Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Religion Expanded
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Oct 22, 2017 @ 4:30pm
Jan 23 @ 12:56pm
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Religion Expanded

Description
Summary
Religion Expanded raises the founded-religions-per-game cap to a maximum of 16, introduces more than 40 new beliefs, and adds new, fully-customized religious buildings. In short, religion becomes more dynamic and personalized.

Additionally, the text of nearly every original Belief in the game has been updated to fix typos, be clearer, and make better use of existing font icons.

Religions Limit (Configurable in the Game Set-Up Menu)
PLEASE READ
This mod adds a slider in the game set-up menu to pick how many religions will be available in the game.
  • Max 16 Religions: To enable a cap of 16 religions, the Gathering Storm expansion AND Tomatekh's Historical Religions mod are REQUIRED.
  • Max 12 Religions: Without Gathering Storm and Tomatekh's Historical Religions, the maximum number of religions you can set is 12.
I highly recommend using Tomatekh's Historical Religionsto get the full experience.

New Worship Buildings
  • Basilica: +3 Faith, 1 slot for Relics.
  • Beth Manda: +3 Faith, +2 Gold, +1 Food, +1 Production.
  • Khalwat: +3 Faith, and +2 Culture.
  • Butto: +3 Faith and 1 random Eureka upon completion.
  • Derasar: +3 Faith and 1 random Inspiration upon completion.
  • Candi: +3 Faith, +1 Science, +1 Food, +1 Gold.
  • Serapeum: +3 Faith, +1 Culture, +1 Food, +1 Gold.

New Pantheons
  • Chthonic Cult: +1 Science from tiles with Breathtaking Appeal.
  • Tundra Spirits: +1 Culture from Tundra terrain.
  • Desert Miracles: +1 Faith from Desert terrain.
  • Rainforest Rituals: +1 Culture from Rainforests.
  • Hallowed Groves: +1 Faith from Woods.
  • Primordial Waters: +2 Amenities and +2 Housing from Holy Sites adjacent to a Coast or Lake tile.
  • Messenger of the Gods: Receive +1 Trade Route capacity and a free Trader in the Capital. +1 Gold from all Trade Routes.
  • Sacred Emissaries: Receive two City-State Envoys. +1 Influence point per turn.
  • Goddess of Calm Waters: +1 Faithfrom Fishing Boats.
  • Animal Worship: +1 Culture from Camps.
  • Votive Offerings: +1 Culture from Quarries.
  • God of Metallurgy: +1 Science from Mines over Luxury and Bonus resources.
  • Sun God: +1 Food and +1 Production from Farms over Bonus resources.
  • Oral Tradition*: +1 Culture from Plantations.
* Requires Gathering Storm (this Belief is a restoration of the original Oral Tradition ability). Additionally, Goddess of Festivals changed to +1 Food from Plantations.

New Follower Beliefs
  • Hieratic Script: Shrines and Temples provide Science equal to their intrinsic Faith output.
  • Worship of Wealth: +8 Gold from World Wonders.
  • Prosperity Doctrine: May Purchase Commercial Hub, Entertainment Complex, and Water Park buildings with Faith.
  • Works Righteousness: May purchase Industrial Zone and Harbor buildings with Faith.
  • Blessed Dedications: +2 Culture and +2 Faith from Religious art, Portraits, Sculptures, and Landscapes.
  • Fervent Spirit: +1 Movement to Builders and Settlers trained in cities following this Religion.
  • Festival Processions: +1% Culture for each Citizen following this Religion.
  • Holy Sanctuaries: +2 Amenities and +2 Housing in cities with a World Wonder.
  • Fruits of Labor*: +1% Production for each Citizen following this Religion.
  • Indulgences**: Trade Routes gain +1 Gold for each Shrine, Temple, and Worship Building in the origin city.
* Requires Gathering Storm (this Belief is a restoration of the original Work Ethic ability).
** Requires Gathering Storm (this Belief is an updated version of Religious Community from the June 2020 patch).

New Founder Beliefs
  • Ecumenical Council: +1 Science for each city following this Religion.
  • Vernacular Liturgy: +1 Culture for each city following this Religion.
  • Evangelism: +1 Faith for every 4 followers of this Religion.
  • Church Property*: +3 Gold for each city following this Religion.
  • Scholarly Tradition**: Upon using a Religious unit to convert a city to this Religion for the first time, gain +20 Science for each Citizen in that city.
  • Religious Syncretism**: Upon using a Religious unit to convert a city to this Religion for the first time, gain +20 Culture for each Citizen in that city.
  • Charitable Missions**: Upon using a Religious unit to convert a city to this Religion for the first time, gain +50 Gold for each Citizen in that city.

