Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Late-Game Religion [EXPERIMENTAL MOD]
   
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Aug 11, 2023 @ 6:24am
Dec 8, 2023 @ 3:22am
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Late-Game Religion [EXPERIMENTAL MOD]

Description
Improves the state of religious gameplay in the late-game (Industrial to Future Era) to further mirror how religion and faith works in the modern world and make things more interesting.
(Better screenshots will be provided in time. Also don't expect the ones up right now to be updated to the latest version.)

OVERVIEW
In the context of mechanics, there are three things this mod adds/tweaks mainly that need to be kept in mind:

#01. THE ENLIGHTENMENT - RELIGIOUS DECAY
Arguably the most important, and central feature of this mod, although also very complicated. Once Enlightenment is researched, your cities will start accumulating negative Faith per turn, depending on how developed your cities are, and how advanced your government is. To further explain this, a table and some vocabulary need to be presented; I will call buildings that cause negative faith income "secular buildings", and buildings that cause positive faith income "religious buildings".

SECULAR INFRASTRUCTURE
  • Campuses
  • Theater Squares
  • Encampments
  • Commercial Hubs
  • Harbors
  • Industrial Zones
  • Entertainment Complexes
  • Water Parks
  • Aerodromes

RELIGIOUS INFRASTRUCTURE
  • Holy Sites
  • Preserves

INFRASTRUCTURE
TIER 0-2 GOVERNMENT
TIER 3 GOVERNMENT
TIER 4 GOVERNMENT
EACH SECULAR DISTRICT
-4% Faith
-8% Faith
-16% Faith
EACH SECULAR BUILDING
-2% Faith
-4% Faith
-8% Faith
EACH RELIGIOUS DISTRICT
+12% Faith
+24% Faith
+48% Faith
EACH RELIGIOUS BUILDING
+6% Faith
+12% Faith
+24% Faith

In the modern world, there is a correlation between developed countries (Switzerland, Japan, Finland) being less religious, and more impoverished countries (Afghanistan, Rwanda, Ethiopia) being more religious. While there are exceptions, the point of this mechanic is to represent this irl phenomenon in-game.
#02. LATE-GAME RELIGIOUS UNIT - EVANGELISTS
A lot of the mechanics Apostles have are based on methods of spreading religion that are no longer used in the modern world. For example, a late-game Apostle with Heathen Conversion is essentially useless, and you won't see indulgences being done in the modern world in the same way the Catholic Church was doing it in the 1400s. Furthermore, the Faith decay from earlier is going to be inevitably annoying to deal with, so I have added a new unit, with promotions that better reflect realities in our modern world: The Evangelist

Evangelists are basically modern Apostles, but cheaper and stronger. They are unlocked with the Radio technology and can be purchased without any religious infrastructure, and they receive extra strength with specific technologies and civics you research, as well as extra charges from Broadcast Centers and Holy Site buildings. They also inherit half of the Apostle's promotions, but also have some new ones:
  • Artist - Gain 500 Culture if this unit converts a city to your Religion for the first time.
  • Campaigner - +2 Movement. Religious spread is five times the strength in cities of other civilizations.
  • Celebrity - Receives 1 charge, and can construct a Megachurch. Unit heals after winning in Theological Combat.
  • Chaplain - the usual
  • Creationist - Gain 500 Science if this unit converts a city to your Religion for the first time.
  • Debater - the usual
  • Orator - the usual
  • Pilgrim - the usual
  • Televangelist - Gain 250 Faith if this unit converts a city to your Religion for the first time.

And in case you are wondering, Megachurches can only be built once per city. They give a bunch of strong Faith & religious bonuses, but most importantly give +60% Faith (+120% if powered) to help you counter the annoying Faith decay.
#03. LATE-GAME RELIGIOUS POLICY CARDS
Religiosity underwent massive changes due to the effects of industrialization and the wave of massive change that swept the world in the 20th century. Here are three policies I've added to represent this. (And as a side effect, you can now annoy someone trying to win a Religious Victory by banning their units from entering XD)

  • In God We Trust - Cities receive +60% Faith and exert 100% stronger pressure to adjacent cities. Missionaries and Evangelists are 50% cheaper to purchase. (Requires Democracy)
  • State Atheism - Cities receive -60% Faith and ignore all types of religious pressure. Cannot purchase religious units. Foreign religious units cannot enter your borders. (Requires Communism)
  • Third Denomination - Holy Sites, Shrines, and Temples provide +2 Loyalty each. May purchase military units with Faith. Foreign religious units cannot enter your borders. (Requires Fascism)

Special compatibility was also added with JNR's Policy Pack - Future Governments mod.

