Sid Meier's Civilization V

Sid Meier's Civilization V

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C15's Advanced Religious Preferences
   
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18 Nov, 2023 @ 7:58pm
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C15's Advanced Religious Preferences

Description
This mod improves on Firaxis' code for determining what Religion an AI Player should pick if their Preferred Religion has been taken without interfering with the expected behaviour in the case where the Preferred Religion is available.

In Firaxis' code, the response to a Preferred Religion being taken is to iterate through the Religions in a fixed linear order until a valid candidate is found. This functions sufficiently well in the base game, where the small number of Religions and thus higher chance that a given Religion has been taken or has been earmarked for another Civilization obscures this consistent behaviour; however if a mod such as Historical Religions is being used, the Player will quickly notice that the same Religions get used in fallback situations every time - Arianism, for example - despite there being a hundred options and a myriad of more appropriate ones available.

This mod implements three interlinked systems which work to alleviate this issue: Support for a Civilization to have multiple Preferred Religions, the grouping of specific Religions together so that they may be given priority consideration if no Preferred Religion is available, and an actual random selection of a Religion in the case where neither of the previous systems can provide an "appropriate" fallback.

The random selection works naturally, and should work as a welcome addition to games featuring a large number of available Religions; unlike the existent Religion Randomiser this mod does NOT affect the Preferred Religions defined in Civilization_Religions, and consequently only takes effect if the Preferred Religion has been taken but doesn't force a Civilization to forsake its Preferred Religion unless it has to.

On the other hand the Religious Groups and capacity for additional Preferred Religions must be defined explicitly, and this mod provides a framework for users and modders to define such information as they like. At base, this mod provides a small selection of Religious Groups but DOES NOT implement any additional Preferred Religions. Explanations on how this framework works, and how one can go about writing their own additions to the tables, are provided in the mod's SQL file and I would encourage those interested to try implementing support or writing ModMods for their favourite Religion mods themselves.

This mod requires one of either Gods and Kings or Brave New World. Obviously.

Manual Download: https://forums.civfanatics.com/resources/c15s-advanced-religious-preferences.31032/

Bug Reports: https://forums.civfanatics.com/threads/c15s-advanced-religious-preferences.686856/
Popular Discussions View All (2)
0
19 Nov, 2023 @ 11:25am
So how do I define additional Preferences, or Religious Groups?
Chrisy15
0
19 Nov, 2023 @ 9:32am
So how does it all work, anyway?
Chrisy15
8 Comments
Crystal Rose 19 Feb @ 1:52pm 
Fantastic work. Two thumbs up, fav'd and subscribed. Good Luck with this mod and all your other endeavors.
Chrisy15  [author] 25 Nov, 2023 @ 8:33am 
It seems to work fine with them, yeah; I wouldn't expect the developers for either to accidentally or intentionally change the functionality of the GameEvent since its implementation into the base game, the only case where a DLL mod could break this is if the DLL mod in question is so old that it was built off of a version of the base game DLL which predates this GameEvent's implementation.
arieviloj 25 Nov, 2023 @ 6:10am 
its not required but it works w dll mods like CP or VP?
Chrisy15  [author] 21 Nov, 2023 @ 9:22am 
Conversely, it does not require a modded DLL because the GameEvent used by the mod, while created by WHoward, was one of the GameEvents added by Firaxis to the game: it's listed in the GameEvents spreadsheet, and in my testing worked without any DLL mod enabled in both BNW and GaK environments.
Gaia 21 Nov, 2023 @ 7:20am 
Great mod, and well done! I have noticed as well that some religions tend to be more prevalent, so a bit more variety is always welcome.

I think you should also add that this ONLY works with either Core Mod , CP or WHoward’s VMC. They all share the same Mod ID, so I recommend adding that as a dependency.

And you may have missed this, but you also need to add the following to your SQL code:
UPDATE CustomModOptions SET Value = 1 WHERE Name = EVENTS_FOUND_RELIGION’;
yanivtal2003 20 Nov, 2023 @ 8:28am 
Thanks Walrus!
Space Walrus 19 Nov, 2023 @ 9:24pm 
@brometheus: basically, the AI should be more likely to pick a religion that better represents them in the case their preferred religion is already taken
brometheus 18 Nov, 2023 @ 10:41pm 
can u like tl;dr this for me plz? what does it do exactly