Version 2.6 discussion

No I meant more that in reality 'holy' cities of particular religions do change, for example in the case of Christianity as you point out (Avignon/Rome/etc). Anyways, I was more interested in the idea as a game mechanic. I find that when I am ahead in tech I can found all of the late religions (if I want) and then I can't resist micro-managely spreading them everywhere and spamming great prophets to maximise my gold. My proposal simply adds a rubber-band mechanic without sacrificing realism (quite the opposite I thought) and is possible to code.

Could be - the "fixed" examples, Judaism and Islam, were both pretty culture-specific before their holy building was built. Of course, Islam hijacked an existing holy building (several of them, in fact - the Qaaba, the Dome of the Rock, the Hagia Sofia...), so a mechanic by which "holy city" conversion is possible might also be worth investigating. Long as you're at it, extra gold per non-state religion in the city for intolerant civics (historical examples - Jewish ghettos in Europe; Turkish taxes on the pilgrim routes to Jerusalem and extra taxes on Christians and Jews under Arab rule pre-Turkish invasion).
 
Beowulf isn't from Nordic Mythology. He's an character from an ancient anglosaxon poem.

Apologies for the double post, but just caught this. What exactly do you think the Anglo-Saxon religion was, if not the Norse? Not a lot to choose between Wodan and Odin, or Thorun and Thor. Beowulf is as Norse as Siegfried, who is pretty definitely Sigurd from the Volsungasaga. Mind, I don't think "heroic" units have a place in RoM, unless as an event - "Heroic Feat!" (wounded unit, receive experience, culture, or some sort of building, kind of like Heroes of the Sword, but bigger effects and less frequent)
 
Apologies for the double post, but just caught this. What exactly do you think the Anglo-Saxon religion was, if not the Norse? Not a lot to choose between Wodan and Odin, or Thorun and Thor. Beowulf is as Norse as Siegfried, who is pretty definitely Sigurd from the Volsungasaga. Mind, I don't think "heroic" units have a place in RoM, unless as an event - "Heroic Feat!" (wounded unit, receive experience, culture, or some sort of building, kind of like Heroes of the Sword, but bigger effects and less frequent)

Didn't understand what you meant.
 
Got distracted by a shiny new idea halfway through - so, broken in two...

1 - The Angles and the Saxons worshiped the same Germanic pantheon typically associated with Scandinavia; indeed, that same pantheon went back as far as the Romans' contact with the Germanic tribes (how they got Odin = Mercury, I don't know). Even post-Christianity, they couldn't separate it out. There are references to the line of Volsung in Beowulf, which is post-Christian Anglo-Saxon, and the Volsungasaga is pretty much definitively Norse.

2 - Hero units. They're tempting for some people, but when your turn lengths range up to several generations in early game play, they don't make a lot of sense. They do make sense as an event, though - "Heroic Feat," with trigger conditions similar to those of "Heroes of the Sword," unit receives experience, a random city gets a culture boost from tourism, a barracks gets a +1 experience or something, or a building gets built. Obviously, it should trigger less often than the Sword event and be applicable to all units.

Now, in some effort to make up for a bit of threadjacking... suggestions for additions:

Religions
Not sure how to implement it, but a "schismatic" mechanic to cover things like the Great Schism of 1052, the Reformation, and the Sunni/Shi'a divide.

Addition of Celtic druidism, the worship of the Aes and Vanir, and Mithraism, or, alternately, a generalized polytheism mechanic.

On a related note, Asatru (really need a better word, but I'm short on both time machines and Old Norse translators...) might be tied to an early-game technology covering verbal tradition, which would also have to be a prerequisite for Literature. Move the Epics back to "Oral Tradition" or whatever it's called.

Resources
Second that salt should appear more frequently in coastal tiles, developable by workboat. Shrimp? Always figured shrimp = crab = lobster; they're all crustaceans. Not like we have separate lemon and orange resources, or separate limestone and granite resources. Nothing wrong with inserting them, I just don't think the bonus distribution would be sufficiently different from the baseline resource to justify it.
 
Religions
Not sure how to implement it, but a "schismatic" mechanic to cover things like the Great Schism of 1052, the Reformation, and the Sunni/Shi'a divide.

I always wanted to see religion divisions through the game, but I don't know if a satisfactory system can be created for it... would be nice...