Lastly, due to the groundbreaking changes above, four civilizations have been tweaked to flow smoothly with the changes above:
  • The Film Studio grants 2 extra charges and +10 Religious Strength to Evangelists trained in its city.
  • Mvemba a Nzinga receives Evangelists instead of Apostles upon building a Theater Square or Mbanza once Radio is researched.
  • India gets only half of the negative Faith penalty from infrastructure after researching The Enlightenment.
  • Arabian cities with its founded religion gets +120% Faith, -9 Loyalty if not following it, and the Science from foreign cities increases to +2, all when the Enlightenment is researched.

NOTES
MODDER'S THOUGHTS
First off, this is a mod that has been in the making since last year, and was slow-playtested. Also, given that I conceptualized this mod 3 years ago before I became a modder, my full thoughts are given here.[forums.civfanatics.com] It's better to read the thread there than write it here, as I have limited space on Steam XD
It truly is a dream come true to see this mod in physical, playable form tho QwQ

Also, in case anyone is wondering why the mechanics seem to be centered on Protestantism (using Civ6 standards here) aka American evangelism; I haven't seen any other religion in the modern world adapt in such a dynamic way, the only ones that even come close are Catholicism and Islam from what I have seen.

Also, I finally uploaded this mod in the first place cause my friend is working on a huge mod project rn and helping him test it has inspired me to make this mod public XD

DISCLAIMERS
  • This mod is considered experimental, I have not tested it properly yet. I will let time or the feedback tell me if something needs changing. Until this mod reaches a point where everything works well, it will be labeled as experimental.
  • As a result of this mod being experimental, updates can, and will happen without prior notice, unlike with my other mods.
  • I will not be taking any other mod creation requests, I only want to make mods of things I am personally interested in.
  • I will also do my very best to keep this mod as updated and high quality as possible, no matter what happens.
  • Comments giving constructive criticism of my mod is welcome, and appreciated. It helps me in refining the quality of my mods.
9 Comments
Boa of the Boaians (ᜊᜓᜀ)  [author] Mar 22 @ 2:49am 
You're welcome Electric Cowboy! Super happy to see a comment like yours actually, just like you I also had the same dilemma with religious gameplay, hence why I made this mod :D
Electric Cowboy Mar 18 @ 1:11pm 
This mod has exactly the kind of changes that I was hoping to find to make religion gameplay more interesting with more meaningful choices, especially late game. Thank you!
Boa of the Boaians (ᜊᜓᜀ)  [author] Nov 27, 2023 @ 9:17am 
JUST AN UPDATE: For anyone wondering if the State Atheism policy works: I'm doing a mod playtest right now, Naruto Uzumaki (whom I modded into Civ 6, yes THAT Naruto) became a communist and immediately implemented State Atheism upon turning into a communist.

I founded a religion and have religious units, so this means my religious units physically cannot enter his territory, though it also means he's screwing over his own Faith generation. So I can confirm, State Atheism works, and blocks religious units from entering or being made.
Boa of the Boaians (ᜊᜓᜀ)  [author] Aug 28, 2023 @ 1:40am 
No worries, glad you're enjoying the mod Lesswite! To be fair though, I'd also point out that the tech and civic tree development is also pretty West-centric as well, looking at the actual histories of non-Western areas such China, Ethiopia, or the Mapuche, it gets harder to apply that logic into their civs.... If I was in charge of making a tech/civic tree though... hm, I'd prob for example, consider adding some special conditions that need to be met to "industrialize", since societies only seem to embrace it under very specific conditions. 🤔

Considering I also have an interest in learning abt recent developments in religion and theology though (something I don't see a lot of of people paying attention to), I'm always open to learning more :>
Lesswite Aug 25, 2023 @ 8:10am 
Thank you for your work. Yes, it is West-centred, but a good start. More research into religions in other places needed, because their development is as fascinating.
Boa of the Boaians (ᜊᜓᜀ)  [author] Aug 19, 2023 @ 7:50am 
uhhh, jjj, i'm afraid i don't understand what you're saying, could you clarify what you mean by "state atheism making religious victories".... ohh, oh wait, I think i get what you mean

No it doesn't, because religious units are blocked from entering your territory, kinda like rock bands when you put the "music censorship" policy. The State Atheism policy is quite powerful on paper since it's immune even to the effects of theological combat... on paper anyway. If the religious units can pass through borders even with that policy on tho... do keep me informed, that's a problem i need to look into. It's actually untested tbh, but i used the same code from the Music Censorship policy card.
jjj Aug 19, 2023 @ 4:42am 
by the way wouldn't state atheism make religious victories unless you completely annex all communist civs?
Strudeler of the Tart Society Aug 12, 2023 @ 8:11pm 
Glorious.
Boa of the Boaians (ᜊᜓᜀ)  [author] Aug 11, 2023 @ 10:55am 
FINALLY DONE WRITING THE DESCRIPTION OF THIS AAAA

Attempting to explain the complicated mechanics of this mod was so energy consuming T.T
Anyway, lemme know if you run into any problems! Or, if you stumble on something interesting that's not supposed to be in this mod XD