Inquisition Mod

Yes, this is another mod that adds inquisitor units to the game but that is where similarity ends between this mod and the others. The fir...

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Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.

Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.

Note: For Warlords

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Readme
Inquisition Mod v0.3w
By: TheLopez

Patch Compatibility: v1.61
MP Compatible: ?

Description:
Yes, this is another mod that adds inquisitor units to the game but that is 
where similarity ends between this mod and the others. The first and most 
distinctive difference between this inquisition mod and others is that the AI 
fully understands how to use the new inquisition units.

Don't think that your inquisitor unit can just stroll into any city and just 
remove a religion from the city without any difficulties or ramifications. 
Religions in cities that are well established will be harder to remove than 
ones that have just spread to the city. If an inquisitor unit does manage to 
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.


Installation Instructions:

1) Unzip this into the "warlords_install_folder\Mods\" folder. 
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Inquisition Mod
4) Load the game. 
5) Then play as normal.


-----Game Play-----

- Missionary units can be upgraded to their respective inquisitor unit

- Removing religions from cities worsens relations between the civilization 
  removing the religion and other civilizations depending on certain 
  conditions
  - Relations worsen by one between the civilization removing a religion 
    from any city and any civilizations having that religion as a state 
    religion.
  - If a religion is removed from a city not belonging to the owner of the 
    inquisitor unit then the relations worsen by one between the two
    civilizations.
    
- Certain conditions make it harder for inquisitor units to remove religions 
  from cities:
  - -50% Removal chance if the target city is the holy city for the target 
    religion attempted to be removed
  - -25% Removal chance if the target city is a holy city for any religion
  - -15% Removal chance if the target religion is the state religion of the 
    city's owner
  - Each building related to the targeted religion reduces the chance that the 
    religion will be removed.
  
- If a religion is removed from a city then all of the buildings related to the 
  religion are removed from the city. If the target religion isn't removed from 
  the city there is still a slight chance that the targetted religion's related 
  buildings could be removed.


-----Units-----

Buddhist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Buddhism
  - Theocracy Religious Civic
  - Buddhist Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
Christian Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Christianity
  - Theocracy Religious Civic
  - Christian Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
Hindu Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Hinduism
  - Theocracy Religious Civic
  - Hindu Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
Islamic Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Islam
  - Theocracy Religious Civic
  - Islamic Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
Jewish Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Judaism
  - Theocracy Religious Civic
  - Jewish Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
Taoist Inquisitor:
- Costs: 100
- Movement: 2
- Combat: 0
- Requires 
  - Taoism
  - Theocracy Religious Civic
  - Taoist Temple
- Abilities
  - National Unit (3 Allowed)
  - Can remove non-state religions
  
  
-----Notes to Modmakers-----

If you want to use the Inquisition in your mod I have tried to make things as 
easy as possible for you. In the XML files I have added  
<!-- Inquisition Start --> and <!-- Inquisition End   --> in all of the places 
that I have made changes to the original files. 

In the SDK files I have added // < Inquisition Start > and 
// < Inquisition End  > in all of the places that I have made changes to 
the original files. 

In the Python files I have added # < Inquisition Start > and 
# < Inquisition End  > in all of the places that I have made changes to 
the original files. 


-----Version Information-----
 
-----v0.3w------

- Fixed the issue where inquisitors could remove their own religion after the 
  changes were made to the code that picked the weakest religion. Reported by 
  Jeckel.

- Inquisitors now require their respective's religions temple instead of 
  cathedral.


-----v0.2w------

- Fixed the issue where when a religion is removed from a holy city the 
  religion screen still showed the city as being the religion's holy city. 
  Reported by Donegeal.

- Increased the length that the AI is upset with a civilization when their 
  state religion is removed from a city or when a religion is removed from one 
  of their cities. Requested by Dom Pedro II.

- Inquisitor units can no longer explore rival's territories. Requested by by
  Dom Pedro II.
  
- Updated the religion removal code so inquisitors pick the weakest religion
  for removal instead of randomly picking one.
  
  
-----v0.1w------

- Setup the Inquisition Mod infrastructure

- Merged in the Unit Civic Prereqs Mod v0.1

- Added the tag bRemoveNonStateReligion and the underlying code needed to use 
  the tag.
  
- Added the UNITAI_INQUISITOR unit AI and the MISSION_REMOVE_RELIGION mission 
  through the SDK and the required code needed to enable the AI to use 
  inquisitor units correctly.
  
- Added inquisitor units that reflect their missionary counterparts.

- Added a new button for the Buddhist Missionary unit.

- Updated all missionaries so they can upgrade to their respective inquisitor 
  unit
  
  
-----===Credits & Thanks===-----

- Exavier 
	Composite Mod - readme.txt format

- C.Roland
	For his Mages reskins of the missionaries and prophet
	
- Donegeal 
	For inspiring me to develop this mod.
	
- Testers
	Jeckel, Aussie_Lurker, Dom Pedro II and Donegeal

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TheLopez


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Registered 6th March 2006

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