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alpaca
10-02-2005, 02:21
Hey there, I snooped around in the BI files and put some energy into adding a new religion.
By the way: I'm the first how-to for BI ;)

Ok, what I will do in this how-to is add Judaism to the game as a minority religion in the city of Rome, add a synagogue building and create some traits and ancillaries for it. I won't edit most graphics though.
I am no jew, so sorry if I offend anyone with this, I don't know too much alltogether about Judaism, so just drop an answer or send me a PM if you feel offended and tell me what you want changed.

//edit (10/22/05): It seems that newly added religions don't cause unrest or civil order. This is currently being researched, but don't assume that you did something wrong if your newly added religion doesn't make your people feel unhappy ;)

Step one: Get comfortable with data/descr_beliefs.txt
Adding a new faith is a no-brainer. Just copy an existing one ~:handball:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
judaism
data/ui/pips/pip_religion_judaism_positive.tga
data/ui/pips/pip_religion_judaism_negative.tga
data/ui/pips/pip_religion_judaism.tga
JEWISH_LABEL
JEWISH_UNREST
JEWISH_ORDER

The pips have to be 24-bit TGA files with 16x16 pixels size. The directory information is resolved to the original R:TW base directory, so you have to create a folder called "Rome: Total War/data/ui/" then create a folder called "pips" inside this folder and put the images in there. You can see the images I used for the jewish religion below (you can't see them in the screenshots because this part was discovered by Andreas, big thanks, and I didn't keep my edited files):
https://img376.imageshack.us/img376/5597/judaismsymbols6nx.gif
(edited 10/25/05)

Step two: Adding the labels to data/text/expanded_bi.txt
Just append the following:

{JEWISH_LABEL} Judaism
{JEWISH_ORDER} Judaism is improving public order in this settlement
{JEWISH_UNREST} Judaism is causing unrest in this settlement

Step three: Giving Rome faith in data/world/maps/campaign/barbarian_invasion/descr_regions.txt
Copy /data/world/maps/base/descr_regions.txt to the campaign folder first.
Then edit the Northern Italy entry:

Northern_Italy
legion: Italica
Rome
empire_west
Latins
52 13 198
pottery, iron, slaves, marble, rome
5
7
christianity 50 pagan 25 judaism 25
As you can see, I weakened the christian majority to 50% and included a strong jewish minority with 25%. This is probably historically inaccurate but what the hell ~:cool:
Also change the Palaestina entry to this (see below):

Palaestina
legion: Palaestinae
Jerusalem
empire_east
Judaeans
244 13 29
olive_oil, wine, slaves, purple_dye, camels, berber, jerusalem
5
8
christianity 95 zoroastrian 5
Don't forget to delete map.rwm in the campaign folder before you start the game ;)

This is basically all there is to it. Read further for an additional account on what else you can do:


Step four: Creating synagogue buildings in data/export_descr_buildings.txt and data/export_descr_buildings_enums.txt
Add the following to data/export_descr_buildings.txt (I made it available to the Romans only as an off. belief):

building temple_synagogue
{
levels tefilah beit_midrash beit_knesset jewish_temple
{
tefilah requires factions { roman, }
{
capability
{
happiness_bonus bonus 1
religious_belief judaism 1
}
construction 1
cost 400
settlement_min town
upgrades
{
beit_midrash
}
}
beit_midrash requires factions { roman, }
{
capability
{
happiness_bonus bonus 2
religious_belief judaism 2
law_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
beit_knesset
}
}
beit_knesset requires factions { roman, }
{
capability
{
happiness_bonus bonus 3
religious_belief judaism 3
law_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
jewish_temple
}
}
jewish_temple requires factions { roman, } and hidden_resource jerusalem
{
capability
{
happiness_bonus bonus 4
religious_belief judaism 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Add the hidden_resource jerusalem at the beginning:

hidden_resources rome britain bosphoran berber slav sughdian

Then add this to data/export_descr_buildings_enums.txt:

tefilah
tefilah_desc
tefilah_desc_short
beit_midrash
beit_midrash_desc
beit_midrash_desc_short
beit_knesset
beit_knesset_desc
beit_knesset_desc_short
jewish_temple
jewish_temple_desc
jewish_temple_desc_short
Step 4.1: Describing the buildings in data/text/export_buildings.txt

{tefilah} Tefilah

{tefilah_desc}
The Tefilah is the most basic religious building of the Jews. Translated it means "House of Worship", so this is a place for prayer only.

{tefilah_desc_short}
The Tefilah is the basic Jewish religious building.

{beit_midrash} Beit Midrash

{beit_midrash_desc}
Beit Midrash means "House of Study". This improves the Tefilah with additional rooms to offer learning capabilities.

{beit_midrash_desc_short}
The Beit Midrash is an advanced Jewish religious building adding scholars to your Tefilah.

{beit_knesset} Beit K'nesset

{beit_knesset_desc}
The Beit K'nesset, more commonly referred to as a "Synagogue", which is just the Greek translation of the name, further enhances the Beit Midrash and is a magnificent place for learning and devotion.

{beit_knesset_desc_short}
The Beit K'nesset is a large Jewish building that provides its city with an advanced religious infrastructure.

{jewish_temple} Jewish Temple

{jewish_temple_desc}
The Jewish Temple is a uniquely beautiful and marvelous building. It is built similar to the great Temple of Salomo, which was destroyed by Roman forces in 70 AD after the second Jewish rebellion. The Jews belief that it will be rebuilt when the Messiah arrived, thus it is only available in Jerusalem.

{jewish_temple_desc_short}
This is the Temple of Salomo rebuilt, the most advanced religious building available for a Jewish settlement.

Step five: Adding Jewish ancillaries in data/export_descr_ancillaries.txt and data/export_descr_ancillary_enums.txt
In data/export_descr_ancillaries.txt add this:

;------------------------------------------
Ancillary jewish_gabbai
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_gabbai_desc
EffectsDescription jewish_gabbai_effects_desc
Effect Influence 1
Effect Unrest -1

;------------------------------------------
Ancillary jewish_rabbi
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_rabbi_desc
EffectsDescription jewish_rabbi_effects_desc
Effect Squalor -1
Effect Unrest -1
Effect Influence 1
Religious_Belief judaism 1

;------------------------------------------
Ancillary jewish_high_priest
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_high_priest_desc
EffectsDescription jewish_high_priest_effects_desc
Effect Influence 3
Effect Unrest -3
Religious_Belief judaism 2
And these triggers:

;------------------------------------------
Trigger trigger_jewish_gabbai
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= tefilah
and IsGeneral

AcquireAncillary jewish_gabbai chance 5

;------------------------------------------
Trigger trigger_jewish_rabbi
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= beit_midrash
and IsGeneral

AcquireAncillary jewish_rabbi chance 3

;------------------------------------------
Trigger trigger_jewish_high_priest
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= tefilah
and IsGeneral
and not FactionWideAncillaryExists jewish_high_priest

AcquireAncillary jewish_high_priest chance 2
Step 5.1: Describing the ancillaries in data/text/export_ancillaries.txt

{jewish_gabbai} Gabbai

{jewish_gabbai_desc}
A Gabbai is a person with profound knowledge of the lecture of the Torah. He has the honour of reciting or chanting passages of the Torah at religious services.

