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  1. #1
    Polycarpe's Avatar Back into action!
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    Default Several Religions per faction?

    Hi, I wonder if we can do that. I'll use Britannia as example. You are England and this faction has "England" as "religion/culture". What I would like to know is there any code that can boost let's say "Scottish" religion while you build a building in a settlement of english dominion?
    Regards.

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: Several Religions per faction?

    I believe that the only scripting option is the change_population_religion command. But it sets the level rather than boosts it. You would need a lot of monitors and IFs to use it as a booster (if currently this level then set it to that level).

    Hmm, even then I'm not sure that you could test the current level of a religion other than your own, something you'd need to do to know what to set it to.

  3. #3
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Not by code but you could assign a religon/culture bonus to a building type without making it a temple. By way of example, I have a building tree that allows factions to grant aslyum to Jewish refugees and converts like a church:


    Code:
     
    building refugee
    {
    religion jewish
    levels synagogue jewish_quarter
    {
    synagogue city requires factions { england, barons_alliance, scotland, ireland, wales, norway, denmark, } and event_counter refugee_ireland1_accepted 1 or event_counter refugee_ireland2_accepted 1 or event_counter refugee_england_accepted 1 or event_counter refugee_wales1_accepted 1 or event_counter refugee_wales2_accepted 1 or event_counter refugee_scotland_accepted 1 or event_counter refugee_barons_accepted 1 or event_counter refugee_norway_accepted 1 or event_counter refugee_denmark_accepted 1
    {
    capability
    {
    happiness_bonus bonus -2
    religion_level bonus 2
    trade_base_income_bonus bonus 2 requires event_counter i_robot 0
    population_growth_bonus bonus 1 requires event_counter i_robot 0
    trade_base_income_bonus bonus 3 requires event_counter i_robot 1
    population_growth_bonus bonus 2 requires event_counter i_robot 1
    pope_disapproval 1
    }
    material wooden
    construction 5 
    cost 4000 
    settlement_min city
    upgrades
    {
    jewish_quarter
    }
    }
    jewish_quarter city requires factions { england, barons_alliance, scotland, ireland, wales, norway, denmark, } and event_counter refugee_ireland1_accepted 1 or event_counter refugee_ireland2_accepted 1 or event_counter refugee_england_accepted 1 or event_counter refugee_wales1_accepted 1 or event_counter refugee_wales2_accepted 1 or event_counter refugee_scotland_accepted 1 or event_counter refugee_barons_accepted 1 or event_counter refugee_norway_accepted 1 or event_counter refugee_denmark_accepted 1
    {
    capability
    {
    happiness_bonus bonus -4
    religion_level bonus 4
    trade_base_income_bonus bonus 3 requires event_counter i_robot 0
    population_growth_bonus bonus 2 requires event_counter i_robot 0
    trade_base_income_bonus bonus 4 requires event_counter i_robot 1
    population_growth_bonus bonus 3 requires event_counter i_robot 1
    pope_disapproval 1
    pope_approval 1
    }
    material wooden
    construction 7 
    cost 8000 
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins 
    {
    }
    }
    The problems here are:

    1) This and other culture buildings will work against each other so whichever has the highest bonus will start to gain ground over time though you will always have at least a small percentage of the culture with the smaller bonus, i.e. it will never be totally eliminated.

    2) It becomes hard to justify why you are constructing such a building and communicate the need to a potential player. You could use a console command to put it in automatically by certain conditions but it would have to be by settlement and defining those conditions could be problematic. At best this solution is cumbersome and requires a large number of counters.

    Alternately, if your issue is native troop availability in certain regions (you don't want these units to vanish as a region become assimilated) I would suggest eliminating the culture requirement from the recruitment line and adding a hidden resource. You can then assign these resources to the strat map and those units will alway be available there.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  4. #4

    Default Re: Several Religions per faction?

    Quote Originally Posted by vercassivelaunos View Post
    How does this boost the spread of Jews? I only see the effect that says that the religion grows, but this would be the factions religion, which is probably not Judaism.
    Quote Originally Posted by AJStoner View Post
    Code:
     
    building refugee
    {
    religion jewish
    levels synagogue jewish_quarter
    {
    synagogue city requires factions { england, barons_alliance, scotland, ireland, wales, norway, denmark, } and event_counter refugee_ireland1_accepted 1 or event_counter refugee_ireland2_accepted 1 or event_counter refugee_england_accepted 1 or event_counter 
    .
    .
    .
    This is a very interesting development btw, somany possibilities for modding in local population tendencies.
    e.g. having a basically Muslim region have a basic tendency to convert back via a religion modifier in it's town centre! that would automatically make building larger churches a lot more appealing when you're out converting the non believers!