Not like we have separate lemon and orange resources, or separate limestone and granite resources. Nothing wrong with inserting them, I just don't think the bonus distribution would be sufficiently different from the baseline resource to justify it.

What do we have besides salt and shrimp as an adequate water resource? I think more diversity in the sea fits well to the mod. How about algae? With rice and fish, the civs could make delicious temakis! :lol:
 
Algae could be useable, provides another alternative fuel source for Std. Ethanol, plus health and food at higher tech levels. Kelp also (revealed by Weaving, spawns in Coastal tiles, provides health and production). Long as there's Ancient Temples or whatever that resource is (not playing, no 'Pedia open in front of me right now), why not an Exotic Sea Life resource (revealed by Sonar, +1 Health with modern medicine, +(x) Commerce)? Could do something similar with Exotic Flora/Fauna for land (spawns in jungle and desert). Also for sea resources, coral (add to list of Spearman resources, +1 Prod., +(x) Commerce, revealed by Stone Tools).
 
How is it planning that a technology requires Physics as one of four prerequisites, and two of those prerequisites also require Physics? I'm not saying to make Compulsory Education (since it's the horse I'm beating) require only Thermo or Civil, I'm saying that if there's a buried prereq, there's no need for an explicit one, and every line of XML that I have to store is one step closer to a CTD.

Okay now I understand what you meant. And Yes every extra unneeded line of XML slows down the game. The cPickle is a mighty weapon against CTDs.

JosEPh
 
Not sure how to implement it, but a "schismatic" mechanic to cover things like the Great Schism of 1052, the Reformation, and the Sunni/Shi'a divide.

Would it be possible to make an add-on based off of revolutions that added some kind of "religious happiness" meter. There would need to be some sort of mechanism for defining "religious happiness" of course, but generally speaking things that the state does in the name of or in conjunction with your current state religion affect how happy it's followers are with the current religious leaders. For instance, waging a war against a nation of the same faith would cause "religious unhappiness", having a marginal percentage of followers would cause unhappiness as well, along with various other factors. When religious discontent reaches certain levels, a revolution occurs within the religion and a sub-sect is established which can then spread independently of the parent, i.e. Catholic & Protestant.


That said, I propose taking it to a whole new level. How about creating civics solely for religions? Revamp the religious adviser screen to look like the civic screen and fill it with options to customize your religion. This would also allow more choices in the normal civics screen as you could eliminate the religious category and replace with something else. It also greatly expands your options for managing religion as you could now have several civics for your religion as opposed to one. Perhaps not as many, but three or four columns with 3 or 4 choices a piece would be sufficient.

Example, is your religion centrally managed by a highly organized and structured system with definitive chains of command (i.e. christianity) or is it more diffuse and loosely organized at a local level by individual sects or monasteries (i.e. taoism)?

Is it polytheistic, monotheistic, or simply a way of living with no creator god at all?

Is it secluded or evangelistic?

To what degree are other faiths tolerated?

Does the state control the church or the church control the state? Or are they legally separated?

How much must followers commit to the faith? i.e. Muslims must pray many times a day whereas Christians and Jews are encouraged to but aren't technically required to pray at all and are only required to observe their respective sabbath, and whereas Buddhism pretty much allows most non-clergy to take a very individual approach with very few obligatory duties.

These are just some of the many angles you could take with this, each scenario offering specific benefits and drawbacks. Not to mention just think of what you could do with a new category in the original civics screen.

Of course you could argue that Christianity for instance is inherently monotheistic or Hinduism is inherently polytheistic but just because that's what it is IRL doesn't mean it can't be what you want it to be in game. After all, you could play Gandhi as a war mongerer if you reaaallly wanted to.... You could play Monty as a peaceful builder likewise, why not be able to make Christianity a completely de-centralized individual path to enlightenment? Likewise for the other religions, the only thing they need to have in common with their IRL counterparts is the name, period.
 
Clean up some of the double-tap tech prerequisites! Case in point, Compulsory Education requires Thermodynamics and Physics, but Physics is a prerequisite for Thermo. The tech tree's riddled with these (both of the either/or requirements for Compulsory Ed. require Physics, as well, for instance), and every one of these dual entries is something else to be held in memory while the game's running.
In most cases those prerequisities are placed there to prevent too fast tech advancement if there's multiple paths to the tech ie. one path may not have all the same prerequisities as another path but if the tech definately should require some tech, it has been put to as AND requirement. Anyway I'll check Compulsory education tech to see that there isn't any obsolete requirements.