{jewish_gabbai_effects_desc}
+1 to influence, -1 to unrest

{jewish_rabbi} Rabbi

{jewish_rabbi_desc}
This is a man who was trained in Jewish religious practice and the lecture of the Torah for long years, as such he is able to teach others parts of his knowledge.

{jewish_rabbi_effects_desc}
+5% Jewish conversion, -1 to squalor, -1 to unrest, +1 to influence

{jewish_high_priest} Kohein

{jewish_high_priest_desc}
The Kohein are direct descendants of Aaron. They undertake important parts of the religious service in the Jewish temple.

{jewish_high_priest_effects_desc}
+10% Jewish conversion, -3 to unrest, +3 to influence

Step six: Adding the "Jewish" character traits to data/export_descr_character_traits.txt and data/export_descr_VnVs_enums.txt
First add this:

;------------------------------------------
Trait Jew
Characters all
AntiTraits Pagan, Zoroastrian, Christian

Level Jew
Description Jew_desc
EffectsDescription Jew_effects_desc
Threshold 1

Religious_Belief judaism 1
Now if you want a satisfying experience, you should search for "Christian" and then "Pagan" and everywhere they appear in AntiTraits, you should add "Jew" to the list (like this:)

;------------------------------------------
Trait Pagan
Characters all
AntiTraits Christian, Zoroastrian, Jew

Level Pagan
Description Pagan_desc
EffectsDescription Pagan_effects_desc
Threshold 1

Religious_Belief pagan 1
Then search in the file for "birth_religion_roman_1" and after this trigger insert a new one:

;------------------------------------------
Trigger birth_religion_roman_3
WhenToTest CharacterComesOfAge

Condition CultureType roman
and Trait Pagan = 0
and Trait Christian = 0
and Trait Zoroastrian = 0

Affects Jew 1 Chance 10
Now every (born) Roman faction member will have a chance of 10% to become a Jew.
Add to data/export_descr_VnVs_enums.txt

Jew
Jew_desc
Jew_effects_desc

Step 6.1: Describing the trait in data/text/export_VnVs.txt

{Jew} Jew

{Jew_desc}
This man is a Jew.

{Jew_effects_desc}
+5% Jewish conversion

Step seven: Making a character a Jew and adding a synagogue building in data/world/maps/campaign/barbarian_invasion/descr_strat.txt
I used the WRE faction leader to test these and modified him like this:

character Valentinianus Flavius, named character, leader, age 62, , x 95, y 71
traits LoyaltyStarter 1 , RomanFactionLeader 1, Jew 1 , Anger 3 , PoliticsSkill 2 , Corrupt 1 , ExpensiveTastes 2 , BadTrader 3
ancillaries elder_senator, famous_warrior, historian, jewish_gabbai, jewish_rabbi, jewish_high_priest
army
unit imperial german bodyguard exp 2 armour 1 weapon_lvl 1
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit roman priest exp 0 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit western archer exp 0 armour 0 weapon_lvl 0
unit bucellarii exp 0 armour 0 weapon_lvl 0
unit foederati cavalry exp 0 armour 0 weapon_lvl 0
unit foederati cavalry exp 0 armour 0 weapon_lvl 0
Replace the Northern_Italy entry with this:

settlement
{
level huge_city
region Northern_Italy

year_founded 363
population 50491
plan_set default_set
faction_creator empire_west
building
{
type core_building imperial_palace
}
building
{
type defenses epic_stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian hippodrome
}
building
{
type missiles siege_engineer
}
building
{
type market great_forum
}
building
{
type smith foundry
}
building
{
type port_buildings shipwright
}
building
{
type health aqueduct
}
building
{
type hinterland_farms farms+1
}
building
{
type hinterland_roads paved_roads
}
building
{
type academic scriptorium
}
building
{
type amphitheatres great_amphitheatre
}
building
{
type temple_synagogue beit_knesset
}
}

Voilà, you have added Judaism to the game.
I think you will be able to figure out the rest yourselves so go ahead ~D
Note, however, that there is a limit of 10 different religions at the maximum, of which you should only use 9 because the tenth pip collides with a text string on the settlement details scroll.

Here are a few screenshots of the in-game result:
https://img394.imageshack.us/img394/3928/buildingdetail15cb.th.jpg (https://img394.imageshack.us/my.php?image=buildingdetail15cb.jpg)
https://img394.imageshack.us/img394/823/buildingtree11ds.th.jpg (https://img394.imageshack.us/my.php?image=buildingtree11ds.jpg)
https://img394.imageshack.us/img394/2404/buildingtree25cw.th.jpg (https://img394.imageshack.us/my.php?image=buildingtree25cw.jpg)
https://img394.imageshack.us/img394/6719/characterscroll18du.th.jpg (https://img394.imageshack.us/my.php?image=characterscroll18du.jpg)
https://img394.imageshack.us/img394/3356/characterscroll21ht.th.jpg (https://img394.imageshack.us/my.php?image=characterscroll21ht.jpg)
https://img394.imageshack.us/img394/3285/settlementdetailsscroll16xk.th.jpg (https://img394.imageshack.us/my.php?image=settlementdetailsscroll16xk.jpg)
https://img394.imageshack.us/img394/4679/settlementscroll10xy.th.jpg (https://img394.imageshack.us/my.php?image=settlementscroll10xy.jpg)
https://img394.imageshack.us/img394/7761/jerusalem10yw.th.jpg (https://img394.imageshack.us/my.php?image=jerusalem10yw.jpg)

GodsPetMonkey
10-02-2005, 02:29
Excellent! This was going to be the next thing I was going to work (having just learnt alot about loyalty and how it can be used), but you beat me to it.

Just from this and what I have done it seems as if the new features are alot more flexible then I initially expected (though not entirely sadly).

militiaman
10-02-2005, 04:35
Very nice idea making this a tutorial, nicely written and easy to understand too~:)

Lonely Soldier
10-02-2005, 08:17
Great! So you can have more than three religions?

