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Congress Proposal 6.09a Tourism from Shared Religion (#11053)
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* Tourism Calculation / Tootlip Generation:
 - clarified the difference between player generating tourism, and the player who the tourism is being inflicted upon
 - reorganized tooltip so that the earliest bonuses come first and UA/Policy/etc abilities come last
 - updated tourism concepts and yellow text in Civilopedia

* Tourism from Shared Religion updated to scale with population or cities following your religion as desired

* (6-09a) Shared Religion Tourism Modifier scales with population
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LessRekkless authored Jun 28, 2024
1 parent ea9504d commit 7896021
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Showing 11 changed files with 277 additions and 163 deletions.
5 changes: 5 additions & 0 deletions (1) Community Patch/Core Files/Core Values/CoreDefines.sql
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Expand Up @@ -246,6 +246,11 @@ UPDATE Defines SET Value = 6 WHERE Name = 'RELIGION_BELIEF_SCORE_CITY_MULTIPLIER
UPDATE Defines SET Value = 4 WHERE Name = 'RELIGION_BELIEF_SCORE_UNOWNED_PLOT_MULTIPLIER'; -- Unowned but in range more valuable than before to make sure AI knows it's in a good position
UPDATE Defines SET Value = 8 WHERE Name = 'RELIGION_BELIEF_SCORE_OWNED_PLOT_MULTIPLIER'; -- Owned slightly more valuable than before

-- Tourism Stuff
UPDATE Defines SET Value = 25 WHERE Name = 'TOURISM_MODIFIER_SHARED_RELIGION'; -- percentage
INSERT INTO Defines (Name, Value) SELECT 'TOURISM_MODIFIER_SHARED_RELIGION_MAX', 0; -- maximum base percentage allowed (0 is no max)
INSERT INTO Defines (Name, Value) SELECT 'TOURISM_MODIFIER_SHARED_RELIGION_TYPE', 0; -- 0 = no scaling, 1 = scaling per city, 2 = scaling per population

-- AI Grand Strategy
UPDATE Defines SET Value = 10 WHERE Name = 'AI_GRAND_STRATEGY_NUM_TURNS_STRATEGY_MUST_BE_ACTIVE';
UPDATE Defines SET Value = 50 WHERE Name = 'AI_GRAND_STRATEGY_CURRENT_STRATEGY_WEIGHT';
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9 changes: 3 additions & 6 deletions (1) Community Patch/Core Files/Text/CoreText_en_US.sql
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Expand Up @@ -717,11 +717,6 @@ UPDATE Language_en_US
SET Text = 'We''re having issues with our growing population, so we needn''t build growth buildings in our cities.'
WHERE Tag = 'TXT_KEY_ECONOMICAISTRATEGY_HALT_GROWTH_BUILDINGS';

-- Reversed Tourism for Open Borders
UPDATE Language_en_US
SET Text = '+{1_Num}% Bonus for Open Borders from:[NEWLINE] '
WHERE Tag = 'TXT_KEY_CO_CITY_TOURISM_OPEN_BORDERS_BONUS';

-- Barbarians
UPDATE Language_en_US
SET Text = 'Crom'
Expand Down Expand Up @@ -1985,6 +1980,8 @@ UPDATE Language_en_US
SET Text = '{1_Num} [ICON_TOURISM] Tourism from buildings purchased with [ICON_PEACE] Faith'
WHERE Tag = 'TXT_KEY_CO_CITY_TOURISM_FAITH_BUILDINGS';


UPDATE Language_en_US
SET Text = '+{1_Num}% Bonus from Trade Route between Empires[NEWLINE]'
WHERE Tag = 'TXT_KEY_CO_PLAYER_TOURISM_TRADE_ROUTE';


3 changes: 3 additions & 0 deletions (2) Vox Populi/Database Changes/DefineChanges.sql
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Expand Up @@ -371,6 +371,9 @@ UPDATE Defines SET Value = 15 WHERE Name = 'TOURISM_MODIFIER_OPEN_BORDERS';
UPDATE Defines SET Value = 10 WHERE Name = 'TOURISM_MODIFIER_TRADE_ROUTE';
UPDATE Defines SET Value = -10 WHERE Name = 'TOURISM_MODIFIER_DIFFERENT_IDEOLOGIES';
UPDATE Defines SET Value = 20 WHERE Name = 'TOURISM_MODIFIER_DIPLOMAT';
UPDATE Defines SET Value = 1 WHERE Name = 'TOURISM_MODIFIER_SHARED_RELIGION'; -- percentage
UPDATE Defines SET Value = 50 WHERE Name = 'TOURISM_MODIFIER_SHARED_RELIGION_MAX';
UPDATE Defines SET Value = 2 WHERE Name = 'TOURISM_MODIFIER_SHARED_RELIGION_TYPE'; -- 0 = no scaling, 1 = scaling per city, 2 = scaling per population