    Or even make religious scripted counter movements via an easy random historic event.

    *focus ilm focus* finish currently planned events first!
    Last edited by ilmrik; August 14, 2011 at 06:27 PM.

  5. #5
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Quote Originally Posted by ilmrik View Post
    This is a very interesting development btw, somany possibilities for modding in local population tendencies.
    e.g. having a basically Muslim region have a basic tendency to convert back via a religion modifier in it's town centre! that would automatically make building larger churches a lot more appealing when you're out converting the non believers!

    Or even make religious scripted counter movements via an easy random historic event.
    As well as slowing conquest down since you will be obliged to sit on regions belonging to other religions/cultures a good deal longer and with bigger garrisons to keep them in line. I was thinking much the same for my planned "Crusades" upgrade. Different "walls" with a religion component added to them keyed to hidden resources.
    Last edited by AJStoner; August 14, 2011 at 07:05 PM.

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  6. #6

    Default Re: Several Religions per faction?

    How does this boost the spread of Jews? I only see the effect that says that the religion grows, but this would be the factions religion, which is probably not Judaism.

  7. #7
    Polycarpe's Avatar Back into action!
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    Default Re: Several Religions per faction?

    Quote Originally Posted by vercassivelaunos View Post
    How does this boost the spread of Jews? I only see the effect that says that the religion grows, but this would be the factions religion, which is probably not Judaism.
    He's right but I think there was something similar in the Crusade campaign. Remember Jerusalem had both a cathedral and a Jama. When you'd destroy the Jama, the reputation with the Muslims goes down. I never noticed but I think both Islam and Catholic was spread at the same time.

  8. #8

    Icon1 Re: Several Religions per faction?

    St. Polycarpe: It's actually quite easy. All you need to do is add a building that increases the Scottish ‘religion/culture’, as AJStoner rightly pointed out, because the faction’s official ‘religion/culture’ is English and not Scottish. You will get an increasing level of unrest in the settlement, unless you change the ‘religious_unrest’ settings in the ‘descr_settlement_mechanics’ file.

  9. #9
    Polycarpe's Avatar Back into action!
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    Default Re: Several Religions per faction?

    Hmm interesting so I need to add "religion scottish" fro example in the building I want to create so the "religion_level bonus 2" will be for Scottish and Not English culture? Am I correct?

    I was thinking to make a building to make the faction to access to some units in a conquered settlements, coupled with hidden_resources. It will gives a Happiness bonus but a penalty to Law due the faction "authorize" the conquered to have more liberty and some rights.

  10. #10
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Exactly. Right above the "levels" line if a religion/culture is added then any religion/culture bonus the building imparts will be based on that, not the faction's.

    *You could simply have a building for each culture type and have it constantly converting there.
    *These could be voluntarily constructed buildings that anyone can make wherever, perhaps keyed to a hidden resource based on faction creator for that region.
    *It could be an already present building that is labeled "hinterland" so that it will always be there and functioning should you want this to be set-up in advance and unalterable by the player.

    I am planning a crusades mod where the city walls will actually be several different building trees (unbeknown to the player) based upon hidden resources. (i.e. there will be a "Muslim wall" "Christan wall" "Orthodox wall" and "neutral wall." These will be set by region keyed to a hidden resource and constantly convert to a certain religion.

    Mecca, for example, will always convert to Islam to some degree no matter what faction controls it because it is a special Muslim holy place so they will tend to folk there. So if a Catholic faction is in control of it they must build larger temple buildings and constantly have sizable garrisons to keep it under control.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  11. #11

    Default Re: Several Religions per faction?

    You can also limit the conversion in each building:

    Code:
    religion_level bonus 2  requires not region_religion catholic 75
    Now you can have higher conversion limits for higher level buildings and stop conversion from completely removing other religions

  12. #12
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Quote Originally Posted by markhaselb View Post
    You can also limit the conversion in each building:

    Code:
    religion_level bonus 2  requires not region_religion catholic 75
    Now you can have higher conversion limits for higher level buildings and stop conversion from completely removing other religions
    That is an excellent point, mark (may I call ya "mark"). I hadn't thought about that. +Rep.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

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    Default Re: Several Religions per faction?