Meneldil
10-02-2005, 09:32
Awesome :)

alpaca
10-02-2005, 09:59
Great! So you can have more than three religions?
Yes you can :)
I don't know if there's a limit but judging from the interface there might.
I'll look into that today.

/edit: There's a limit of 10 different beliefs

Atheist_Peace
10-02-2005, 14:34
Wow, great work alpaca! Very useful, someone should try to find out if there's a hardcode limit on religions.

alpaca
10-02-2005, 14:37
I already did ;)
It's 10.
If you add more, the game crashes.

Atheist_Peace
10-02-2005, 16:14
Oh sorry :embarassed:

I didn't read every detail, i'd just woken up. ~;)

SigniferOne
10-02-2005, 19:12
Awesome find, alpaca!!

EvilNed
10-05-2005, 14:49
Is it possible to add religions to vanilla RTW?

You could have hellenism, celtic (or barbaric), zoroastrianism and phoenicians. Romans might as well be hellenistic. They preyed to the same gods.

alpaca
10-05-2005, 15:04
I don't think so. You could however convert Vanilla R:TW to BI and then add religions.

EvilNed
10-05-2005, 15:11
I don't think so. You could however convert Vanilla R:TW to BI and then add religions.

What I meant was, would it be possible to add religions to 1.4 RTW campaign? :) (1.4 being RTW with BI installed)

alpaca
10-06-2005, 01:09
I can currently not test this as I'll have to reinstall the game for R:TW to work ;) But I still don't think so because I believe that R:TW with BI is the same as R:TW 1.3

Fabolous
10-06-2005, 03:26
Very nice. I am growing more pleased with CA as more things become moddable.

alpaca
10-06-2005, 13:20
Well I'm growing angry with them because they still impose tons of problems on us modders...
Just think about the hardcoded RB-emergence, the map_heights.hgt problem, ...

Helgi
10-06-2005, 18:38
Wow, it looks like I will have to buy BI to play with this Religion issue~D But first I most move to the new place.
:charge: :charge: :charge: :charge: :charge: :charge: :charge:

King of Atlantis
10-12-2005, 03:30
Well I'm growing angry with them because they still impose tons of problems on us modders...
Just think about the hardcoded RB-emergence, ...


? RB-emergence isnt hardcoded at all...

alpaca
10-12-2005, 11:09
Well it is tied to the "Britain" resource, but the above post was made before I found that out.
The condition is hardcoded, though.
Or if it isn't, please tell us where to find it...

userfriendly
10-12-2005, 22:49
http://www.russiananimation.com/mods/magicthegathering.jpg

alpaca
10-12-2005, 23:31
Lol, did you smoke some bad stuff?
A few explaining words would be good, and Magic colors don't have anything to do with religion (except for white and green o'course)

King of Atlantis
10-12-2005, 23:52
Well it is tied to the "Britain" resource, but the above post was made before I found that out.
The condition is hardcoded, though.
Or if it isn't, please tell us where to find it...

well what I mean is the Romano British dont have to emerge at all...

userfriendly
10-13-2005, 00:24
I just had an idea for war of the wizards mod. decided to test and was overjoyed. Probably illegal to use mtg material so i will stop there in using theirs, as for religion... that can be viewed as alignment to a certain way of thinking about the world, which it is, so red, white etc could be effectively thought of as religions for game purposes

Wanted to thank you for your great find

Rodion Romanovich
10-19-2005, 19:40
Nice tutorial! But how do I change the icons, for example "pip_religion_zoroastrian_positive.tga". I can't seem to find those files anywhere, are they packed somewhere (windows search feature doesn't work)?

I also wonder if anyone else has noticed this, but when I added a religion Judaism and three other religions following only steps one and two, for some reason the game said there was 10 percent Judaism in Antioch (I found out when I looked around for good screenshots of the work so far, so I wanted a settlement with mixed orthodox and catholic, i.e. with mixed in-game zoroastra and christianity, which with the BI vanilla map made Antioch a candidate) even though I hadn't yet touched the descr_regions.txt (because I'm working on the vanilla BI map, and waiting for another mod team member to finish the real map before editing the descr_regions.txt). Perhaps a bug? I made catholicism from Christianity and converted Zoroastrianism to Orthodox, then made Pagan into Viking Paganism / Asatrú. However, Judaism, Sunni, Shia and Steppe shamanism were added following steps one and two, but no other changes were made. It might be just me...

alpaca
10-19-2005, 23:44
Hmm ok:
You should be able to just create the icons and put them in the appropriate folder. However I guess they must have a certain size and a certain bit-rate.
I don't know which these are, though. The currently used pips are probably stored somewhere in a ui-pack.
That incidence you describe is quite strange really, I guess you can reproduce it?

Bernhard of Clairvaux
10-20-2005, 06:35
Hi

Thanks for a very good description. However I don´t get step three fully. Sorry if the questions are somewhat stupid but I am not so familiar with modding.

You wrote:

"Step three: Giving Rome faith in data/world/maps/campaign/barbarian_invasion/descr_regions.txt
Copy /data/world/maps/base/descr_regions.txt to the campaign folder first.
Then edit the Northern Italy entry:"

I wonder what this mean. What should I copy and why? Isn´t it enough to alter regions.txt in BI?

Another question. What was the change for "Jerusalem" in Palestinae and what does "Jerusalem as hidden resource" mean?

cheers,

~:) BoC

Rodion Romanovich
10-20-2005, 09:07
@alpaca: I've reproduced it once, just to be sure it wasn't some temporary error. But I never checked if any other settlements were affected. In the files, antioch has:
- christianity 85 pagan 5 zoroastrian 10
I got christianity (=catholic) 85 zoroastrianism (=orthodox) 5 judaism 10.

Wait, I think I've discovered something. I changed the order in which the religions appear in the descr_beliefs. Zoroastrianism now comes 2nd, and Judaism 3rd. That means the engine perhaps can't handle them coming in the wrong order. I'll try something and will be back with more info.

Rodion Romanovich
10-20-2005, 09:18
I've now tested, and it seems like newly added religions must be added last in the file in order to not confuse the engine. For example with descr_sm_factions.txt you can change the order of the factions if you want their icons in the menu to appear in a different order, but for religions this isn't possible without confusing the engine. So if you want the icons in a specific order, you may need to convert the existing religions. i.e., in my case:
christianity -> catholc
pagan -> orthodox
zoroastrianism -> judaism
then add the remaining ones below.

but the problem with icons I haven't solved yet. apparently, userfriendly has solved it judging from his screenshot...
@userfriendly: could you tell how you managed to change the icons for the religions in the settlement details scroll? Where can the files be found?

alpaca
10-21-2005, 09:54
@Bernhard: The change to the Palaestina enty is to add the jerusalem hidden resource to it.
This resource is used to make The Temple available only in Jerusalem.

