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
Dec 3, 2022 @ 8:09am
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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 (12)
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Sep 30 @ 11:58pm
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Feb 19, 2022 @ 11:19am
Italian localization
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German localization
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888 Comments
NuDDen Sep 25 @ 11:45pm 
@jkassavetis yes. it is.
jkassavetis Sep 25 @ 5:23pm 
Is this compatible with Urban Complexity?
Nightmare576 Sep 8 @ 11:19am 
Is there a mod that lets you recruit great prophets even if the game starts after the renniescance era?
Silhouette Aug 31 @ 9:15pm 
Works Righteousness does not work. You cannot purchase harbors or industry districts with faith.
Ravemaster99 Aug 29 @ 8:54am 
@AngleWyrm I'm with you. I have no clue what the British Broadcasting System has to do with anything. People who use acronyms in the modding community need to like, understand how to actually, effectively use them.
matteo.bergsagel Aug 25 @ 8:07am 
Is there a way to increase the religion cap higher than 16? I am playing on ynamp giant earth with 60 civs and since Im playing deity its very difficult to get a religion, even with a max of 16. For me it would be possible to have more since I also have a mod that allows for duplicate religious beliefs, so the extra religions would still have beliefs to choose from.
Jables Aug 23 @ 12:02am 
+1 culture from tundra, +1 culture from rainforests, +1 faith from woods, +1 faith from desert, +1 trader and capacity and +1 gold from trade routes

these are game breaking pantheons, available from any of your first goody huts or dozen-to-twenty turns. pick which one suits you best and the game is over.

i'm using a "choose your goody hut" mod. pantheon on turn 10 - three culture currently, press tundra spirits, now seven culture/turn on turn 10. turn 10 is not an unrealistic time to get a pantheon in a vanilla game, with some goody hut luck.

i bet i can get to fascism by turn 50. maybe 60 at worst. this is a crazy snowball effect. all i'm saying is, you're not special if you faceroll the deity ai with this kind of mod.
Squiddo Aug 11 @ 12:08pm 
Does this have compatibility issues with District Expansion: Worship? Civs recruit Great Prophets but let them sit on holy sites forever. I had the only religion for almost 100 turns.
Cuntism Jul 30 @ 7:15am 
+1 culture from rainforest is INSANE lmao. And +1 faith from woods is pretty nuts too tbh. I love how you added a culture version of Fez's city state bonus. But ya editing out the rainforest and woods one, the rest is awesome work tho.
Oinkers Jul 9 @ 2:59am 
Hey, this mod looks really awesome and interesting, but it sadly doesnt fully work for me.
I have other mods downloaded, including civs expanded, but it's strange because the only issue I'm having is with Work righteousness. It's completely not working, but sacral architecture is.

I'm gonna keep experimenting a bit and update!