-------------------------------------------------------------------------------------------------------------------
-- Religion
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2 changes: 1 addition & 1 deletion (2) Vox Populi/Database Changes/Policies/Fealty.sql
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Expand Up @@ -128,7 +128,7 @@ VALUES
('POLICY_PIETY_FINISHER', 'UNITCLASS_ARTIST');

UPDATE Policies
SET SharedReligionTourismModifier = 25
SET SharedReligionTourismModifier = 50
WHERE Type = 'POLICY_PIETY_FINISHER';

INSERT INTO Policy_ReligionYieldMod
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Expand Up @@ -162,12 +162,12 @@ UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Cultural Victory[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_CULTUREVICTORY_HEADING2_TITLE';
UPDATE Language_en_US
SET Text = 'You no longer win a Cultural Victory by fully exploring five Social Policy branches. Instead, you must become the dominant cultural influence in every civilization in the game using Tourism. [COLOR_YELLOW]You must also have two Tier 3 Tenets of an Ideology, your people must be Content, and the Citizen Earth Protocol wonder must be constructed. Once these requirements are met, you can construct the Citizen Earth Protocol to win this victory.[ENDCOLOR] See the section on Victory for more information.'
SET Text = 'You no longer win a Cultural Victory by fully exploring five Social Policy branches. Instead, you must become the dominant cultural influence in every civilization in the game using Tourism. [COLOR_YELLOW]You must also have two Tier 3 Tenets of an Ideology, and your people must be Content. Once these requirements are met, you can then construct the Citizen Earth Protocol wonder to win.[ENDCOLOR] See the section on Victory for more information.'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_CULTUREVICTORY_HEADING2_BODY';

UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Cultural Victory[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_CULTURE_VICTORY_HEADING3_TITLE';
WHERE Tag = 'TXT_KEY_VICTORY_CULTURAL_HEADING3_TITLE';
UPDATE Language_en_US
SET Text = 'To win a Cultural Victory, you must become the dominant cultural influence in every civilization in the game [COLOR_YELLOW]and construct the Citizen Earth Protocol. You must also have two Tier 3 Tenets of an Ideology, and your people must be Content[ENDCOLOR]. Cultural Influence is achieved through Tourism generated by [ICON_GREAT_WORK] Great Works that you create, and [ICON_VP_ARTIFACT] Artifacts that you discover. The Tourism you generate has a constant impact on other civilizations, and its effect is amplified through Open Borders, Trade Routes, shared Religion and Ideologies, Research Agreements, etc.[NEWLINE][NEWLINE]When your cumulative Tourism output (for the entire game) surpasses the cumulative Culture output of each remaining civilization in the game, [COLOR_YELLOW]you will be able to construct the Citizen Earth Protocol if you also have an ideology and your population is Content[ENDCOLOR].'
WHERE Tag = 'TXT_KEY_VICTORY_CULTURAL_HEADING3_BODY';
Expand All @@ -176,7 +176,20 @@ UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Tourism[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_CULTURE_TOURISM_HEADING2_TITLE';
UPDATE Language_en_US
SET Text = '[ICON_TOURISM] Tourism is the primary yield you will use to spread your cultural influence to other civilizations. It is generated passively by [COLOR_POSITIVE_TEXT]Buildings[ENDCOLOR], [COLOR_POSITIVE_TEXT]Great Works[ENDCOLOR] or [COLOR_POSITIVE_TEXT]Artifacts[ENDCOLOR][COLOR_YELLOW], and actively by [ENDCOLOR][COLOR_POSITIVE_TEXT]Historic Events[ENDCOLOR][COLOR_YELLOW] (for more on "Historic Events", see the section with this label) or completing [ENDCOLOR][COLOR_POSITIVE_TEXT]Trade Routes[ENDCOLOR][COLOR_YELLOW] (if you have constructed buildings that grant such bonuses)[ENDCOLOR]. As you place more and more Great Works and Artifacts into your Museums, Amphitheaters, Opera Houses, etc., your [ICON_TOURISM] Tourism will continue to increase. Additionally, you can boost your [ICON_TOURISM] Tourism output quite a bit through Open Borders, Trade Routes, shared Religion, and certain Ideological Tenets.'
SET Text = '[ICON_TOURISM] Tourism is the primary yield you will use to spread your cultural influence to other civilizations. It is generated passively by [COLOR_POSITIVE_TEXT]Buildings[ENDCOLOR], [COLOR_POSITIVE_TEXT]Great Works[ENDCOLOR] or [COLOR_POSITIVE_TEXT]Artifacts[COLOR_YELLOW], and actively by [COLOR_POSITIVE_TEXT]Historic Events[COLOR_YELLOW] (for more on "Historic Events", see the section with this label) or completing [COLOR_POSITIVE_TEXT]Trade Routes[ENDCOLOR][COLOR_YELLOW] (if you have constructed buildings that grant such bonuses)[ENDCOLOR]. As you place more and more Great Works and Artifacts into your Museums, Amphitheaters, Opera Houses, etc., your [ICON_TOURISM] Tourism will continue to increase.
[NEWLINE][NEWLINE]Your [ICON_TOURISM] Tourism is multiplied with each player in the following ways [COLOR_YELLOW](minimum [COLOR_NEGATIVE_TEXT]-100%[COLOR_YELLOW])[ENDCOLOR]:
[NEWLINE][ICON_BULLET]Any Trade Route connecting your City with their City [COLOR_YELLOW]([COLOR_POSITIVE_TEXT]+10%[COLOR_YELLOW])[ENDCOLOR].
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Trade Open Borders to the player ([COLOR_POSITIVE_TEXT]+15%[COLOR_YELLOW]).[ENDCOLOR]
[NEWLINE][ICON_BULLET]Share your Religion with the player [COLOR_YELLOW]([COLOR_POSITIVE_TEXT]+X%[COLOR_YELLOW], the percent of its followers in their empire, maximum [COLOR_POSITIVE_TEXT]+50%[COLOR_YELLOW])[ENDCOLOR].
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Have a Diplomat in their Capital City ([COLOR_POSITIVE_TEXT]+20%[COLOR_YELLOW]).[ENDCOLOR]
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Have less Boredom in your Empire ([COLOR_POSITIVE_TEXT]+X%[COLOR_YELLOW], the difference in Boredom between your two Empires).[ENDCOLOR]
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Expend a Great Musician inside their borders ([COLOR_POSITIVE_TEXT]+100%[COLOR_YELLOW], and [COLOR_POSITIVE_TEXT]+50%[COLOR_YELLOW] with everyone else).[ENDCOLOR]
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Gain the player as a Vassal ([COLOR_POSITIVE_TEXT]+33%[COLOR_YELLOW]).[ENDCOLOR]
[NEWLINE][ICON_BULLET]Have a different Ideology than the player [COLOR_YELLOW]([COLOR_NEGATIVE_TEXT]-10%[COLOR_YELLOW])[ENDCOLOR].
[NEWLINE][ICON_BULLET][COLOR_YELLOW]Own more non-Puppet Cities than the player ([COLOR_NEGATIVE_TEXT]-5% per additional City[COLOR_YELLOW]).[ENDCOLOR]
[NEWLINE][NEWLINE][COLOR_YELLOW]Additionally, certain player Abilities, Policies, Tenets, Corporations, and World Congress proposals can change this modifier.[ENDCOLOR] Other Abilities instead directly multiply the tourism generated in a city.'
WHERE Tag = 'TXT_KEY_CULTURE_TOURISM_HEADING2_BODY';