You should copy the descr_regions.txt file from your world/base directory to your world/campaign/barbarian_invasion directory. This is not necessary, but I usually prefer having the files directly in the campaign dir instead of the base folder.

@Legio: interesting, so the game uses the adress somewhere instead of an id.

Bernhard of Clairvaux
10-21-2005, 12:14
Alpaca thanks for the answer. I have tried to add arianism and manichaeism to the game (two important religions at the time) so far without success. I will double and triple check my changes though so hopefully I will be able to add the religions~:)

Bernhard of Clairvaux
10-22-2005, 07:44
Well been able to add manichaeism and Arianism but I cant get the religions to appear in the regions (cities). Only the old religion shows with 80 % (so 80 % in all) when I added manichaeism 20 %. I checked everything and deleted the rmw map but still don´t see the religious breakdown. What could be the problem?

Bernhard of Clairvaux
10-22-2005, 08:02
Edit an example:

Babylonia
legion: Parthica
Ctesiphon
sassanids
Persians
177 58 167
iron, slaves, silk, elephants, camels, sughdian
5
9
manichaeism 20 zoroastrian 80

Manichaeism is present with a symbol under conversions but no symbol appears under religious breakdown. Most peculiar

Bernhard of Clairvaux
10-22-2005, 08:11
Found it, I spelled manichaeism with a M instead of m like this...puh, finally. ~:cheers:

manichaeism
data/ui/pips/pip_religion_pagan_positive.tga
data/ui/pips/pip_religion_pagan_negative.tga
data/ui/pips/pip_religion_pagan.tga
MANICHAEISM_LABEL
MANICHAEISM_UNREST
MANICHAEISM_ORDER

Mouzafphaerre
10-22-2005, 08:32
.
Congrats. ~:)

:medievalcheers:
.

Mouzafphaerre
10-22-2005, 08:33
.
Duplicate post; please delete.
.

Bernhard of Clairvaux
10-22-2005, 08:37
Thanks but next problem

Newly added religions do not cause unrest. I searched but could not find any solution. Ideas? Ie the religions appear but they don´t have "unrest" effect

alpaca
10-22-2005, 09:59
Ye, I'm aware of the problem and currently snooping around about this.
I'll edit it into the tutorial, too.

Rodion Romanovich
10-22-2005, 15:23
I have an idea that might be interesting to check out. Have you tried making any added religion a majority in a settlement? Does it still not cause unrest? Frankly in RTW-BI vanilla I haven't seen both zoroastrianism and paganism cause unrest at the same time in a Christian settlement. A possible theory could be that only the strongest non-official religion can cause unrest in a settlement.

Bernhard of Clairvaux
10-22-2005, 15:45
I have an idea that might be interesting to check out. Have you tried making any added religion a majority in a settlement? Does it still not cause unrest? Frankly in RTW-BI vanilla I haven't seen both zoroastrianism and paganism cause unrest at the same time in a Christian settlement. A possible theory could be that only the strongest non-official religion can cause unrest in a settlement.

Nope, does not work that way

Media
legion: Parthica
Arsakia
sassanids
Sughdians
58 167 177
iron, slaves, silk, camels, sughdian
5
6
manichaeism 70 zoroastrian 30

No unrest

Meneldil
10-22-2005, 16:27
Well, in your case, 'manichaeism 70' shouldn't cause unrest, because it's the official religion. Now, if 'zoroastrian 30' doesn't cause unrest, there's obviously a problem.

Bernhard of Clairvaux
10-22-2005, 18:03
Well, in your case, 'manichaeism 70' shouldn't cause unrest, because it's the official religion. Now, if 'zoroastrian 30' doesn't cause unrest, there's obviously a problem.

Yep, a majority religion should not cause unrest but as you point out neither does zoroastrian which is peculiar. The new religion is not connected to the unrest feature as it is. You could add a new religion building to model it but that is not a real solution. Must look into this more

alpaca
10-22-2005, 18:07
You have to keep in mind that the official religion is that of the religious building and not that of the majority of believers.
I don't have any results so far, but I'll look a little more into it this evening.

Bernhard of Clairvaux
10-22-2005, 18:22
You have to keep in mind that the official religion is that of the religious building and not that of the majority of believers.
I don't have any results so far, but I'll look a little more into it this evening.

Good luck, seems difficult~:cheers: I will check too

Andreas
10-22-2005, 19:12
I was looking a bit on this today, not as much as I wanted, but still a bit... It's irritating that the new religions don't effect, but for our project we don't really need more then three religions, but still it would be nice if we could have more... anyway, have someone tried to remove the three first, and then added your own, keeping nothing of the old? And if you have, has they caused unrest now? Because in my eyes, if they don't cause unrest after the three first have been removed, it smells hardcoded to me.

If no one has done this, I might try tomorrow...

Meneldil
10-22-2005, 23:34
Bernhard > So it would appear that the game can't handle the effect of unrest if there's more than 3 religions ?


You have to keep in mind that the official religion is that of the religious building and not that of the majority of believers.
I don't have any results so far, but I'll look a little more into it this evening.

If I'm not fooling myself, there should be an unrest anyway, if there are 2 religions in a city

Bernhard of Clairvaux
10-23-2005, 19:58
Bernhard > So it would appear that the game can't handle the effect of unrest if there's more than 3 religions ?



If I'm not fooling myself, there should be an unrest anyway, if there are 2 religions in a city

Seems so but I am not a mod expert at all. Maybe some wizard will find out how to mod in unrest for new religions if this is not hardcoded.

Bernhard of Clairvaux
10-23-2005, 20:00
I was looking a bit on this today, not as much as I wanted, but still a bit... It's irritating that the new religions don't effect, but for our project we don't really need more then three religions, but still it would be nice if we could have more... anyway, have someone tried to remove the three first, and then added your own, keeping nothing of the old? And if you have, has they caused unrest now? Because in my eyes, if they don't cause unrest after the three first have been removed, it smells hardcoded to me.

If no one has done this, I might try tomorrow...

Nope have not tried that yet, busy adding religious buildings at the moment but if you have tested let me know~:)

alpaca
10-24-2005, 15:21
Well I changed the order in the descr_belief file and only the three religions that appear first in it cause unrest.
So if you shift e.g. zoroastrian to the end and insert another religion in the 3rd slot, the newly inserted religion causes unrest but zoroastrianism doesn't.
I think this is hardcoded, but I'm not completely sure.

Andreas
10-24-2005, 18:28
Yes, I have tested this too... removed all starting religons with my own, no problem(hell of alot of replacing though... context rocks)... But the fourth wont work. Seems hardcoded, yes... too bad. I hope they patch it.... seems unlikely they would though.

