vince
22/10/2009, 16h47
vu que palpat semble se lasser, je m'y colle.
Au menu(consistant) cette semaine, religion et tech !
Hello everybody, and welcome to our eighth development diary for ‘For the Glory’ (FTG).
Today, let’s talk about religions and technologies.
Religions
Religions are unlimited in FTG and there is no hard coded feature for them. Everything is in the database. We already saw religious leaders and special religious provinces on the map. Let’s see a religion in detail now.
Here is Catholic religion in “Age of Timur” scenario that starts in 1399:
Code:
catholic = {
group = christian
subgroup = catholic
color = DarkGray
allowed_conversion = {
counterreform
protestant
reformed
avignon_catholic
}
income_bonus = {
protestant
reformed
}
war = {
protestant
reformed
avignon_catholic
}
aggressiveness = {
pagan
}
conflict = {
sunni
shiite
}
heretic = {
protestant
reformed
avignon_catholic
}
papacy = yes
predominance = yes
annex_same_penalty = yes
tech_speed = -1.00
stability_bonus = 6.00
stability_cost = 50.00
colonists = 2.00
diplomats = 2.00
missionaries = 1.00
missionary_placement_chance = 0.30
missionary_sprite = 1
slaves_effect = 1.00
}
The Catholic religion is part of the Christian group and default for subgroup where Avignon the Catholic and Counter-Reform Catholic religions are. You can see allowed conversions, bonus to income when changing religion as well as countries that the AI will try to go to war with if their State religion is in the war list. The nations in the conflict-list will suffer deteriorating relations over time.
Heretic is for the religious revolt and conversion commands in the script engine. There is also an effect for religious leaders, a religious leader will never be able to convert to heretic religions.
Papacy is important for the Treaty of Tordesillas rules. Predominance implies religious revolt risk will be higher for this religion. As you can see, a religion has many other attributes.
Of course the religious situation can change over time. This happens via religious events (and a “flag” variable).
Flags define allowed religions for in-game conversion purposes, permanent casus belli between religions, religious restrictions (royal marriage, diplo-annexation), religious enemies at this time (added effect to conflict) and tolerance together with which sliders are sliders and their corresponding default values.
For example, in the same “Age of Timur” scenario, the Council of Constance in July 1415 will end Avignon Catholic as an allowed religion.
Here is the religious situation in Europe at start of the “Age of Timur” scenario and corresponding Religion Information window with tolerance sliders:
http://img44.imageshack.us/img44/7473/greatschism.png
There is another little thing about religious leaders. In the following screenshot, Aragon as Avignon Catholic is allied to Sicily and at war with Papacy. I’m afraid there is something that will just be impossible for the peace proposal...
http://img44.imageshack.us/img44/7922/religiousleader.png
In the 1617 scenario, here is the religious situation in the Holy Roman Empire and Austria trying to convert Silesia:
http://img44.imageshack.us/img44/5475/hre1617.png
It seems Austria really has the choice for possible conversion.
Just in case you were curious, the red question mark in the information window is for the already happened events related to religions:
http://img44.imageshack.us/img44/5289/religiousevents.png
The rest of the world has not been forgotten for religions. Here are the symbols of all religions in the standard scenarios of the game:
http://img44.imageshack.us/img44/3497/religions.png
Just guess...
Technologies
Each technology level in the game for land, naval, trade and infrastructure is an important step. Some technology levels add specific effects. For example, here is the definition of land tech 18 in the database:
Code:
technology = {
id = 18
average_years = 181 #1600
infantry_fire = 90
cavalry_fire = 0
artillery_fire = 12500
infantry_shock = 100
cavalry_shock = 400
artillery_shock = 1750
land_attrition = 1.00
land_morale = 3.75
sprite_level = 1
era = 3
#Effects
weapons = yes
#Improved CRT
}
A new era means an improved Combat Resolution Table (land units will be more efficient in combat) and Weapons manufactories are now available.
This tech level should be reached around 1600 with a start in 1419. Nevertheless, because the time frame of the game can now be extended, there is no fixed year and average_years is an offset. For the same reason, possible number of techs is now unlimited and all effects can be assigned to desired tech level.
All countries use the same tech tree and several factors including religion and tech group have influence on the tech research speed.
http://img44.imageshack.us/img44/6411/technologies.png
Ottoman Empire in AGCEEP at war with Venice in 1648 and focusing on land and infrastructure
Au menu(consistant) cette semaine, religion et tech !
