Sid Meier's Civilization V

Sid Meier's Civilization V

118 ratings
Race for Religion (BNW)
File Size
0.320 MB
Sep 23, 2013 @ 6:31pm
Aug 18, 2014 @ 7:33pm
7 Change Notes ( view )

Subscribe to download
Race for Religion (BNW)

In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!

  • Every pantheon belief provides a way to generate faith. Pick one that fits your circumstances and strategy. Using it well will ensure your success in the Race for Religion!
  • Once you have a religion your founder belief will spread it to the corners of your empire and beyond! Proselytize and profit at the same time.
  • A cornucopia of follower beliefs guarantees that no two games of Race for Religion will unfold the same. No matter your unique style or strategy there is a follower belief that will benefit you! Try to find all the subtle synergies you can!
  • Enhancer beliefs will allow your foreign worshipers to contribute to your cause. Become an international religion and nothing will be able to stop you!
  • Reformation beliefs provide alternative ways to spend faith. They enable faith to be used to acquire buildings, military units or even Great People.

  • Dozens of new beliefs.
  • The cost to found a Pantheon does not increase as other players found Pantheons. Founding a Pantheon always costs 10 faith.
  • When a religion is enhanced the distance at which it generates pressure is reduced from 10 to 6.

Discussion thread[] on CivFanatics | Download[] from CivFanatics
If you like the mod and want me to prioritize development of it let me know by rating the mod, making it one of your favorites, or by posting in the comments or discussion thread.

  • Q: Why did a belief that gives a lump sum of X gold/culture/science/etc (such as Initiation Rites) give me Y gold/culture/science/etc?
  • A: Lump sums of gold/culture/science are often scaled based on game speed. If you are playing on a non-default game speed the description will not be accurate.

  • Q: Why did nothing change after I started a game with this mod?
  • A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Race for Religion.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes beliefs it will not be compatible. But if mod X doesn't than it is almost certainly compatible. Mods that add new religions without changing beliefs will be compatible (so long as the author of the other mod did some specific technical things they usually do).

  • Q: I like most of this mod but hate X! Can I turn off X?
  • A: It may be possible, see the 'how to use options' section below. If there is something else you want to be an option let me know by posting in the CivFanatics thread or by leaving a comment below and I'll see if it can be included in future versions.

How to use options:
In your 'Sid Meier's Civilization 5/MODS/Race for Religion(v X)/Options' directory there are multiple directories. You can turn off an option by adding an underscore to the name of the folder. For example, changing 'Enhancer spread penalty' to '_Enhancer spread penalty'.
  • Turning off 'Enhancer spread penalty' makes it so enhancing a religion doesn't reduce the distance it generates pressure.
  • Turning off 'Pantheon costs' makes it so the faith cost to found a Pantheon increase as normal.

Known Issues:
  • If Byzantine takes a second founder belief as their bonus belief, their religion will spread at 14 distance instead of 10 until they enhance
  • If Byzantine takes an enhancer belief as their bonus belief, their religion will spread at 6 distance
  • Underground Sect's pressure from spies won't show in the city banner UI but it is being given (visual issue only)
  • Reliquary only gives faith when a great person is consumed if you founded the religion.
  • The gold provided by Tithes does not show up in the gold-per-turn UI. (visual issue only)
  • The faith provided by Pilgrimage is listed in the UI as coming from a 'founder belief' instead of 'enhancer belief'. (visual issue only)
< >
Jolteon Sep 9 @ 6:26am 
OK, then I just delete that mod, and use only yours. It would be easier this way
Machiavelli  [author] Sep 8 @ 4:02pm 
Disclaimer: I can't promise the two mods will work correctly together without taking a much closer look at the details of the implementation of the other mod. You may end up with Race's tooltips but some of the game play effects of the other mod may remain in effect. I aimed to make Race play nice with other mods as well as possible but using two belief altering mods is an area where incompatibility is almost guaranteed.
Machiavelli  [author] Sep 8 @ 3:58pm 
To force the other mod to load before Race for Religion you'll need to add a reference from Race to the other mod.

To do this, use notepad to edit Race's .modInfo file (which can be found in "Sid Meier's Civilization 5/MODS/Race for Religion(v X)". Search for the "<References>" section. You'll need to add another entry which should look like:

<Mod id="5f36d178-6435-4a05-897b-4224ed58a079" minversion="0" maxversion="999" title="Reform and Rule (BNW)" />
<Mod id="XXX" minversion="0" maxversion="999" title="YYY" />

Replace XXX with the id of the other mod (which can be found in its modInfo file at the top). YYY can be whatever you want but generally would be the name of the other mod.
Jolteon Sep 8 @ 12:36am 
Alright, so what I need to do, to make your mod load last? Just cancel the subscription and then subscribe again?
Machiavelli  [author] Sep 7 @ 5:26pm 
Jolteon, it is highly likely that if you are playing with Race for Religion and that other mod, the two mods will clobber each other (overwrite each other's changes). Which ever mod loads second would overwrite the mod that loads first.
Jolteon Sep 7 @ 3:30pm 
Scholaticism didn't appear in may game. Maybe Some other beliefs too, but I noticed only this, because particularly look forward to it. Can it be a result of using this mod:
axatoramus Aug 20 @ 6:24am 
Thnnx! Will do asap.
Machiavelli  [author] Aug 19 @ 3:30pm 
Here is how to enable logging. [] I'm interested in the lua.log and database.log. You can send them to me via private message on CivFanatics, or something like a dropbox link if you don't want to create an account on the forum.
axatoramus Aug 18 @ 2:35pm 
Hi Machiavelli!

Thank you very much for your reply.

I will answer your questions one by one.

1. Sorry, you are right. I mistook existing units for newly built ones. Awsome!

2. Yes, it really happened. China got a great general, and I got the points. :(

3. I would be glad to, but I dont know how... could u explain to me plz how I can send u the files? (I know where to find them, but the mechanism of sending them to u I mean).

4. No other belief mods are activated.

Thank you in advance!
Machiavelli  [author] Aug 17 @ 3:44pm 
For Swords to Plowshares, only newly built units (in cities that have that religion as the majority) will have the promotion that gives Golden Age points on kill. Are you seeing that promotion on your units?

As for Warrior Monk's faith on Great General birth, the code only looks at the player who owns the Great General. So it shouldn't give faith for other player's Great Generals.

Can you provide your database and lua log? If either of those beliefs are malfunctioning that log will help me identify why. Also, are there any other mods you are using? Do any of those mods touch beliefs?