About civ traits: I've already changed Financial trait and tuned it down a bit so that it won't be too powerful. Now while looking at traits, I thought that could we improve the whole trait system as that's one game area that I haven't really yet changed... Agricultural, Seafaring, Tyrannical could be new traits... what else new traits could there be? Should there be disadvantages ie. like 2-3 good traits and 1 disadvantage per civ? There's not many xml modifiers for traits so huge changes can not be made.

About resources: I got shrimp, kelp and some other resources waiting on my hard disk (been there for long time) but I think we should first discuss about balancing happiness/healthiness. At this point I'm reluctant to add more resources unless we find some ways to cause extra unhappiness and unhealthiness ;)
 
Of course you could argue that Christianity for instance is inherently monotheistic or Hinduism is inherently polytheistic but just because that's what it is IRL doesn't mean it can't be what you want it to be in game. After all, you could play Gandhi as a war mongerer if you reaaallly wanted to.... You could play Monty as a peaceful builder likewise, why not be able to make Christianity a completely de-centralized individual path to enlightenment? Likewise for the other religions, the only thing they need to have in common with their IRL counterparts is the name, period.

Actually, Christianity is only monotheistic and evangelistic in its modern form. The Orthodox Church spent literally centuries arguing about whether the Father and Son were composed of one substance or two, and one of the pushes behind the Reformation was that the veneration of saints was dangerously close to polytheism, and there's still a strong inward-focusing meditative element in any monastic tradition. Used to be monasteries were set up only in isolated areas, then the town grew around the monks.

Anyway. About your religious mechanic suggestions... I like them. As it is right now, "religions" are basically flavored happy-building resources, and that's about it. There's not a lot of depth to them.

Zappara said:
In most cases those prerequisities are placed there to prevent too fast tech advancement if there's multiple paths to the tech ie. one path may not have all the same prerequisities as another path but if the tech definately should require some tech, it has been put to as AND requirement. Anyway I'll check Compulsory education tech to see that there isn't any obsolete requirements.

I'll scan the tech tree, see if I can find any more really glaring examples, but if you're using the explicit-prerequisite approach, shouldn't Steel require Iron Working, or Relativity require Astronomy? There are entire chapters of my version of Einstein's Relativity devoted to what's wrong with Newtonian-Galileian cosmic coordinates, which pretty much requires Astronomy.

About civ traits: I've already changed Financial trait and tuned it down a bit so that it won't be too powerful. Now while looking at traits, I thought that could we improve the whole trait system as that's one game area that I haven't really yet changed... Agricultural, Seafaring, Tyrannical could be new traits... what else new traits could there be? Should there be disadvantages ie. like 2-3 good traits and 1 disadvantage per civ? There's not many xml modifiers for traits so huge changes can not be made.

Horseman - give it to Sitting Bull and Genghis Khan. Free Flanking or something for cavalry, reduced stable build time.

Diplomat - +2 automatic to neighbor relations. Cheaper spy buildings.

Explorer - Sentry free to recon units (or another promo). Cheaper recon units.

Humanitarian - +1 Health (yes, I know it's an issue). Cheaper health buildings.

As for positive/negative traits... in a lot of ways, those wind up being personal traits of the leader rather than leadership styles, which the leaderheads represent. Though I suppose you could argue that by the late Roman Republic, when Julius Caesar came to power, for instance, any Roman leader would have been Arrogant (-1 Happy, -1 Relation with neighbors).

I'd also like to see a couple of additional leaderheads built into the existing civs. Because they're what I know best, I'll talk about Europeans first...

Rome - Ekmek has Marcus Aurelius, Constantine, Caligula, and Trajan ready to roll, though I would use his Trajan as Gaius Marius with traits as written, because there just aren't any good Republican leaders.

Byzantium - Any Byzantine named Basil. Especially the Bulgar-Slayer. Need to find his tomb inscription for a diplomacy text.

