvements and such?

3) Does Genesis alter the terrain that is "under" the Hell terrain - that is, if the Hell terrain were to be sanctified or something, would it be the old tile or the upgraded one?

4) How are Snake Towers created? Is it purely random, or is there some sort of "pattern" to it? Do they remain if you sanctify the Hell terrain underneath them?

5) The Calabim world spell "River of Blood" - is a set amount that you gain in pop per city, or is it affected by how large/small the other cities in the world are?

6) What does Pillar of Chains mean by "negates the effects of civil anger" or something like that?

Thanks.
 
I'll try to reply from what i can remember (at work atm.):

2) It upgrades the terrain in the same manner as vitalize i believe, ie Ice -> Tundra and Tundra -> Plains and Desert -> Plains and Plains -> Grassland.

5) River of Blood, grants 2 population in each of your cities, while reducing the population of all other cities in the world by 2.

http://fallfromheaven.wikia.com is your friend :)
 
1. I believe it is based on <MemoryType>MEMORY_SOMNIUM_POSITIVE</MemoryType>, <MemoryType>MEMORY_SOMNIUM_NEGATIVE</MemoryType>, <MemoryType>MEMORY_SOMNIUM_DELAY</MemoryType>, and <iSomniumAggressiveness>


2.
Code:
	def genesis(self, iPlayer):
		iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
		iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
		iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
		iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
		iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
		iOasis = gc.getInfoTypeForString('FEATURE_OASIS')
		iForestAncient = gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT')
		iForest = gc.getInfoTypeForString('FEATURE_FOREST')
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getOwner() == iPlayer:
				if(pPlot.getTerrainType() == iSnow):
					pPlot.setTerrainType(iTundra,True,True)
				elif(pPlot.getTerrainType() == iTundra):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iDesert and pPlot.getFeatureType() != iOasis):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iPlains):
					pPlot.setTerrainType(iGrass,True,True)
				elif(pPlot.getTerrainType() == iGrass and pPlot.getImprovementType() == -1 and pPlot.getFeatureType() != iForestAncient and pPlot.isPeak() == False):
					pPlot.setFeatureType(iForest, 0)
Ice (Snow) gos to Tundra, Tundra and Deserts to Plains, Plains to Grasslands,, and unimproved grasslands gain forests.