UPDATE Language_en_US
Expand Down Expand Up @@ -346,15 +359,71 @@ WHERE Tag = 'TXT_KEY_BUILDINGS_PURCHASING_HEADING3_BODY';
-- Freedom
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Freedom[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_FREEDOM_HEADING3_TITLE';
UPDATE Language_en_US
SET Text = 'The Freedom ideology provides bonuses for Culture, Tourism, Specialist production, and more. [COLOR_YELLOW]This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and having advanced at least to the Industrial Era, whichever comes first.[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_FREEDOM_HEADING3_BODY';
-- Order
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Order[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_ORDER_HEADING3_TITLE';
UPDATE Language_en_US
SET Text = 'Players interested in creating massive, sprawling civs should turn to the Order ideology, as the strength of the empire is determined by the total number of cities it contains. [COLOR_YELLOW]This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and have advanced at least to the Industrial Era, whichever comes first.[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_ORDER_HEADING3_BODY';
-- Autocracy
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Autocracy[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_AUTOCRACY_HEADING3_TITLE';
UPDATE Language_en_US
SET Text = 'The Autocracy ideology is well suited for those wishing nothing more than to crush their foes under the weight of their iron-plated boots. [COLOR_YELLOW]This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and having advanced at least to the Industrial Era, whichever comes first.[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_SOCIALPOLICY_AUTOCRACY_HEADING3_BODY';
-- Headings whose topics have mechanics changes
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Cities[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_1';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Combat Rules[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_2';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Resources[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_4';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Constructing Improvements[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_5';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Food and City Growth[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_6';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Culture[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_8';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Diplomacy[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_9';
UPDATE Language_en_US
SET Text = '[COLOR_GREEN]Happiness[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_10';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Social Policies[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_12';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Gold and the Economy[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_13';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Great People and Specialists[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_15';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]City-States[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_16';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Ruins and Barbarians[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_19';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Units[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_20';
UPDATE Language_en_US
SET Text = '[COLOR_YELLOW]Victory[ENDCOLOR]'
WHERE Tag = 'TXT_KEY_GAME_CONCEPT_SECTION_21';
Original file line number Diff line number Diff line change
Expand Up @@ -241,7 +241,7 @@ SET Text = 'Fealty'
WHERE Tag = 'TXT_KEY_POLICY_BRANCH_PIETY';

UPDATE Language_en_US
SET Text = '[COLOR_POSITIVE_TEXT]Fealty[ENDCOLOR] enhances your ability to defend and leverage your [ICON_RELIGION] Majority Religion.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Can purchase Monasteries with [ICON_PEACE] Faith (+3 [ICON_FOOD] Food, +3 [ICON_RESEARCH] Science, +2 [ICON_PEACE] Faith).[NEWLINE][ICON_BULLET]-25% [ICON_PEACE] Faith costs for purchasing Buildings, Missionaries, and Inquisitors.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Fealty policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_PEACE] Faith and [ICON_STRENGTH] Strength in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]Red Fort[ENDCOLOR].[NEWLINE][ICON_BULLET]+25% [ICON_TOURISM] Tourism modifier for [COLOR_POSITIVE_TEXT]Shared Religion[ENDCOLOR].[NEWLINE][ICON_BULLET]Cities that follow your [ICON_RELIGION] Majority Religion generate +3 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, [ICON_SCIENCE] Science, and [ICON_CULTURE] Culture.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ARTIST] Great Artists with [ICON_PEACE] Faith starting in the Industrial Era.'
SET Text = '[COLOR_POSITIVE_TEXT]Fealty[ENDCOLOR] enhances your ability to defend and leverage your [ICON_RELIGION] Majority Religion.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Can purchase Monasteries with [ICON_PEACE] Faith (+3 [ICON_FOOD] Food, +3 [ICON_RESEARCH] Science, +2 [ICON_PEACE] Faith).[NEWLINE][ICON_BULLET]-25% [ICON_PEACE] Faith costs for purchasing Buildings, Missionaries, and Inquisitors.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Fealty policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_PEACE] Faith and [ICON_STRENGTH] Strength in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]Red Fort[ENDCOLOR].[NEWLINE][ICON_BULLET]Multiply the [ICON_TOURISM] Tourism modifier for [COLOR_POSITIVE_TEXT]Shared Religion[ENDCOLOR] by +50%.[NEWLINE][ICON_BULLET]Cities that follow your [ICON_RELIGION] Majority Religion generate +3 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, [ICON_SCIENCE] Science, and [ICON_CULTURE] Culture.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ARTIST] Great Artists with [ICON_PEACE] Faith starting in the Industrial Era.'
WHERE Tag = 'TXT_KEY_POLICY_BRANCH_PIETY_HELP';

UPDATE Language_en_US
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