France - St. Louis and Henri IV

England - William the Conqueror (Agg/Org) and Alfred the Great (Pro/Org)

Vikings - Any of the Lodbrok's sons (Bjorn Ironside, Ubbe, Halfdan White-Shirt, Ivar the Boneless (Imp/Fin), Sigurd Snake-Eye), Harald Haadraade (Agg/Seafaring)

Spain - Philip V (Spi/Explorer)

Germany - Frederick Barbarossa (Spi/Prot), Arminius (Agg/Agricultural)

More to follow, I'm sure.
 
Would it be possible to make an add-on based off of revolutions that added some kind of "religious happiness" meter. There would need to be some sort of mechanism for defining "religious happiness" of course, but generally speaking things that the state does in the name of or in conjunction with your current state religion affect how happy it's followers are with the current religious leaders. For instance, waging a war against a nation of the same faith would cause "religious unhappiness", having a marginal percentage of followers would cause unhappiness as well, along with various other factors. When religious discontent reaches certain levels, a revolution occurs within the religion and a sub-sect is established which can then spread independently of the parent, i.e. Catholic & Protestant.


That said, I propose taking it to a whole new level. How about creating civics solely for religions? Revamp the religious adviser screen to look like the civic screen and fill it with options to customize your religion. This would also allow more choices in the normal civics screen as you could eliminate the religious category and replace with something else. It also greatly expands your options for managing religion as you could now have several civics for your religion as opposed to one. Perhaps not as many, but three or four columns with 3 or 4 choices a piece would be sufficient.

Example, is your religion centrally managed by a highly organized and structured system with definitive chains of command (i.e. christianity) or is it more diffuse and loosely organized at a local level by individual sects or monasteries (i.e. taoism)?

That is a great idea.
I have been waiting for some depth for religions in civ, but I never really thought of how it could be done. This seems like it could be a solution.
A+ :goodjob:
I hope this gets used.

Another idea I would like to see [sorry for the threadjacking lol] is that of diseases. Diseases played a major role in the fall of the Roman Empire and Han China when the Silk Road became heavily used. They traveled via merchants from India [the home of smallpox and measles along with some others...] into the other two major empires, which had no immunity to any of those diseases and wiped them out. It had a huge impact on the economy and society of these peoples, and helped spread Buddhism and Christianity to cope with the onset of what really looked like the Apocalypse [death, disease, famine, warfare.] The rapid decline in population, and therefore army strength, resulted in the Mongols [Huns to the Romans, and Xiong-nu to the Chinese] invading both of them for their wealth and food in order to sustain their fast growing population, which was brought to you by bribery and piracy along the Silk Road.

So essentially what I had in mind was a disease mechanic that looked almost like the religion mechanic, but backwards. Civs start with certain diseases, based on location, and trade with other civilizations spreads these diseases. Obviously, the Silk Road wonder would help the spread. Each disease would give a certain amount of unhealthy to each city it's in, which would decline over time, representing the population's immunity to it. This would also prevent those huge super cities which come up in the ancient and classical eras that settled around two corn and a pig. And additional diseases would obviously increase the unhealthy, which lowers the population of cities, which would hopefully make the big civs fall.

One of the major reasons I thought of this was because I'm tired of seeing one civ [even myself] take the lead at the beginning of the game, and keep it all the way to the end. It's historically unrealistic and it gets boring.

As a civ trades more and more with it's neighbors, the more the diseases would spread, which would make those civs fall [unless of course they all have the same diseases.]

The diseases would go away after a while in cities either when medicine is researched, or maybe another few techs, or when the population is so low that the parasite cannot find another host. In reality, when the population falls below a certain point, usually 40% of the original, the disease can't spread anymore and it dies away, which makes the population rise again.

Some ideas for diseases would be malaria, measles, smallpox, bubonic plague.... some others that I can't think of at the moment.

Wow, that's a lot of ideas for that.
Hopefully it was a good one worth reading.. :D
 
What I would like to see is a new base positive/negative element similar ot happy/unhappy, and health/unhealth which affects cities. I am thinking crime/security, Above a certain population level, you gain +1 crime per population point (maybe +2 at very high pop levels) X number of crime (negative security) values may also cause additional unhappiness. For each crime level not canceled out by a security bonus. the city receives a penalty to total commerce yield modifiers. Certain builds would provide security bonuses to cancel out accruing crime values. (courthouse, palace, police station, jail, etc.)