3. It does not appear to have any effect on hell terrain at all.

4.
Code:
	def doHellTerrain(self):
		iAshenVeil = gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL')
		iBurningSands = gc.getInfoTypeForString('TERRAIN_BURNING_SANDS')
		iBanana = gc.getInfoTypeForString('BONUS_BANANA')
		iCotton = gc.getInfoTypeForString('BONUS_COTTON')
		iCorn = gc.getInfoTypeForString('BONUS_CORN')
		iCow = gc.getInfoTypeForString('BONUS_COW')
		iEvil = gc.getInfoTypeForString('ALIGNMENT_EVIL')
		iFarm = gc.getInfoTypeForString('IMPROVEMENT_FARM')
		iFlames = gc.getInfoTypeForString('FEATURE_FLAMES')
		iFlamesSpreadChance = gc.getDefineINT('FLAMES_SPREAD_CHANCE')
		iGulagarm = gc.getInfoTypeForString('BONUS_GULAGARM')
		iHorse = gc.getInfoTypeForString('BONUS_HORSE')
		iInfernal = gc.getInfoTypeForString('CIVILIZATION_INFERNAL')
		iMarble = gc.getInfoTypeForString('BONUS_MARBLE')
		iNeutral = gc.getInfoTypeForString('ALIGNMENT_NEUTRAL')
		iNightmare = gc.getInfoTypeForString('BONUS_NIGHTMARE')
		iPig = gc.getInfoTypeForString('BONUS_PIG')
		iRazorweed = gc.getInfoTypeForString('BONUS_RAZORWEED')
		iRice = gc.getInfoTypeForString('BONUS_RICE')
		iSheep = gc.getInfoTypeForString('BONUS_SHEEP')
		iSheutStone = gc.getInfoTypeForString('BONUS_SHEUT_STONE')
		iSilk = gc.getInfoTypeForString('BONUS_SILK')
		iSnakePillar = gc.getInfoTypeForString('IMPROVEMENT_SNAKE_PILLAR')
		iSugar = gc.getInfoTypeForString('BONUS_SUGAR')
		iToad = gc.getInfoTypeForString('BONUS_TOAD')
		iWheat = gc.getInfoTypeForString('BONUS_WHEAT')
		iCount = CyGame().getGlobalCounter()
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			iFeature = pPlot.getFeatureType()
			iTerrain = pPlot.getTerrainType()
			iBonus = pPlot.getBonusType(-1)
			iImprovement = pPlot.getImprovementType()
			bUntouched = true
			if pPlot.isOwned():
				pPlayer = gc.getPlayer(pPlot.getOwner())
				iAlignment = pPlayer.getAlignment()
				if pPlayer.getCivilizationType() == iInfernal:
					pPlot.changePlotCounter(100)
					bUntouched = false
				if (bUntouched and pPlayer.getStateReligion() == iAshenVeil or (iCount >= 50 and iAlignment == iEvil) or (iCount >= 75 and iAlignment == iNeutral)):
					iX = pPlot.getX()
					iY = pPlot.getY()
					for iiX in range(iX-1, iX+2, 1):
						for iiY in range(iY-1, iY+2, 1):
							pAdjacentPlot = CyMap().plot(iiX,iiY)
							if pAdjacentPlot.isNone() == False:
								if pAdjacentPlot.getPlotCounter() > 10:
									pPlot.changePlotCounter(1)
									bUntouched = false
			if (bUntouched and pPlot.isOwned() == false and iCount > 25):
				iX = pPlot.getX()
				iY = pPlot.getY()
				for iiX in range(iX-1, iX+2, 1):
					for iiY in range(iY-1, iY+2, 1):
						pAdjacentPlot = CyMap().plot(iiX,iiY)
						if pAdjacentPlot.isNone() == False:
							if pAdjacentPlot.getPlotCounter() > 10:
								pPlot.changePlotCounter(1)
								bUntouched = false
			iPlotCount = pPlot.getPlotCounter()
			if (bUntouched and iPlotCount > 0):
				pPlot.changePlotCounter(-1)
			if iPlotCount > 9:
				if (iBonus == iSheep or iBonus == iPig):
					pPlot.setBonusType(iToad)
				if (iBonus == iHorse or iBonus == iCow):
					pPlot.setBonusType(iNightmare)
				if (iBonus == iCotton or iBonus == iSilk):
					pPlot.setBonusType(iRazorweed)
				if (iBonus == iBanana or iBonus == iSugar):
					pPlot.setBonusType(iGulagarm)
				if (iBonus == iMarble):
					pPlot.setBonusType(iSheutStone)
				if (iBonus == iCorn or iBonus == iRice or iBonus == iWheat):
					pPlot.setBonusType(-1)
					pPlot.setImprovementType(iSnakePillar)
			if iPlotCount < 10:
				if iBonus == iToad:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iSheep)
					else:
						pPlot.setBonusType(iPig)
				if iBonus == iNightmare:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iHorse)
					else:
						pPlot.setBonusType(iCow)
				if iBonus == iRazorweed:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iCotton)
					else:
						pPlot.setBonusType(iSilk)
				if iBonus == iGulagarm:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iBanana)
					else:
						pPlot.setBonusType(iSugar)
				if (iBonus == iSheutStone):
					pPlot.setBonusType(iMarble)
				if iImprovement == iSnakePillar:
					pPlot.setImprovementType(iFarm)
					iCount = CyGame().getSorenRandNum(100, "Hell Convert")
					if  iCount < 33:
						pPlot.setBonusType(iCorn)
					else:
						if iCount < 66:
							pPlot.setBonusType(iRice)
						else:
							pPlot.setBonusType(iWheat)
			if iTerrain == iBurningSands:
				if pPlot.isCity() == False:
					if pPlot.isPeak() == False:
						if CyGame().getSorenRandNum(100, "Flames") <= iFlamesSpreadChance:
							pPlot.setFeatureType(iFlames, 0)
Corn, RIce, and Wheat turn to Snakepillars. When sanctified, they will turn back to a random one of these (randomly, not the same one it was before hell spread)

5. It always increases your cities population by 2 and decreases rivals' city populations by 2.

6. The Republic Civic causes unhappiness in cities of civs not following this civic. If you have the Pillar of Chains, happiness in your cities is not effected by other civ's civics.
 
Thanks for the answers. I won my first game earlier with a Tower of Mastery victory playing as the Calabim (the world really dislikes you trying to win doesn't it :P), and it gave me a couple more questions:

7) Are the four horsemen summoned on 40, 50, 60, and 70 respectively on the Armageddon counter, or is it somewhere else? (I'm assuming the rest are horsemen, I only saw the first one.)

8) Is there anything past them?

9) Does blight affect everyone when it happens?

10) How do you achieve a religion victory?
 
I'd recommend checking out the Manual. It answered a lot of my questions about how the mechanics of the Armageddon Counter and other FFH specific concepts. :)
 
I'd recommend checking out the Manual. It answered a lot of my questions about how the mechanics of the Armageddon Counter and other FFH specific concepts. :)

That helps a lot, thanks. :)
 
Would the pillar of chains also kill the unhappiness in your 6 largest cities caused by caste system?
 
Would the pillar of chains also kill the unhappiness in your 6 largest cities caused by caste system?

Just tested this and it doesn't seem to be the case, I still got the "We long for the Open Country" penalty. It probably should though.
 
Loki's "entertain" ability -

1) Does it only generate gold when used in opponent's cities?
2) I casted it repeatedly in a 2 pop capital city, and I gained 2 gold each time, but the description for it says 1 gold for every 2 pop. Does the city being a capital affect this, or do you get 1 gold regardless and it adds a further 1 for every 2 pop?
 
1)only in opponent cities (I think the amount you gain is reduced from the victim treasury, so that in your own cities the sumn is 0)
2) I always get myself more gold than expected, capital or not
 
1)only in opponent cities (I think the amount you gain is reduced from the victim treasury, so that in your own cities the sumn is 0)
2) I always get myself more gold than expected, capital or not

Yeah, I figured it out. :P His descriptions aren't very clear for his abilities.

Thanks.
 
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