Either of those options would work too, though in the second scenario everyone would have to use their missionaries within the first 5 turns, or unpredictable things could happen :D
PB36 - Civ 4 - Medieval pitboss - Signup and setup thread
|
I think the best solution for now is to make mod without having first 4 religion assigned to early tech. Add themto the future tech, so civ engine will no longer think that it needs to spread any religion on T5 and the barb cities must work fine then.
...whatever gets the game started the fastest and in the simplest way, please.
i feel like that is probably using a mini xml mod to move the founding of christianity & taoism to like, fishing and sailing or whatever, so that the game will have 6 different religions to distribute on turn 5. but i really don't care as long as I have access to some sort of religion, since I've already picked Spi under the assumption that I'll have that.
I also vote for modding out the later religions. That would require the least amount of changes to the map. With everyone having two different missionaries each of the four religions will have 3 cities (plus the barb holy).
"I think the best solution for now is to make mod without having first 4 religion assigned to early tech. Add them to the future tech, so civ engine will no longer think that it needs to spread any religion on T5 and the barb cities must work fine then. "
If someone can do this I would prefer it like this as it keeps the agreed upon conditions. I would prefer not to remove or change the 3 later religions as it can significantly change tech priorities and will removes some interesting choices from the early game. It looks like more work than the above solution anyway. If the majority is for changing the religion, I would urge you to minimize the changes to the conditions and at least keep Islam unaffected.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
(February 25th, 2017, 18:03)chumchu Wrote: I think the best solution for now is to make mod without having first 4 religion assigned to early tech. Add them to the future tech, so civ engine will no longer think that it needs to spread any religion on T5 and the barb cities must work fine then. This is an ideal solution if it truly fixes this weird bug. If it does not, then I stand by my previous vote. |