I never did like the way the espionage seemed tacked to building that didn't make much sense for them (like courthouse and jail)

Anyway, I dont know if there are any other mods out there that have added new positive/negative modifier components. I know it would be a significant coding change to the DLL and require adding a lot of new XML elements to buildings and civics and such.
 
Actually, Christianity is only monotheistic and evangelistic in its modern form. The Orthodox Church spent literally centuries arguing about whether the Father and Son were composed of one substance or two, and one of the pushes behind the Reformation was that the veneration of saints was dangerously close to polytheism, and there's still a strong inward-focusing meditative element in any monastic tradition. Used to be monasteries were set up only in isolated areas, then the town grew around the monks.

Exactly. Religions change their structure & modify their tenets just as much as civil governments. As it is right now, you can change from Christianity to Islam and you can see the economic results depending on what buildings and wonders you have in which cities etc, but the religions themselves are no different. Firaxis did this intentionally because they did not want to offend anyone by appearing to grant any inherent bonuses to one particular faith or another. However, if you leave the composition of the religions open ended so that the individual user can customize their religion with a civic-style system then any religion can have any combination of values, thereby maintaining balance and ensuring that no one religion is getting "preferential" treatment or an "endorsement" from the designers.

It may be politically correct to say that all religions are the same and equal, but in reality and throughout history, a society's religion goes a LOOOOONG way toward defining it's cultural values as well as it's social structure. This in turn has a significant impact on the path that society takes and likewise, the path a society takes is often evident in the structure of that society's religion. I actually wrote a paper on this very topic once, showing how religious values ingrained over many generations of a society influence and shape the political & economic events in that society and how those events in turn shape the future of that religion.
 
zappara - Thanks for looking at the civ traits. Balancing them should make the game a lot more fun. As it is, we are playing random civs instead of our favorites to make it a bit more even.

What about balancing how research is generated? Being able somehow to have research related to a balance of commerce, hammers and culture would be more appropriate to how research really is carried out. Possibly the financial civs could still generate more money, but the extra can't be put towards research, or if research comes as a percentage of the total of hammers, culture and commerce, it wouldn't matter so much if you have a financial civ or not - whatever you were good at would generate your research.

Just some thoughts we're kicking around.

BTW, one of my friends reads this board too and he asked me if I told you all that I've gotten frustrated and cried at times playing games with them... Oh well, I'm a grandmother, I'm entitled! Besides, I never threaten to throw my keyboard through the screen or kill everyone in the game when I'm behind or my civ melts down! :P So there Mic!! (He's too weenie to post anyways, because he knows I'll give him a bad time!)
 
As long as we're rebalancing traits, I think something really needs to be done about Pro and Agg. Since gunpowder units get replaced by Tracked and Hi-tech units, they effectively go obsolete in the modern era onwards. It's especailly bad for Pro, since gunpowder units don't get the Drill line. I think I've mentioned this before, and if so I apologize for the repeat, but I really think these two traits are getting shot in the foot as they are.

If we're going to add traits, I'd like to see Scientific make a comeback, though I imagine it'd have too much overlap with Philosophical.
 
Okay, back to the hidden versus explicit prerequisites issue...

This is a preliminary list; it's based on the AND operator, with alternate paths "upstream" on the tech tree based off OR operators.

Amphibious Warfare
Amphibious Warfare requires Military Science and Armored Vehicles.
Armored Vehicles requires Automatic Weapons.
Automatic Weapons requires Semi-Automatic Weapons.
Semi-Automatic Weapons requires Military Science.
Military Science is, therefore, already a prerequisite for the technologies you need to reach Amphibious Warfare. There is no path to Marines but through Military Science, no need for an explicit prerequisite.

Artificial Intelligence
AI requires Composites and Communications Networks.
Communications Networks requires Composites.
No alternate path; no need for an explicit "Composites" prerequisite.

Artillery
Requires Rifling and Semi-Automatic Weapons.
No alternate path; no need for an explicit "Rifling" prerequisite.

Biological Warfare
Requires Electronics and Plastics.
Electronics requires Plastics.
No alternate path; no need for an explicit Plastics prerequisite.

Biology
Requires Chemistry and Scientific Method.
Scientific Method requires Chemistry.
No alternate path; no need for an explicit Chemistry prerequisite.