Bernhard of Clairvaux
10-25-2005, 07:50
Sad to hear since this would have been a very interesting feature. Wonder if the "conversion" effect is broken too? I have tried to implement some changes but so far not been able to mod it correctly. I will try again and if I fail I might post my chnages for opinions on what I am doing wrong.

Andreas
10-25-2005, 08:48
the conversion work for the three first in the list at least... I haven't been able to test more yet.

Bernhard of Clairvaux
10-25-2005, 13:51
the conversion work for the three first in the list at least... I haven't been able to test more yet.

I tried to test using my mod for Manichaeism and Arianism (using Alpaca´s instructions) yesterday but I could not launch the game so something went wrong. I have checked my mods carefully but can´t find the problem. I have now posted a thread in the mod question forum so if anyone reading here care to review my work please feel free to do so and hopefully my material may come to use at some point~:)

Andreas
10-25-2005, 17:46
Hmm seems like I have a strange problem... Look here:
http://files.upl.silentwhisper.net/upload3/isthisit.JPG
You see the problem? That is the wrong text for that line...

Another interesting thing would be to add belief figures to a spy, and put him in one settlement and see if he effects it:) I'll have to try someday.

Rodion Romanovich
10-25-2005, 17:54
Andreas, could you please tell how you did to get the right icons for the religions? Where did you put them and what format and size should the icon have? Then it's easier for me to help testing the edited religions.

alpaca
10-25-2005, 18:24
Conversion works fine.

Andreas
10-25-2005, 18:29
You create a ui folder in you original rome data folder, in that ui folder you create a folder named pips and put them in there.

TGA's, 16x16 px.

Should be added to the guide:)

Edit: alpaca: good:)

alpaca
10-25-2005, 18:39
Ok, 24 bit TGAs?

Edit: Oh dear, it really has to be added to the R:TW base dir, you can't put it into a mod directory...
I'll edit it in.

Andreas
10-26-2005, 07:53
I used 32 bit, so i guess any is ok.

And as for your descr:
The pips have to be 24-bit TGA files with 16x16 pixels size. The directory information is resolved to the original R:TW base directory, so you have to create a folder called "Rome: Total War/data/ui/" then "/data/ui/pips" and put the images in there.
Might be read as the folder should be:Rome: Total War/data/ui/data/ui/pips if you're new to modding?

alpaca
10-26-2005, 16:38
Hmm true.

Andreas
10-26-2005, 18:48
Of course;)

Well, I tested spies for effecting the conversion rate... didn't work:( To bad, could have been a cool strategical element, create havoc with hidden preachers.

alpaca
10-26-2005, 20:28
Hmm does it work with assassins or diplomats?
In BI, those can have a religion, so I thought it works as character in province type conversion.

Andreas
10-27-2005, 07:47
Ahh it seems you can convert, but not affect the religous order(which i tried)... Which menas you can train spies that will convert other cities to you religion... which is kinda cool, since it perfect for my work:)

Bernhard of Clairvaux
10-27-2005, 09:24
Ahh it seems you can convert, but not affect the religous order(which i tried)... Which menas you can train spies that will convert other cities to you religion... which is kinda cool, since it perfect for my work:)

That is interesting, "spy preachers"~:)

Bernhard of Clairvaux
10-27-2005, 10:16
Would this give a "spy preacher"?

Export_descr_character_trait.txt
-------------
Trigger agentsx
WhenToTest SpyMission

Condition MissionSuccessLevel = slightly_successful
and Trait GoodSpy = 1

Affects GoodSpy 1 Chance 10
Affects ArianPreacher 1 Chance 5
----------
Trait ArianPreacher
Characters spy, assassin

Level ArianPreacer
Description Arian_Preacher_desc
EffectsDescription Arian_Preacher_effects_desc
Threshold 1
---------------

Export_VnVS.txt
-------------
{Arian_Preacher} Pagan

{Arian_Preacher_desc}
This man has specialised in converting the ignorant to the true faith.

{Arian_Preacher_desc}
+5% Arian conversion
-------------

Bernhard of Clairvaux
10-27-2005, 10:19
Should be :

{Arian_Preacher__effects_desc}
+5% Arian conversion

Andreas
10-27-2005, 13:05
With a effect religious_belief, yes.

Bernhard of Clairvaux
10-27-2005, 14:42
With a effect religious_belief, yes.

Yes, that´s right, you got to have this text to get some result (and description of Arian of course)
-------------
Trait Arian
Characters all
AntiTraits Pagan, Zoroastrian, Christian, Maniche

Level Arian
Description Arian_desc
EffectsDescription Arian_effects_desc
Threshold 1

Religious_Belief arianism 1
----------------------------

killerxguy
11-09-2005, 08:41
COOL! COOL! Know our empiric ages mod can have religions as needed!

alpaca
11-09-2005, 11:46
Keep in mind that currently only the three first ones cause unrest (unless that will be fixed in the next patch).

faulkner
11-09-2005, 12:51
Hey Alpaca et al

This is a great topic and looking forward to implementing it....but I am a little confused on how to exactly create the 24 or 32 bit pip???~:confused:

I can follow the rest of the instructions on where to put it, but i can't for the life of me work out how to find the PIP (i can't even find the existing religious ones) and copy the the judaism star into it.

Can someone help me on this step please, I have been modding RTW since it first came out....but his has me stumped ~:confused:

cheers

faulkner

alpaca
11-09-2005, 14:07
You open Photoshop, create an image, save it as a tga in the right directory.
That's all you have to do, really.
The existing ones are in a pack somewhere so you can't find them ofc.

faulkner
11-09-2005, 21:59
thanks Alpaca

Will do tonight, I'll let you know.

faulkner

faulkner
11-11-2005, 03:24
excellent finally got it to work, thanks for the tips :charge:

Meneldil
12-15-2005, 11:40
Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)

Rodion Romanovich
12-15-2005, 12:24
My conclusion was that it is impossible. The test I did was the following:

added to descr_beliefs.txt a religion called shia, used the christian pips, but new tags

added these new tags in text/expanded_bi.txt

edited descr_regions.txt to add a shia minority of 20% in Rome, decreasing the paganism by 20%

deleted map.rwm

opened RTW. When hovering the mouse over the religion bar, I see that there are 20% shias, but no shia unrest appears above.

next I tried removing the pagan minority altogether, using 25% shias. Opened RTW again, when hovering mouse over religion bar, I see that there are 25% shias, but no shia unrest appears above.

