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Same thing that happens if everyone gets a Buddhist missionary when they hit Med?
(March 9th, 2015, 15:47)DaveV Wrote: An outsider's point of view: I like the way the Fall from Heaven mod handles religion: the first player to research a religion-unlocking tech gets the holy city plus a missionary of that religion; all subsequent players only get the missionary. This lets you spread the religion to a city of your choice, even if you don't get there first.
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To be totally blunt I do not believe that aspiring to the balance that exists in FFH or EitB is something that I can or ever will do for something like SMEG mod.
Making religions so widely available is admirable but clashes badly with global effects like shrines and AP which is why the effect of religion is lowered. Which is why shrine output pretty much needs capping and AP is altered to give free temples rather than anything else like hammers.
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(March 10th, 2015, 16:59)Krill Wrote:
- There is no way to make that multiple-missionary spawning system working with shrines.
- Did people just jump from "There doesn't seem much point in spreading religion" to "I like being able to get a religion to spread" and not realize the difference in the two issues?
Hmmm, I thought we went from "there doesn't seem to be much point in a Religion" through "yeah, but it's not easy to guarantee one so we can't make it too good to have one" and ended up on "so how do we make it easier to get a Religion?"
At least that's where I was anyway.
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The religious civics and buildings have been specifically redesigned to make the randomness of religion spreads matter less; religion is less valuable on purpose. That's not something that is likely to change unless there is a radical overhaul of the entire religious system and I mean not just how religions spawn but the civics, buildings, number of religions, and the entire tech pathway.
Is it possible? Sure. But I don't know where to even start to best accomplish that.
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An a similar point, the city screen can only accommodate 7 religions, so any ideas to increase the number of religions in game is not going to happen without new python assets.
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Just making sure that I've gotten this right, I believe that these are the three things that need to be integrated into the mod whilst we run that MP test game:
- Harbour/Quay/Shipyard exclusivity
- 2 copies of each national wonder for IND leaders (currently coded to allow two for testing purposes via XML for all leaders).
- Traits available on civs.
Am I missing anything?
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If you don't want to make religion better, but encouraging people to spread is a problem, how about reducing the cost of missionaries? Rubs on CRE a bit, but AGG barracks and so on do that already.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(March 11th, 2015, 14:17)Krill Wrote: Just making sure that I've gotten this right, I believe that these are the three things that need to be integrated into the mod whilst we run that MP test game:
- Harbour/Quay/Shipyard exclusivity
- 2 copies of each national wonder for IND leaders (currently coded to allow two for testing purposes via XML for all leaders).
- Traits available on civs.
Am I missing anything? Just the shrine income cap I think. You could also keep looking for the way to make the religious civics partially based on having a state religion.
March 11th, 2015, 15:28
(This post was last modified: March 11th, 2015, 15:29 by Krill.)
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Well, I've changed state religion to give 1 gold and 1 culture when spread to a city.
I imagine that most people will go "so what" but it's free gold. And with that in place, I'd be less concerned by a shrine cap.
If someone else wants to explain a new complete redesign of religion I would be quite interested in reading it.
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Make Great Prophets found religions, not techs?
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