    Quote Originally Posted by markhaselb View Post
    You can also limit the conversion in each building:

    Code:
    religion_level bonus 2  requires not region_religion catholic 75
    Now you can have higher conversion limits for higher level buildings and stop conversion from completely removing other religions
    ok, so if I understand correctly, this code makes the Catholic faction to not exceed 75% if that building is present but the rate is 2% of the, let say Scottish Religion. Am I correct?

  14. #14
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Quote Originally Posted by St. Polycarpe View Post
    ok, so if I understand correctly, this code makes the Catholic faction to not exceed 75% if that building is present but the rate is 2% of the, let say Scottish Religion. Am I correct?
    It won't stop it from exceeding 75% but once it reaches this point then this building's religion function cuts-out. i.e. the bonus for this building will only assist you get this far and then becomes inactive unless it drops below this point again.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

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    Default Re: Several Religions per faction?

    Quote Originally Posted by markhaselb View Post
    You can also limit the conversion in each building:

    Code:
    religion_level bonus 2  requires not region_religion catholic 75
    Now you can have higher conversion limits for higher level buildings and stop conversion from completely removing other religions
    I thought that condition only worked for recruiting troops

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    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Quote Originally Posted by Taiji View Post
    I thought that condition only worked for recruiting troops
    I've been using it and it seems to be functioning correctly though it is still early in my tests.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

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    Default Re: Several Religions per faction?

    Quote Originally Posted by AJStoner View Post
    I've been using it and it seems to be functioning correctly though it is still early in my tests.
    Early? As in you haven't tested it maybe?... It's a bit confusing because this is a yes/no, clear as day, thing to test. Just duplicate an existing bonus and add the condition in such a way as it's met at the start of the game. Then if you see 2 bonuses in the building description then it probably works, if not then you know it doesn't.

    Such a long time since I tested it, but I think it might even report as an error in the log.

  18. #18
    AJStoner's Avatar Lord of Entropy
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    Default Re: Several Religions per faction?

    Quote Originally Posted by Taiji View Post
    Early? As in you haven't tested it maybe?... It's a bit confusing because this is a yes/no, clear as day, thing to test. Just duplicate an existing bonus and add the condition in such a way as it's met at the start of the game. Then if you see 2 bonuses in the building description then it probably works, if not then you know it doesn't.

    Such a long time since I tested it, but I think it might even report as an error in the log.
    I am testing several things right now--I have a game in progress and I am taking notes as I go but haven't gotten to any play-testing today or yesterday. I feel the need to be certain before I will definitively say it is a usable script or not.

    What I know:

    *The initial bonuses are showing up. (e.g. the functions have not been disabled by these commands)

    *There have been no crashes or error reports.


    What I am waiting to see:

    *Do the bonuses cut-out when the set levels are reached?

    *If yes, will they reactive if the religion level drops below this point?

    *If yes to that, will they cut-out once more once the level passes it again on subsequent turns?


    Reason for the delay: I am 63 turns into my 5th or 6th full run-through, which means at least 100 full turns to be sure there are no unexplained ctds at set points which has happened before. I am not going to start the whole process from 0 just for this one small item added at the last minute. I have about a dozen new scripts active and like to do things in a slow and methodical manner; rigged tests don't always produce reliable "as it will play out during the game" results as I have already discovered.


    If you are feeling impatient: You can test them specifically in the manner you have suggested and I would be interested to know myself.
    Last edited by AJStoner; August 17, 2011 at 07:18 AM. Reason: my temper at being called a liar

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    Default Re: Several Religions per faction?

    Quote Originally Posted by Taiji View Post
    Just duplicate an existing bonus and add the condition in such a way as it's met at the start of the game. Then if you see 2 bonuses in the building description then it probably works, if not then you know it doesn't.
    With this method of testing there's nothing else going on that can interfere, so it's easy to reach a conclusion without guessing.
    Last edited by Taiji; August 21, 2011 at 04:06 AM.

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    Default Re: Several Religions per faction?

    Quote Originally Posted by AJStoner View Post
    I've been using it and it seems to be functioning correctly though it is still early in my tests.
    It turned out that you hadn't tested it sufficiently to judge it's function, that is all. If that makes you a liar by your estimation then you're a liar as far as you're concerned. Personally I wouldn't be such a dick to you, but you're welcome to do as you like to yourself - Just don't blame me for it.
    Last edited by Taiji; August 20, 2011 at 11:27 AM.

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