Bernhard of Clairvaux
12-16-2005, 12:43
"Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)"

As said above the "unrest" factor does still not work for added religions in 1,06:san_sad: I tested it yesterday but no unrest.

Andreas
12-17-2005, 22:29
That was bad news, that means that for those religons you will have to add traits to make up for that... A shame, I hoped they would have solved it. But it was a minor thing for us anyway, but could have been away to make culture differences biiger.

westcoastjay206
01-17-2006, 00:15
Im having a problem when i add buildings i do everything by the guid but as soon as i try to play with my new religion it crashes right at the BI intro movie

can someone take a look at my txt and see if there is anything wrong?

export_descr_buildings------------


building temple_of_judaism
{
levels temple_of_judaism_shrine
{
temple_of_judaism_shrine requires factions { roman, }
{
capability
{
recruits_exp_bonus bonus 1
religious_belief judaism 1
}
construction 1
cost 400
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}


----------------------


export_descr_buildings_enums

temple_of_judaism_shrine_
temple_of_judaism_shrine__desc
temple_of_judaism_shrine__desc_short


---------------------------


descr_beliefs

judaism
data/ui/pips/pip_religion_judaism_positive.tga
data/ui/pips/pip_religion_judaism_negative.tga
data/ui/pips/pip_religion_judaism.tga
JEWISH_LABEL
JEWISH_UNREST
JEWISH_ORDER

---------


text/expanded_bi

{JEWISH_LABEL} Judaism
{JEWISH_UNREST} Judaism is causing unrest in this settlement
{JEWISH_ORDER} Judaism is improving public order in this settlement

====



text/export_buildings
{temple_of_judaism_shrine} Jewish Shrine

{temple_of_judaism_shrine__desc} The jewish shrine is very simalar to the christian shrine but the teachings obviously completely diffrent christianity belives in jesus, islam mohammed, but judaism has no massiah.

{temple_of_judaism_shrine__desc_short} The jewish basic building.



I dont know about you guys but i cant see anything wrong please tell me if you do its really starting to piss me off

BTW i got rtw_bi 1.6 fresh (no mods)

alpaca
01-17-2006, 20:45
Hmm, try it with one underscore (_) in front of "desc" in export_buildings.txt instead of two.

Dol Guldur
01-18-2006, 14:34
That'd be my first suggestion too. You also should make sure there is a _name entry at the beginning of the EB but the absence of that should not cause a CTD.

Andreas
01-24-2006, 19:08
Yes, that is a problem and you do not need the enums... but it shouldn't cause a crash with wrong descriptions, IMO. Do you use -show_err?

westcoastjay206
01-27-2006, 21:45
yea i got show_errs on but it dosent tell me anything ill try wat you guys said

kleemann
03-02-2006, 10:50
You can change the order of religions. I did it. Actually i add the religions option to RTW. just copy the descr_beliefs.txt to the data folder. Add the religion entri to text files. If you change the order of religions, then in first reload of the game make strange behavior, like no priovincial food production. But quit the game and load again. Then it runs ok. The idea of changin the order is to make paganism the first entry and not christianity because if character has no religious trait and the city has no religious building, its primari religion is christianity. even if you have put paganism to all settlements.

Only 3 religions can add to RTW. More ones caused CTD

Seasoned Alcoholic
05-14-2006, 21:37
Cracking tutorial mate, I'm currently working on importing BI's religious aspects into the mod, A question of faith... (https://forums.totalwar.org/vb/showthread.php?t=64674). This is inspirational stuff mate, some great research and work you've put in yet again!

Thanks! :medievalcheers:

Makanyane
05-24-2006, 18:37
For anyone who wants to keep their mod contained in BI files you can actually redirect to BI (so possibly also my_mod) for the pips: if you change descr_beliefs.txt to


....
data/ui/pips/pip_religion_pagan.tga
PAGAN_LABEL
PAGAN_UNREST
PAGAN_ORDER

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
zoroastrian
BI/data/ui/pips/pip_religion_zoroastrian_positive.tga...etc

That will pick up the zoroastrian one from BI/data/ui/pips and the pagan from where-ever the pesky thing is in the RTW paks (never did find that)

Dol Guldur
05-24-2006, 23:52
Data\packs\DATA\UI\PIPS

But do remember that that pak file (patch_0.pak) is not included in the tool's bat file (unless it has been updated recently) and you'll need to add it in.

If it is not unpacked you will see other pips but not the religious ones.

robbo188
10-06-2006, 13:20
This is 5 billion years late I know - but I've only recently finished modding the religion aspect of BI (though I haven't been trying ALL this time).

Were I able to post links (I'm not very good with technology and so modding required weeks of constant installing uninstalling and so on) I'd show the pictures of my new religions - (if anyone could tell me how to create a link that would be great)

The long and short of my message is that with your help I've created 6 new religions on top of the 3 originals, they are:

1) Judaism 2) Pharaohism 3) Old-Romanism 4) Germanic 5) Britonic and 6) Tribal

Now as you can see these aren't in any way historically accurate but what they help do is create a whole new feel to my game. For example Tribalism (which I created to represent the Celtic form of Paganism) exists in the Isles and Spain (replaced Paganism), while Pharaohism is in deep trouble of being snuffed out in the Egyptian and North African province (since it's such a small relgion confined to just 2 provinces.

Germanic has replaced Paganism in the central European regions with the Saxons, Franks and Alemanni as its main messengers (so to speak). Britonic is a dying religion with no buildings due to the fact that neither the Romans nor Celts would really support it in reality but again was a way of confining the ever present Paganism to just the Steppes. Finally, Old-Romanism replaced paganism in the Roman provinces, again for similar reasons.

I would love to post images of what it looks like because the dynamics of the game really have changed with Christianity much more dominant, Paganism much more restricted and some new ones on the brink of extinction (old-romanism, judaism and pharaohism)

Finally just as a point, I think it's important to add that I essentially removed all religious buildings from the desc_strat file so as to allow the new religious buildings to be constructed and for those religions to possibly flourish - this has meant that each campaign will be interesting in seeing which factions (especially the Germanic tribes - some don't actually convert) will spread the new religions.

Anway, sorry for such a long late post (as this will probably never be read or replied to) - but thanks to the creator of this mod and tutorial. While some of it didn't work for me - it definately gave me the push to keep experimenting and pointed me in the right directions - top geezer!!!:2thumbsup: :2thumbsup: :2thumbsup:

robbo188
10-20-2006, 10:13
https://i55.photobucket.com/albums/g126/robbo188/Celticus.jpg

and

https://i55.photobucket.com/albums/g126/robbo188/GermanicSaxons.jpg

show off the new ones mentioned.

Do comment if you want.

