![]() Therefore, if that city has 7 Population, there will be 3 Islam followers, 1 atheist and 1 Buddhist, none of which will establish a majority religion. For example, a city has 200 religious pressure of Islam, 100 of Buddhism, and 100 of atheism, the ratio of follower will be 2:1:1, respectively. The number of followers of a certain religion in a city is calculated based on the ratio of religious pressure accumulated among different religions, including atheism, then rounded. If the Pilgrimage Founder belief is adopted, every Envoy to city-states adds 200 religious pressure there.Losing a religious unit in theological combat or from a military unit's condemnation subtracts 250 religious pressure from all cities within 10 tiles, unless the Monastic Isolation belief is adopted.Winning a theological combat adds 250 religious pressure to all cities within 10 tiles.A charge of an Inquisitor removes 75% of all other religious pressure present.It will remove 75% of all other religious pressure present if that Apostle has the Proselytizer Promotion. A spread charge of an Apostle adds religious pressure equal to 2.2 times its current HP, and removes 25% of all other religious pressure present.A spread charge of a Missionary adds religious pressure equal to 2 times its current HP, and removes 10% of all other religious pressure present.This will get covered later, but for India, these numbers get doubled to 1 and 2, respectively. Cities with a majority religion exert 0.5 religious pressure per turn to any city that's sending a Trade Route to it, and +1 religious pressure per turn to any city it's sending a Trade Route to.This pressure is increased to 2 if the city has a Holy Site and to 4 if it is a Holy City. Cities with a majority religion exerts 1 religious pressure per turn of that religion to all cities within 10 tiles.Every time a city grows a Population, it adds 50 religious pressure of the majority religion (including atheism).There are multiple ways a city can accumulate or lose religious pressure: The "aggressive" trait is really just a sliding scale of risk tolerance.24 October 2016 Dharma Religious pressure and religion follower system But they'll all go to total war if the odds are sufficiently stacked in their favor. It will go to war with slightly riskier odds than a less aggressive personality will. But generally speaking, a more aggressive AI personality is simply an AI personality that has a lower threshold for declaring war. There are some AI "personalities" and leader traits in the game that will favor more aggressive styles than others. The only thing that holds it back is any sort of power imbalance sufficiently not in its favor. ![]() It's always looking for an excuse to attack somebody. It will make calculations, each turn, about the relative strength of its military versus the strength of its intended target, or else the combined strength of its allies' militaries against the strength of an opposing alliance's militaries. It will select whatever means it deems possible at any point in time. What seems more likely, at least in my experience, is that the AI is always trying to pursue a single goal: beating everyone else. "I don't know Civ4's AI routines, but it might be such that after a certain year passes, it decides that the only way to stop the human player is total war.
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