Sid Meier's Civilization V

Sid Meier's Civilization V

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Theocracy of Plegia (G&K and BNW)
   
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6.378 MB
5 Aug, 2014 @ 9:13am
18 Jan, 2018 @ 12:30pm
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Theocracy of Plegia (G&K and BNW)

Description
Adds the Theocracy of Plegia to the game. Only for use in Gods & Kings and Brave New World.

Unique Ability (Trait): Grima's Truth: Captured cities instantly convert to Plegia's main religion.
Unique Unit: Dark Mage - Replaces Crossbowman. Unlocked with Theology instead of Machinery. Units regain half of their life upon killing an enemy unit.
Unique Building: Dragon's Table - Replaces Temple. Provides 4 Faith per turn. Every ten turns, if a city has a Dragon's Table, 1 extra food will be produced per 50 global Faith.

Diplomacy Music:
Peace - Chaos - Fire Emblem: Awakening OST
War - Divine Decree ~ Ablaze - Fire Emblem: Awakening OST

Credits:
XML, Trait, and Map: Soldier Codefreak/Codefreak5
Plegia Icon and Dark Mage Icon: Senshidenshi
Lua coding assistance: S3rgeus, DarkScythe, whoward69, and bane_ of CivFanatics; Emperor Quagy of Steam
Diplomacy quotes, Civilopedia entries, DOM text, all other art assets, and beta testing: Kiang

Fire Emblem: Awakening and all related names, terms, and content are trademarked and copyright Intelligent Systems and Nintendo.
59 Comments
Cheesecake 11 Jul, 2016 @ 4:27pm 
you should change the War music to Chaos ablaze.

great mod!
Codefreak5  [author] 28 Feb, 2016 @ 9:40pm 
@Splat Tim Not at the moment.
Hostile Alpaca 28 Feb, 2016 @ 9:33pm 
Do you plan on make Civs for Fates?
Acidlogia 22 Dec, 2015 @ 9:15pm 
I have seen people suggest chaning the Dark Mage to replace the composite bowman instead of crossbowman but would consider making so you can purchase the dark mage with faith immediately after you get it instead of waiting til industry. Alternatively, have you considered a minor combat bonus to attacking civs with a different majority religion to the trait.
TheBraveGallade 18 Dec, 2015 @ 2:32am 
are you adding ferox soon? we need at least the continent done...
Lunais 23 Nov, 2015 @ 8:45pm 
That may be a good fallback plan if you can't get the "per 10 turns" thing working.

Yesterday I thought a bit more about my suggestion of separate "count" variables and I realized you'd need separate "cumulative faith" variables for each city as well.

Even worse, for each turn you'd have to add/delete columns (rows?) in your array since the # of cities may have changed since the previous turn (all while preserving the data in specific columns, which may not be in order). For example, if you originally had 3 cities but City #2 gets conquered, then you'd need to decrease array size by 1 AND take out column #2 while preserving columns #1 and #3. Sounds like a pain.
Lunais 23 Nov, 2015 @ 8:32pm 
I went in and fixed the "else if" error. As for the Dragon's Table code, for now I just made the Food bonus "per turn" instead of "once every 10 turns" and decreased it accordingly. That eliminates all the errors, since they essentially all stem from the bonus being "once every X turns"
Codefreak5  [author] 23 Nov, 2015 @ 3:32pm 
@Emperor Hey, thanks for going through the code and identifying the mistakes. I'll work on fixing them right away.
Lunais 22 Nov, 2015 @ 5:05pm 
I found an error in the trait lua code. These lines

end
else if pCapital:IsReligionInCity() and (not pPlayer:HasCreatedReligion()) then

should be either

1) change" else if" to "if"
end
if pCapital:IsReligionInCity() and (not pPlayer:HasCreatedReligion()) then

or 2) use "else if" and take out "end" (but then you don't need the 2nd condition)
else if pCapital:IsReligionInCity() then

In short, it's a simple if/else if syntax error.
Lunais 22 Nov, 2015 @ 4:15pm 
By the way, I tested the trait and didn't find any problem with it (cities converted to my religion immediately at the start of the turn after I conquered them). Didn't go thru the lua yet though.