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

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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[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] 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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Faysal Mar 31 @ 2:25pm 
This awsome mod edits the follower and other beliefs too, so I should be able to change the amount of active religions in the game, shouldnt I?

Whats the maximum of religions I should be able to add?

Thnx in advance!

Machiavelli  [author] Mar 23 @ 4:12pm 
Pseudo, the spy pressure works (I've tested it and looked in the c++ code) but it does not show up in the city UI. My guess is that Fraxis didn't want people to be able to deduce where spies were by looking at the religious pressure, but it does create the impression that spy pressure doesn't work.
pseudo Mar 23 @ 3:45am 
Underground sects is fun, but +12 pressure when having a spy in a city with atleast 1 follower does not appear to be happening for me. Is this only for city states? I tested vs civs both as diplomat and spy and neither show a +12 modifier. Is the modifier hidden? Will it only kick in once someone actually gets into the renaissace era?
krawiecalex Mar 7 @ 9:14am 
Ah thanks. I must have missed it with it being so different.
Machiavelli  [author] Mar 7 @ 9:11am 
Jungles and plantation boosts got moved to follower beliefs, specifically +1 faith from Jungle tiles and +2 Sci from Plantations.
krawiecalex Mar 7 @ 5:42am 
Why'd you take out the pantheons for jungle and plantations? You left in a revised tundra and desert pantheon.
zarco94 Jan 7 @ 11:55am 
Additionally, you might consider swapping the name of "Swords into Plowshares" to "Plowshares into Swords" because it's focused on military might instead of peace and pacifism. Just a small aesthetic change to consider.
zarco94 Jan 7 @ 11:51am 
Question: Does "Underground Sect" award a spy immedietly, or when spies are unlocked? because having a spy in the Classical age seems a tiny bit broken. Looks great otherwise though. Installing.
BaddestnewsBears Jan 5 @ 7:16pm 
ok thanks for telling me
Machiavelli  [author] Jan 5 @ 5:42pm 
The Earth Mother pantheon is removed by the mod in part because Salt is so good it doesn't need any boosts.