Sid Meier's Civilization V

Sid Meier's Civilization V

116 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[] 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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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?
axatoramus Aug 17 @ 9:41am 
Swords into Plowshares doesnt work. No golden age pts per kill.
axatoramus Aug 17 @ 9:29am 
I am getting faith points cause |China has generated a great general.

I dont get 2 science and 2 food per cathedral...

I think this mod is seriously broken
axatoramus Aug 3 @ 4:58pm 
All religions get created very early in game, even harder to compete. Dont like it, thanks though
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.