Sid Meier's Civilization V

Sid Meier's Civilization V

80 ratings
Gods and Things
File Size
0.002 MB
Apr 5, 2015 @ 7:43am
1 Change Note ( view )

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Gods and Things

A bunch of new pantheon beliefs with horrible effects and downsides that aim to inject some cosmic horror into your Civ V experience.

Future versions may add more beliefs and additional mechanics. Currently, this adds the following pantheons:

* The Black Goat of the Woods: +2 Faith from Forest tiles, 10% slower Growth Rate
* Elder Things: +2 Science and -1 Food from Tundra tiles
* The Messenger: +4 Science and +3 Unhappiness from cities with population 6+
* Cthulhu Worship: Religion spreads to cities 60% further away, Prophets cost 25% more
* Dagon Worship: +2 Faith and -1 Food from Fishing Boats
* Fungi from Yuggoth: +2 Production from Mines, -2 Culture per city

Let me know what you think, and if you have additional ideas/balance feedback.

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Cookiesnm1lk Feb 15 @ 2:39pm 
you had me at c'thulu worship
scronchly Jul 18, 2017 @ 11:53pm 
+60% is more than twice as good as +30%? so 30*2=59?
Anarcomu Feb 23, 2017 @ 1:14pm 
I'd like to propose something about the Cthulu Worship thing : since +60% is pretty strong (more than twice as good as +30%), if possible I propose +25% cost of BOTH Prophets and missionnaries (Cthulu is not appealing and it's hard to find devoted brainwashed people to spread his faith), -25% strengh of both Prophets and missionnaries and -25% pressure (as his faith is not realy welcome in the heart of new believers).
IMO this nerf will not kill the perk, as it is still extremely strong ; this will just slow the process and the reduced pressure will make it less of a pain to actively counter.
Great mod btw, thx for it !
Neoshadow7 Jul 18, 2016 @ 11:30pm 
Gotta love this mod :) I have one great issue tho: Cthulhu Worship seems very overpowered with it's 60% spread buff! It get's really old pretty quick to actually put an efford in campaign to fight off just one religion so it does not eat up your nation's cities INCLUDING your own holy city with just pure pressure (my religion +60 pressure in holy city, cthulhu pressure +120 with it's holy city on the other side of the world ftw!?). I can see why this seems lore accurate but gameplaywise it's just very unbalanced and nerve wrecking.
3xBacon Jun 30, 2016 @ 4:33pm 
If you are talking to me about the food thing, I'd say rework it ground up around the concept of reaping more food rewards from water tiles. Also, one of the things in the story is the higher-level worshippers turn into merpeople. Maybe an upgraded marine? As for a negative.... Since they worship the sea maybe they lose benefits to river-based bonuses? With that disadvantage disabled for coast-tiles. So the Windmill and Garden would require the tile type to be river and coast, reflecting the bayou-based society of Dagon?
Zarkonnen  [author] Jun 30, 2016 @ 3:27am 
But I'll also see if I can put in some time to rebalance this one. From what I can tell, we want the following changes:

Dagon: +1 food from fishing boats, -X science per city
Fungi: +1 production from mines, -2 culture per city
Cthulhu: reduce religion spread to maybe 50% and increase prophet cost a bit

I really like "Visitors from the Stars", but I don't think it's Lovecraftian, and I'm not sure if I can get that effect by editing data files.
Zarkonnen  [author] Jun 30, 2016 @ 3:23am 
Gonna see that I can recreate this - ideally more gloriously - for Civ 6 when it comes out.
IronBoiY2K May 29, 2016 @ 2:14pm 
I'd say science - I mean, Innsmouth was as backwater and inbred as it gets.
Zarkonnen  [author] May 21, 2016 @ 2:34am 
Good point. Hmm, what downside should replace the food thing?
3xBacon May 20, 2016 @ 5:42pm 
Minor criticism: Dagon was the elder god of the sea and in the story the town that worships him has huge fishing yields from previously desolate waters, so -1 food from fishing seems a tad off theme.