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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default [BI] Adding a new religion

    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
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    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):

    (edited 10/25/05)

    Step two: Adding the labels to data/text/expanded_bi.txt
    Just append the following:
    Code:
    {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:
    Code:
    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
    Also change the Palaestina entry to this (see below):
    Code:
    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):
    Code:
    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:
    Code:
    hidden_resources rome britain bosphoran berber slav sughdian
    Then add this to data/export_descr_buildings_enums.txt:
    Code:
    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
    Code:
    {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:
    Code:
    ;------------------------------------------
    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:
    Code:
    ;------------------------------------------
    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
    Code:
    {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:
    Code:
    ;------------------------------------------
    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:)
    Code:
    ;------------------------------------------
    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:
    Code:
    ;------------------------------------------
    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
    Code:
    Jew
    Jew_desc
    Jew_effects_desc
    Step 6.1: Describing the trait in data/text/export_VnVs.txt
    Code:
    {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:
    Code:
    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:
    Code:
    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
    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:







    Last edited by alpaca; 11-01-2005 at 20:36.

  2. #2
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: [BI] Adding a new religion

    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).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  3. #3

    Default Re: [BI] Adding a new religion

    Very nice idea making this a tutorial, nicely written and easy to understand too

  4. #4
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: [BI] Adding a new religion

    Great! So you can have more than three religions?
    THE AGE OF MANKIND
    - Deceased

  5. #5
    is not a senior Member Meneldil's Avatar
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    Default Re : [BI] Adding a new religion

    Awesome :)

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Quote Originally Posted by Lonely Soldier
    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
    Last edited by alpaca; 10-02-2005 at 10:29.

  7. #7
    Member Member Atheist_Peace's Avatar
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    Default Re: [BI] Adding a new religion

    Wow, great work alpaca! Very useful, someone should try to find out if there's a hardcode limit on religions.

  8. #8

    Default Re: [BI] Adding a new religion

    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!!!

  9. #9

    Default Re: [BI] Adding a new religion


  10. #10

    Default Re: [BI] Adding a new religion

    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


  11. #11
    Could be your God Member Abokasee's Avatar
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    Default Re: [BI] Adding a new religion

    Quote Originally Posted by alpaca
    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
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    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):

    (edited 10/25/05)

    Step two: Adding the labels to data/text/expanded_bi.txt
    Just append the following:
    Code:
    {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:
    Code:
    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
    Also change the Palaestina entry to this (see below):
    Code:
    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):
    Code:
    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:
    Code:
    hidden_resources rome britain bosphoran berber slav sughdian
    Then add this to data/export_descr_buildings_enums.txt:
    Code:
    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
    Code:
    {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:
    Code:
    ;------------------------------------------
    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:
    Code:
    ;------------------------------------------
    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
    Code:
    {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:
    Code:
    ;------------------------------------------
    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:)
    Code:
    ;------------------------------------------
    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:
    Code:
    ;------------------------------------------
    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
    Code:
    Jew
    Jew_desc
    Jew_effects_desc
    Step 6.1: Describing the trait in data/text/export_VnVs.txt
    Code:
    {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:
    Code:
    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:
    Code:
    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
    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:







    bartixanism here I come
    Now with transparent layers!

    Lost on the Internet? Go back to start.

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