* Requires Gathering Storm (this Belief is a restoration of the original Church Property ability).
** Requires Gathering Storm.

Also, if Gathering Storm is active, Tithe is changed to: "+2 Gold for every 4 followers of this Religion."

New Enhancer Beliefs
  • Sacral Architecture: +50% Production towards Holy Sites and their buildings.
  • Witchcraft Trials: The Faith cost of purchasing Inquisitors is reduced by 50%. Inquisitors receive +1 Remove Heresy charge.
  • Laying on of Hands: The Faith cost of purchasing Gurus is reduced by 50%. Gurus receive +1 Heal charge.
  • Pious Merchants: +100% Religious pressure from Trade Routes.
  • Canonization: Activating a Great Person spreads 400 Religious pressure to cities within 10 tiles.
  • By the Sword: Capturing a city with a melee unit or when a melee unit is adjacent to that city automatically converts it to your majority Religion.
  • Militaristic Sect*: Religious units receive +5 Combat Strength in theological combat.
* Requires Gathering Storm or Rise & Fall.

Special Thanks
This mod would not have been possible without the enormous help of ChimpanG, who patiently taught me everything about editing 3D assets and making them appear in the game and encouraged me.

Other thanks go to:

SailorCat, for designing the beautiful logo for the mod, helping me test the mod and take screenshots, and bouncing ideas off of. SailorCat also wrote the Atashkadeh Civilopedia entry.

SeelingCat, for helping me name many beliefs and bouncing ideas off of.

Chrisy15, for creating the code that dynamically alters the amount of religions that can be founded.

Sukritact, for helping me fix asset errors and saving this mod twice.

Zebenji, for the French language translation.

Additional thanks to JFD, Tranquility, and others.

Compatibility
This mod is fully compatible with:
Ancient Egyptian Pantheons
Tomatekh's Historical Religions
JFD's Rule with Faith
Random Religions
Sukritact's Resources
Resourceful

Want even more beliefs? Check out Ancient Egyptian Pantheons!, another mod I made that is fully compatible with Religion Expanded. It adds 10 new Pantheons.
Popular Discussions View All (7)
153
May 22 @ 6:53am
Bug Reports
p0kiehl
5
Feb 19 @ 11:19am
Italian localization
floydmcrell
5
May 31 @ 3:12pm
German localization
olo
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837 Comments
fiflakowski Sep 23 @ 5:49am 
Hello,

the mod is great, I like it a lot, everything works, but:

These pantheons are absurdly powerful:

Rainforest Rituals: +1 Culture from Rainforests.
Chthonic Cult: +1 Science from tiles with Breathtaking Appeal.


Is there a way to remove them or at least to weaken them somewhat?
Endicott Sep 15 @ 3:06am 
Hi everyone. This is a Great Mod but one thing I am missing is how are you supposed to go beyond 12 religions when only 12 Great prophets can be recruited? In my game now, with 32 civilizations, there are 12 religions founded, the religions say available 12/16, but no more Great Prophets. I was almost there with the Revelation Policy Card and would have made it easily to number 13 or 14. How can you found a religion after you run out of Great Prophets?
gheller93 Sep 10 @ 6:15am 
Will you ever update religious community to match the current bonuses? Max +3 gold vs +8 seems kinda useless now
千千爱吃巧克力 Aug 14 @ 3:20am 
DO YOU SPEEK JAPAN ?
Рlαγζr 🐵 Jul 18 @ 3:04pm 
I'm thinking this mod has stopped working as I have like a bagillion faith (500), a holy site, shrine, temple, not to mention others and no prophet. Yet Ragnar, the guy with only 1 city left who is taking too long to die because of lack of tiles to attack from gets a prophet to stand there on the 1 tile that he owns. Like what the hell? And I'm like #5 in faith so it's not like all the vanilla religion slots should be used up yet. Tell me if you don't get prophets during war or something lame like that.
H.Humpel Jul 14 @ 5:26pm 
Hi p0kiehl et al,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
metronome Jul 4 @ 5:26pm 
Ok, thank you for the clarification.
p0kiehl  [author] Jul 2 @ 4:56am 
No. As a Follower Belief it’s applied at the city level, just like the original Work Ethic which it was based off of (the current “Fruits of Labor”
belief)
metronome Jul 1 @ 8:41pm 
Does the belief "Festival Processions" provide a 1% bonus per citizen to ALL CULTURE earned by a Civ? Simplified, does a total population of 100 citizens that worship that Religion yield a 100% increase in Culture per turn for the Founder of that Religion?
AwesomeDavid Jun 27 @ 6:48am 
It seems that when starting a game in an era other than the ancient era, the game doesn't allow you to form as many religions as normal and this mod doesn't change that