Chivalry
Requires Feudalism, Heraldry, Guilds.
Both Heraldry and Guilds require Feudalism.
No alternate path; no need for an explicit Feudalism prerequisite.

Cryogenics
Requires Artificial Intelligence and Homo Superior.
H. Superior requires Artificial Intelligence.
No alternate path; no need for an explicit AI prerequisite.

Economics
Requires Education and Mercantilism
Mercantilism requires Divine Right
Divine Right requires Education
No need for Education prerequisite.

Fascism
Requires Assembly Line and Psychology
Psychology requires Assembly Line
No need for Assembly Line prerequisite.

Fuel Cells
Composites and Organic Chemistry
Organic Chemistry req. Composites
No alternate path.
Drop O-Chem.

Fundamentalism
Code of Laws, Theology
Theology req. Code of Laws
No alternate path.
Drop Code of Laws

Manufacturing
Electronics and Plastics again. Drop Plastics.

Mechanized Warfare
Military Science and Armored Vehicles again. Drop MS.

Modern Physics
Electronics and Plastics again. Drop Plastics.

Semi-Automatic Weapons
Requires Rifling and ((something else) OR Rifling). Drop OR Rifling.

Shielding
To make a long story short, Computers is a buried prereq for both of the other prereqs.

Stealth
To make a long story short, Composites is a buried prereq for Supersonic Flight.

Steel
While Iron Working is a logical prerequisite for Steel, it is also buried deep inside Chemistry.

Stirrup
Iron Working, Monarchy.
Iron req. Monarchy.
Drop Monarchy.

Stirrup, #2
Military Training, Horse Breeding.
Horse Breeding req. Military Training.
Drop Military Training.

Superstring Theory
Modern Physics is deep-buried prereq for Magnetic Levitation. Drop Modern Physics.

Theory of Relativity
Electricity requires Scientific Method. Drop Sci. Meth.

---

And that's it. Man that sucked, flipping 'Pedia to here and back.
 
I just got the mod and have been going through the files and the game and I noticed that the barracks expire, and are replaced by the garrison, but the Unique Buildings that replace barracks don't have their own replacements. Am thinking mostly of the poor Zulu, who have a nifty maintenance modifier for their barracks replacement and they lose that as soon as they get the tech for garrisons. Could some UBs be made that can be built, e.g., something that replaces the garrison and either keeps or even upgrades some of the nifty stuff the earlier barracks had?

(Or have I stumbled upon a topic long discussed and ultimately rejected?)

Also, is it possible to put a "plant forest" option? Something with a very long build time to discourage exploits of the chop/replant tactic? (I did search this topic, but haven't found anything regarding it on the discussion forums for this mod.)
 
Is it polytheistic, monotheistic, or simply a way of living with no creator god at all?

Is it secluded or evangelistic?

To what degree are other faiths tolerated?

Does the state control the church or the church control the state? Or are they legally separated?


Great, great idea. That way we could simulate all the religion diversity. Could we use this "civics system" along with a "Dynamic Religion Names"? Like that:

a + b + c = Apostolic Catholic
a + b + d = Orthodox Catholic
a + e + f = Protestant



Another idea I would like to see [sorry for the threadjacking lol] is that of diseases.

Another marvelous idea. This could be the unhealthy Zap was looking for so he could put more resources. Much of the Aztec fall can be related with diseases brought by the Spanish, so it can be used as a war weapon too.


c0d5579

Okay, back to the hidden versus explicit prerequisites issue...

This is a preliminary list; it's based on the AND operator, with alternate paths "upstream" on the tech tree based off OR operators.

...

And that's it. Man that sucked, flipping 'Pedia to here and back.

Great job, thx for your effort.

This thread is very good, the new ideas are hot!
 
The religious ideas sound great
and something similar to Rhye's plauge mechanics should be implemented, having the same civilization at the top of the leader board is annoying, maybe we could implement a 'dark age' that the opposite to a golden age, and has a higher % chance of occuring on higher difficulties and the higher the civilization is on the leaderboard.
Its great with new civilizations occuring in this game from barbarian cities, but after a certain period they are just useless, and have no chance of taking cities ect, maybe add an option on gamestart up, to make the civilizations more powerful, and the amount of power they start with depend on who they are starting next to.
 
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