96 ratings
Race for Religion (BNW)
File Size:
0.320 MB
Sep 23, 2013 @ 6:31pm
Aug 18 @ 7:33pm
7 change notes ( view )
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)
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NocturnalEye Dec 6 @ 9:14pm 
a shame this mod and the 'religion-beliefs expansion pack' don't get along. these are two of the best belief expansion mods and I would have loved to combine these with the obelisks. if not, I would recommend adding beliefs that give great person points
jackson Dec 1 @ 7:58pm 
Also, does "The Radiant City" mean that the religious pressure in the capitol doubles? because it's not seeming to stack with the grand temple. maybe that's for balance reasons, which i could understand, but it kind of seems like a ripoff.
jackson Dec 1 @ 7:55pm 
I have an idea for a belief: pilgrimage (holy city provides +10% tourism to civlizations with this religion as a majority)
also, it would be really cool if the great prophets had names like the other great people, i.e. Moses, Muhammad, Siddhartha Gautama, etc. Maybe that's too much to ask for, but idk.
whitemage_of_doom Aug 17 @ 11:16am 
One constant thorn in my side is that if i don't have any terrain based pantheon beliefs that work, with the computer always grabbing monument to the gods there simply are no good pantheon beliefs for tall civilizations.

Also i would never take things like usury ban which give a tiny +1 happiness and +2 gold in what is probably a single city of my empire.

Finally the reformation beliefs, while it's nice that they all follow the same formula (Spend faith for stuff), the fact is things like jesuit education, prosperity theology, puritan work ethic, and to the glory of god just beat out the new buildings really hard because honestly all of those buildings other than pagoda are rather weak generally offering a single specialist slow vs. basicially making my tech buildings free.
Espicially cathedrals, which require me to have excess great works of art to even do anything.
aiDen Aug 14 @ 6:56am 
Great idea to implement faith generation in every single pantheon.
Dr. Noooo Aug 13 @ 5:49pm 
And when it had 78 there were no cities giving out pressure, only one trade route from the capital and the 12 bonus pressure from the spy
Dr. Noooo Aug 13 @ 5:42pm 
Here's a link to the save file and the logs, hope these help: https://drive.google.com/file/d/0B36UuNNd1KPfaG81ZnJJN1FrVFk/edit?usp=sharing

I somehow forgot to mention - this is a hotseat game that I'm playing with my brother, using Advanced Set-Up to play Hotseat with mods. I'm also playing the Kievan Rus' custom civ which has +2 Influence for city-state trade routes as a unique ability. I'm not sure how either of those could be causing this but you never know
Machiavelli  [author] Aug 13 @ 3:23pm 
Dr No, that pressure amount looks incorrect. Assuming standard speed and nothing modifying the values, it should be 6 pressure per city with the religion within 6 or 10 tiles. It only looks like there is one city with the religion near by. It could be that something has gone crazy with the distance religion spreads and the religion is spreading at something like 100 instead of 10. Is there 78/6=13 cities with the religion in the game? (or 11 cities since 12 of that pressure would be caused by the spy).

As a first step do you think you could send me your database.log and lua.log?

Also, hang on to a copy of the save and a list of all the mods you are using as I may want to load up the game myself so I can take a look if the logs don't provide enough information.
Dr. Noooo Aug 13 @ 2:42pm 
Dr. Noooo Aug 13 @ 2:40pm 
Hello! I'm using the Whoward + CSD + Civ IV Diplomacy combined DLL as my only other major mod and I'm having a strange bug with Religious Sects when I have a Spy in a city-state. It seems to be giving 60 extra pressure - the previous turn I had 78 pressure and when a nearby city gained my religion it went up to 84 pressure. It should be only 6 from a trade route and 12 from the spy. The City-State is gaining followers pretty fast but I'm not sure if it's actually getting that much pressure or if it's just a bug.