Ok, lets remove 3 other religion from the game. They were important as one of the option to go for in case of start without missionaries, but while everyone has 2 religions I doubt that someone will go just for his own having 4 base religion spread everywhere.
To remove them we can just spread all 3 of them into barbarian cities without any holy city or shrine. So no mod is required. Any strong objections against it?
(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. "
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.
If people prefer 4 religions to 6, I can replace one of the starting 4 religions with Islam quite easily .... (and could do the same for Christianity to be honest)
(February 26th, 2017, 12:47)chumchu Wrote: My point was to preserve religions left to be founded to for culture and shrine purposes.
It is not worth to go for religion, while barbs have 4 free shrine with religions spread all over the world. For the same reason in ancient start you never go for islam to build shrine, usually it spreads in 2-3 cities during the whole game. So I guess it wont be big deal if we judt remove late religion and stick to 4 first ones.
All that would change would be 3 missionaries for players instead of 2 .....
The final three holy shrines will be MUCH harder to get to
If that helps make any decision?
would allow for spiritual players to have 3 relig from start, if want .... and possibly more if capture, but would be much later, in tune of going for culture or something I guess
But I guess yall could always diplo to have other religs spread to u, if yall plan on that sort of game
regardless- even tho would be 3 missionaries ... those holies will be far out of reach
I'm not sure what the hold-up is - for instance, I don't know if Tasunke has fully finished the map or whether anyone has managed to reach an admin capable of getting the game started. It does look to me like a majority of players favor some version of "Whatever lets us start actually playing soon," but I'm just a lurker, so I may be misreading it.
In case a mod was desired and having one speeds things up though, I've created one and tested it to make sure it works as intended: The prereq techs for Buddhism, Hinduism, Judaism, and Confucianism are all changed to Future Tech. No other changes are made. Cursory testing indicates that all of these religions still work as usual and no religions are automatically distributed by the game (in a Medieval start) when using this mod.
(February 27th, 2017, 00:03)RefSteel Wrote: I'm not sure what the hold-up is - for instance, I don't know if Tasunke has fully finished the map or whether anyone has managed to reach an admin capable of getting the game started. It does look to me like a majority of players favor some version of "Whatever lets us start actually playing soon," but I'm just a lurker, so I may be misreading it.
In case a mod was desired and having one speeds things up though, I've created one and tested it to make sure it works as intended: The prereq techs for Buddhism, Hinduism, Judaism, and Confucianism are all changed to Future Tech. No other changes are made. Cursory testing indicates that all of these religions still work as usual and no religions are automatically distributed by the game (in a Medieval start) when using this mod.