104 ratings
Race for Religion (BNW)
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.320 MB
Sep 23, 2013 @ 6:31pm
Aug 18, 2014 @ 7:33pm
7 Change Notes ( view )

Subscribe to download
Race for Religion (BNW)

Subscribed
Unsubscribe
In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Description
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.

Features:
  • 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.

FAQ:
  • 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)
158 Comments
< >
Smeghead Apr 25 @ 9:33am 
By 'Vanilla' I mean the ones that come with the game unmode. None of them appear in-game with just this mod activated.
As for the behaviour: No that doesn't match it. Even if the city was of my religion; the city tool-tip only said they gave +25% great person generation (but when picking it when founding/enhancing my religion the tool tip displayed the normal bonuses the buildings should produce.) which is also weird as that was never something those buildings were meant to do.
Machiavelli  [author] Apr 25 @ 7:16am 
As for the pagodas, most of their bonuses "turn off" if the city they are in has a majority religion that isn't the religion that can build pagodas. For example, the +1 happiness for pagodas goes away if the city switchs from Buddhism(has pagodas) to Christian. You can identify what effects "turn off" in the belief description. They will be on a separate bullet point and use the phrase "Pagodas in cities with this belief provide +1 Happiness".

Does this align with the behavior you have been seeing in game?
Machiavelli  [author] Apr 25 @ 7:11am 
Smeghead, I'm not sure I understand what you mean by "vanilla belief". There are a couple (3 or so) beliefs that this mod removes and doesn't use (The salt boosting pantheon and capital boosting pantheon). Are those the ones you are expecting to see but are not?

A screenshot may communicate this more easily but wwhat you should see in game should match the pictures of beliefs at the top of the workshop page.
Smeghead Apr 25 @ 1:03am 
I really like this mod, but I keep running into strange problems with it, After the last update at; at first the vanilla religious buildings (pagoda etc.) stopped working, only giving 25% great person generation instead. Now I was running several mods at the time, so maybe it was a conflict. But having turned all other mods off and reinstalled the game (and only installing this mod) another problem appeared. As long as this mod is on; all vanilla beliefs are gone from the game (they don't show up when founding/enhancing a religion), but turning this mod off fixes the problem.
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.