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Quote:You could also put all the holy cities into an unreachable barb city. That way you don't need the dummy civ.

That would also work. I'm not sure how to create barb cities though I know it can be done. Also I'm not sure how the city might effect barb behavior.

Quote:Actually, I have an idea that can be implemented in the mod and will be a systematic solution. I can change the shrines to have a max start era, so the first three religions can only be shrined in ancient games, Confucianism shrined in classical and ancient games, and the the last three religions need medieval starts or earlier to be shrined.

That would be easiest. I can give the missionaries manually but if it's something you'd want in any classical era game then it would be good to have it in the mod.

I can't see a reason to not want the shrine changes TBH, but I've been hunting for the missionary spawn in a late era start, and I can't see a way to do it in XML (TBF, I've looked in the places I would have thought it could be controlled and not found it, it could be somewhere else, but probably better that such a change is implemented in the DLL and expressed in the XML to allow tuning).

I need to put up a new version of the mod today anyway as Charriu found a few flaws in what I've done. I'll have that up by the end of today. The missionaries though, if are you OK with randomly assigning the missionaries for this game that would be the quickest solution. We have 16 players, so I take it 6 players get one religious missionary type (eg Buddhist) and then another 5 get hindu, another 5 get Jewish?
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18

Quote:The missionaries though, if are you OK with randomly assigning the missionaries for this game that would be the quickest solution. We have 16 players, so I take it 6 players get one religious missionary type (eg Buddhist) and then another 5 get hindu, another 5 get Jewish?
Sure.

(September 1st, 2019, 06:31)Krill Wrote: I can't see a reason to not want the shrine changes TBH, but I've been hunting for the missionary spawn in a late era start, and I can't see a way to do it in XML (TBF, I've looked in the places I would have thought it could be controlled and not found it, it could be somewhere else, but probably better that such a change is implemented in the DLL and expressed in the XML to allow tuning).

And there I was thinking about how to prevent holy cities. Should have thought about your easier solution with Max era. I'll have a look at the unit distribution on late starts. That one should be doable as a game option.

EDIT: But don't wait for me to implement this. Should be faster now if you put them in via worldbuilder.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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So three random players get a holy city (that can't be shrined), and all players get a single missionary for one of the three religions?

Seems reasonable.

Are you going to give the religions out at start, or wait for the random spawn a few turns later? Not that it should really matter...

This isn't what I've implemented. This is actually the base game behaviour. I think it is after 7 turns that the game spawns religions to ensure players have settled.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18

HAHAHAHAHA. Bastards!

Whoever built the random religion system has managed to make it much more difficult to fix these problems.

Players starting with missionaries won't fix it, it actually makes it worse. I just ran a test, and what happens is that even if the first 3 religions are founded, the game will randomly found 3 other religions anyway eot55.

I don't see a way around this problem short of a total DLL fix to change the whole game behaviour, with two possible exception: We could start players with the missionaries, let the first three religions found naturally and then allow players to spread religion on T56, or I could change Meditation, Polytheism and Monotheism to Classical era techs, so no religions will automatically found. Personally I do not think either is wise and it would be better to either play an ancient era game, or delay this to find the problematic code and play later.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18

I don't know how much time I will have in the next weeks to find and address this problem in the DLL. If you want to start soon, ancient era is the way to go.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee

I think that with the game at this stage of setup it is not fair to ask anyone to focus on fixing it, and we go with an Ancient era start.

It's just safer. We need to look at if there is anything else that needs fixing for later era starts.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18

I'll vote Ancient rather than spend all those cycles fixing Classic.
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