More advanced cultures #1049
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Well, we don't know what user expects to do with new cultures. So it can be both created as a child or as a separate entity, it's up to user to decide. We can change the logic, but I don't really believe it's an enhancement rather that just a matter of preference. |
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How about you add a setting to turn that on and off, for both religions and cultures? Because I guarantee there are some people who want to make some religions that don't originate from the religion that previously owned the land, but they need to manually remove it, and the same for automatically generated religions that are automatically put into trees. Or if you don't do that, at least make it so, if somebody's set up the cultures tree, then when they regenerate religion the folk religions will be connected the same way their parent cultures were. I'm sorry if this seems complicated. It would just be a great quality of life update. |
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You know how when you generate a new world and you choose a religion number higher than zero you get the folk religions and then, originating from them is a bunch of other religions that branch off from each other?
And then how when you add a religion manually, it lists the religion as a branch of the religion that was in the cell before the new religion was added, and lists any other religions in nearby cells as secondary origins? Cultures don't do this, even though they have the same tree mechanics. I realized this when I looked at Figure 2 and realized that some of the religions in it that should be folk religions branched off from other religions.
So I tested some more and discovered that manually added cultures don't list as branches, and even when you manually set the origin of the new culture to the previous culture that owned the origin and click regenerate religion, the new folk religion doesn't list as a branch of the original folk religion. Why does this happen?
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