Rockpsl76
11-10-2006, 03:08
It might be worth mentioning that if you don't want all your UI images to look like roman temples, you need to add images for your new temples in C:\Program Files\The Creative Assembly\Rome - Total War\BI\data\ui\{race}\buildings

https://i92.photobucket.com/albums/l35/Rockpsl76/Image1.jpg

Abokasee
11-19-2006, 19:20
Hey there, I snooped around in the BI files and put some energy into adding a new religion.
By the way: I'm the first how-to for BI ;)

Ok, what I will do in this how-to is add Judaism to the game as a minority religion in the city of Rome, add a synagogue building and create some traits and ancillaries for it. I won't edit most graphics though.
I am no jew, so sorry if I offend anyone with this, I don't know too much alltogether about Judaism, so just drop an answer or send me a PM if you feel offended and tell me what you want changed.

//edit (10/22/05): It seems that newly added religions don't cause unrest or civil order. This is currently being researched, but don't assume that you did something wrong if your newly added religion doesn't make your people feel unhappy ;)

Step one: Get comfortable with data/descr_beliefs.txt
Adding a new faith is a no-brainer. Just copy an existing one ~:handball:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
judaism
data/ui/pips/pip_religion_judaism_positive.tga
data/ui/pips/pip_religion_judaism_negative.tga
data/ui/pips/pip_religion_judaism.tga
JEWISH_LABEL
JEWISH_UNREST
JEWISH_ORDER

The pips have to be 24-bit TGA files with 16x16 pixels size. The directory information is resolved to the original R:TW base directory, so you have to create a folder called "Rome: Total War/data/ui/" then create a folder called "pips" inside this folder and put the images in there. You can see the images I used for the jewish religion below (you can't see them in the screenshots because this part was discovered by Andreas, big thanks, and I didn't keep my edited files):
https://img376.imageshack.us/img376/5597/judaismsymbols6nx.gif
(edited 10/25/05)

Step two: Adding the labels to data/text/expanded_bi.txt
Just append the following:

{JEWISH_LABEL} Judaism
{JEWISH_ORDER} Judaism is improving public order in this settlement
{JEWISH_UNREST} Judaism is causing unrest in this settlement

Step three: Giving Rome faith in data/world/maps/campaign/barbarian_invasion/descr_regions.txt
Copy /data/world/maps/base/descr_regions.txt to the campaign folder first.
Then edit the Northern Italy entry:

Northern_Italy
legion: Italica
Rome
empire_west
Latins
52 13 198
pottery, iron, slaves, marble, rome
5
7
christianity 50 pagan 25 judaism 25
As you can see, I weakened the christian majority to 50% and included a strong jewish minority with 25%. This is probably historically inaccurate but what the hell ~:cool:
Also change the Palaestina entry to this (see below):

Palaestina
legion: Palaestinae
Jerusalem
empire_east
Judaeans
244 13 29
olive_oil, wine, slaves, purple_dye, camels, berber, jerusalem
5
8
christianity 95 zoroastrian 5
Don't forget to delete map.rwm in the campaign folder before you start the game ;)

This is basically all there is to it. Read further for an additional account on what else you can do:


Step four: Creating synagogue buildings in data/export_descr_buildings.txt and data/export_descr_buildings_enums.txt
Add the following to data/export_descr_buildings.txt (I made it available to the Romans only as an off. belief):

building temple_synagogue
{
levels tefilah beit_midrash beit_knesset jewish_temple
{
tefilah requires factions { roman, }
{
capability
{
happiness_bonus bonus 1
religious_belief judaism 1
}
construction 1
cost 400
settlement_min town
upgrades
{
beit_midrash
}
}
beit_midrash requires factions { roman, }
{
capability
{
happiness_bonus bonus 2
religious_belief judaism 2
law_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
beit_knesset
}
}
beit_knesset requires factions { roman, }
{
capability
{
happiness_bonus bonus 3
religious_belief judaism 3
law_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
jewish_temple
}
}
jewish_temple requires factions { roman, } and hidden_resource jerusalem
{
capability
{
happiness_bonus bonus 4
religious_belief judaism 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Add the hidden_resource jerusalem at the beginning:

hidden_resources rome britain bosphoran berber slav sughdian

Then add this to data/export_descr_buildings_enums.txt:

tefilah
tefilah_desc
tefilah_desc_short
beit_midrash
beit_midrash_desc
beit_midrash_desc_short
beit_knesset
beit_knesset_desc
beit_knesset_desc_short
jewish_temple
jewish_temple_desc
jewish_temple_desc_short
Step 4.1: Describing the buildings in data/text/export_buildings.txt

{tefilah} Tefilah

{tefilah_desc}
The Tefilah is the most basic religious building of the Jews. Translated it means "House of Worship", so this is a place for prayer only.

{tefilah_desc_short}
The Tefilah is the basic Jewish religious building.

{beit_midrash} Beit Midrash

{beit_midrash_desc}
Beit Midrash means "House of Study". This improves the Tefilah with additional rooms to offer learning capabilities.

{beit_midrash_desc_short}
The Beit Midrash is an advanced Jewish religious building adding scholars to your Tefilah.

{beit_knesset} Beit K'nesset

{beit_knesset_desc}
The Beit K'nesset, more commonly referred to as a "Synagogue", which is just the Greek translation of the name, further enhances the Beit Midrash and is a magnificent place for learning and devotion.

{beit_knesset_desc_short}
The Beit K'nesset is a large Jewish building that provides its city with an advanced religious infrastructure.

{jewish_temple} Jewish Temple

{jewish_temple_desc}
The Jewish Temple is a uniquely beautiful and marvelous building. It is built similar to the great Temple of Salomo, which was destroyed by Roman forces in 70 AD after the second Jewish rebellion. The Jews belief that it will be rebuilt when the Messiah arrived, thus it is only available in Jerusalem.

{jewish_temple_desc_short}
This is the Temple of Salomo rebuilt, the most advanced religious building available for a Jewish settlement.

