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 @ 6:35am
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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 Food from Tundra terrain.
  • Desert Miracles: +1 Food 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 Food from 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)
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Aug 5 @ 7:31am
Bug Reports
p0kiehl
1
May 12, 2020 @ 3:24am
German localization
olo
1
Aug 14, 2018 @ 8:24pm
Spanish Translation
Arbolito
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789 Comments
WolfDragon27 Aug 21 @ 8:01am 
If I want to make some personal edit to the yields how could I do it?
NuDDen Aug 7 @ 11:08am 
OK. It works. The only thing missing is the description in the battle preview.
NuDDen Aug 5 @ 4:51am 
I dont get the +5 Combat Strength from Militaristic Sect. I have both GS and R&F. Any ideas?
glivnat2 Jul 26 @ 7:24am 
the pantheons seems pretty unbalanced, +1 culture from camps while the goddes of the hunt gives you +1 food +1 production thats 2 resources vs 1 definatly weaker, also +1 food on tundra theres no pantheon that can improve all tiles even those without resources making this pantheon bonkers for civs like canada same would go for +1 culture on jungles on civs like brazil, also +1 science on breathtaking apeal thats sounds about as good as the pre-nerfed earth godess which got nerfed because it was too strong, also +1 food from deserts semms to be absoulutly terrible the only time it mght work is if you get petra which is an era after your pantheon plus its only in 1 city making this pantheon basicly useless, +1 food on fishing boats a tile which already has got a ton of food seems like it would never be better than +1 production for fishing boats.
all in all these pantheons dont make sense to me balance wise compared to the current pantheons
The Massacrerer Jul 19 @ 5:25pm 
Any mods to automate the religious units?
Belko94 Jul 8 @ 12:46pm 
Hi, do you know how i can block other civ that dont have religion preferences so only civs that have preferences religion can create a religion ?
sy19890515 Jul 2 @ 7:45pm 
I cant find Butto, is it removed?
Belko94 Jun 25 @ 11:36am 
Hi, do you know how i can choose what religion can be found and other not ?
Squiggles Jun 5 @ 11:24pm 
Your mod does not work with the mod "Olympic Pantheons" I really like this mod, so can you please fix the compatibility with it, thanks.
Spaceon May 27 @ 2:50am 
How to set religion before starting game? Gathering Storm is necessary?