Hello everybody, and welcome to our eighth development diary for ‘For the Glory’ (FTG).
Today, let’s talk about religions and technologies.
Religions
Religions are unlimited in FTG and there is no hard coded feature for them. Everything is in the database. We already saw religious leaders and special religious provinces on the map. Let’s see a religion in detail now.
Here is Catholic religion in “Age of Timur” scenario that starts in 1399:
Code:
catholic = {
group = christian
subgroup = catholic
color = DarkGray
allowed_conversion = {
counterreform
protestant
reformed
avignon_catholic
}
income_bonus = {
protestant
reformed
}
war = {
protestant
reformed
avignon_catholic
}
aggressiveness = {
pagan
}
conflict = {
sunni
shiite
}
heretic = {
protestant
reformed
avignon_catholic
}
papacy = yes
predominance = yes
annex_same_penalty = yes
tech_speed = -1.00
stability_bonus = 6.00
stability_cost = 50.00
colonists = 2.00
diplomats = 2.00
missionaries = 1.00
missionary_placement_chance = 0.30
missionary_sprite = 1
slaves_effect = 1.00
}
The Catholic religion is part of the Christian group and default for subgroup where Avignon the Catholic and Counter-Reform Catholic religions are. You can see allowed conversions, bonus to income when changing religion as well as countries that the AI will try to go to war with if their State religion is in the war list. The nations in the conflict-list will suffer deteriorating relations over time.
Heretic is for the religious revolt and conversion commands in the script engine. There is also an effect for religious leaders, a religious leader will never be able to convert to heretic religions.
Papacy is important for the Treaty of Tordesillas rules. Predominance implies religious revolt risk will be higher for this religion. As you can see, a religion has many other attributes.
Of course the religious situation can change over time. This happens via religious events (and a “flag” variable).
Flags define allowed religions for in-game conversion purposes, permanent casus belli between religions, religious restrictions (royal marriage, diplo-annexation), religious enemies at this time (added effect to conflict) and tolerance together with which sliders are sliders and their corresponding default values.
For example, in the same “Age of Timur” scenario, the Council of Constance in July 1415 will end Avignon Catholic as an allowed religion.
Here is the religious situation in Europe at start of the “Age of Timur” scenario and corresponding Religion Information window with tolerance sliders:
http://img44.imageshack.us/img44/7473/greatschism.png
There is another little thing about religious leaders. In the following screenshot, Aragon as Avignon Catholic is allied to Sicily and at war with Papacy. I’m afraid there is something that will just be impossible for the peace proposal...
http://img44.imageshack.us/img44/7922/religiousleader.png
In the 1617 scenario, here is the religious situation in the Holy Roman Empire and Austria trying to convert Silesia:
http://img44.imageshack.us/img44/5475/hre1617.png
It seems Austria really has the choice for possible conversion.
Just in case you were curious, the red question mark in the information window is for the already happened events related to religions:
http://img44.imageshack.us/img44/5289/religiousevents.png
The rest of the world has not been forgotten for religions. Here are the symbols of all religions in the standard scenarios of the game:
http://img44.imageshack.us/img44/3497/religions.png
Just guess...
Technologies
Each technology level in the game for land, naval, trade and infrastructure is an important step. Some technology levels add specific effects. For example, here is the definition of land tech 18 in the database:
Code:
technology = {
id = 18
average_years = 181 #1600
infantry_fire = 90
cavalry_fire = 0
artillery_fire = 12500
infantry_shock = 100
cavalry_shock = 400
artillery_shock = 1750
land_attrition = 1.00
land_morale = 3.75
sprite_level = 1
era = 3
#Effects
weapons = yes
#Improved CRT
}
A new era means an improved Combat Resolution Table (land units will be more efficient in combat) and Weapons manufactories are now available.
This tech level should be reached around 1600 with a start in 1419. Nevertheless, because the time frame of the game can now be extended, there is no fixed year and average_years is an offset. For the same reason, possible number of techs is now unlimited and all effects can be assigned to desired tech level.
All countries use the same tech tree and several factors including religion and tech group have influence on the tech research speed.
http://img44.imageshack.us/img44/6411/technologies.png
Ottoman Empire in AGCEEP at war with Venice in 1648 and focusing on land and infrastructure