Step five: Adding Jewish ancillaries in data/export_descr_ancillaries.txt and data/export_descr_ancillary_enums.txt
In data/export_descr_ancillaries.txt add this:

;------------------------------------------
Ancillary jewish_gabbai
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_gabbai_desc
EffectsDescription jewish_gabbai_effects_desc
Effect Influence 1
Effect Unrest -1

;------------------------------------------
Ancillary jewish_rabbi
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_rabbi_desc
EffectsDescription jewish_rabbi_effects_desc
Effect Squalor -1
Effect Unrest -1
Effect Influence 1
Religious_Belief judaism 1

;------------------------------------------
Ancillary jewish_high_priest
Image roman_official_ancillary.tga
ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
Description jewish_high_priest_desc
EffectsDescription jewish_high_priest_effects_desc
Effect Influence 3
Effect Unrest -3
Religious_Belief judaism 2
And these triggers:

;------------------------------------------
Trigger trigger_jewish_gabbai
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= tefilah
and IsGeneral

AcquireAncillary jewish_gabbai chance 5

;------------------------------------------
Trigger trigger_jewish_rabbi
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= beit_midrash
and IsGeneral

AcquireAncillary jewish_rabbi chance 3

;------------------------------------------
Trigger trigger_jewish_high_priest
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Jew >= 1
and SettlementBuildingExists >= tefilah
and IsGeneral
and not FactionWideAncillaryExists jewish_high_priest

AcquireAncillary jewish_high_priest chance 2
Step 5.1: Describing the ancillaries in data/text/export_ancillaries.txt

{jewish_gabbai} Gabbai

{jewish_gabbai_desc}
A Gabbai is a person with profound knowledge of the lecture of the Torah. He has the honour of reciting or chanting passages of the Torah at religious services.

{jewish_gabbai_effects_desc}
+1 to influence, -1 to unrest

{jewish_rabbi} Rabbi

{jewish_rabbi_desc}
This is a man who was trained in Jewish religious practice and the lecture of the Torah for long years, as such he is able to teach others parts of his knowledge.

{jewish_rabbi_effects_desc}
+5% Jewish conversion, -1 to squalor, -1 to unrest, +1 to influence

{jewish_high_priest} Kohein

{jewish_high_priest_desc}
The Kohein are direct descendants of Aaron. They undertake important parts of the religious service in the Jewish temple.

{jewish_high_priest_effects_desc}
+10% Jewish conversion, -3 to unrest, +3 to influence

Step six: Adding the "Jewish" character traits to data/export_descr_character_traits.txt and data/export_descr_VnVs_enums.txt
First add this:

;------------------------------------------
Trait Jew
Characters all
AntiTraits Pagan, Zoroastrian, Christian

Level Jew
Description Jew_desc
EffectsDescription Jew_effects_desc
Threshold 1

Religious_Belief judaism 1
Now if you want a satisfying experience, you should search for "Christian" and then "Pagan" and everywhere they appear in AntiTraits, you should add "Jew" to the list (like this:)

;------------------------------------------
Trait Pagan
Characters all
AntiTraits Christian, Zoroastrian, Jew

Level Pagan
Description Pagan_desc
EffectsDescription Pagan_effects_desc
Threshold 1

Religious_Belief pagan 1
Then search in the file for "birth_religion_roman_1" and after this trigger insert a new one:

;------------------------------------------
Trigger birth_religion_roman_3
WhenToTest CharacterComesOfAge

Condition CultureType roman
and Trait Pagan = 0
and Trait Christian = 0
and Trait Zoroastrian = 0

Affects Jew 1 Chance 10
Now every (born) Roman faction member will have a chance of 10% to become a Jew.
Add to data/export_descr_VnVs_enums.txt

Jew
Jew_desc
Jew_effects_desc

Step 6.1: Describing the trait in data/text/export_VnVs.txt

{Jew} Jew

{Jew_desc}
This man is a Jew.

{Jew_effects_desc}
+5% Jewish conversion

Step seven: Making a character a Jew and adding a synagogue building in data/world/maps/campaign/barbarian_invasion/descr_strat.txt
I used the WRE faction leader to test these and modified him like this:

character Valentinianus Flavius, named character, leader, age 62, , x 95, y 71
traits LoyaltyStarter 1 , RomanFactionLeader 1, Jew 1 , Anger 3 , PoliticsSkill 2 , Corrupt 1 , ExpensiveTastes 2 , BadTrader 3
ancillaries elder_senator, famous_warrior, historian, jewish_gabbai, jewish_rabbi, jewish_high_priest
army
unit imperial german bodyguard exp 2 armour 1 weapon_lvl 1
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit roman priest exp 0 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit comitatenses exp 1 armour 0 weapon_lvl 0
unit western archer exp 0 armour 0 weapon_lvl 0
unit bucellarii exp 0 armour 0 weapon_lvl 0
unit foederati cavalry exp 0 armour 0 weapon_lvl 0
unit foederati cavalry exp 0 armour 0 weapon_lvl 0
Replace the Northern_Italy entry with this:

settlement
{
level huge_city
region Northern_Italy

year_founded 363
population 50491
plan_set default_set
faction_creator empire_west
building
{
type core_building imperial_palace
}
building
{
type defenses epic_stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian hippodrome
}
building
{
type missiles siege_engineer
}
building
{
type market great_forum
}
building
{
type smith foundry
}
building
{
type port_buildings shipwright
}
building
{
type health aqueduct
}
building
{
type hinterland_farms farms+1
}
building
{
type hinterland_roads paved_roads
}
building
{
type academic scriptorium
}
building
{
type amphitheatres great_amphitheatre
}
building
{
type temple_synagogue beit_knesset
}
}

Voilà, you have added Judaism to the game.
I think you will be able to figure out the rest yourselves so go ahead ~D
Note, however, that there is a limit of 10 different religions at the maximum, of which you should only use 9 because the tenth pip collides with a text string on the settlement details scroll.

Here are a few screenshots of the in-game result:
https://img394.imageshack.us/img394/3928/buildingdetail15cb.th.jpg (https://img394.imageshack.us/my.php?image=buildingdetail15cb.jpg)
https://img394.imageshack.us/img394/823/buildingtree11ds.th.jpg (https://img394.imageshack.us/my.php?image=buildingtree11ds.jpg)
https://img394.imageshack.us/img394/2404/buildingtree25cw.th.jpg (https://img394.imageshack.us/my.php?image=buildingtree25cw.jpg)
https://img394.imageshack.us/img394/6719/characterscroll18du.th.jpg (https://img394.imageshack.us/my.php?image=characterscroll18du.jpg)
https://img394.imageshack.us/img394/3356/characterscroll21ht.th.jpg (https://img394.imageshack.us/my.php?image=characterscroll21ht.jpg)
https://img394.imageshack.us/img394/3285/settlementdetailsscroll16xk.th.jpg (https://img394.imageshack.us/my.php?image=settlementdetailsscroll16xk.jpg)
https://img394.imageshack.us/img394/4679/settlementscroll10xy.th.jpg (https://img394.imageshack.us/my.php?image=settlementscroll10xy.jpg)
https://img394.imageshack.us/img394/7761/jerusalem10yw.th.jpg (https://img394.imageshack.us/my.php?image=jerusalem10yw.jpg)

bartixanism here I come

Arnulf Floyd
02-01-2011, 08:23
this tutorial is very easy for mine.