View Full Version : Civilization IV: Religious Victory


Rodman49
Nov 27, 2005, 10:16 AM
A small modification that allows religious victory. A religious victory can be obtained by controlling a Holy City and spreading the religion of that Holy City to sixty six percent (66%) of the world's population. There are minimum requirements for achieving a religious victory, I think they are controlled by variable <iTargetNumCities> in the Civ4WorldInfo.xml found in the assets/xml/gameinfo folder (which means religious victory can be obtained after 4 cities have been built on Duel or Tiny size map, 5 cities on small and standard size maps, 6 cities on large and huge size maps. You can view the old development thread at http://forums.civfanatics.com/showthread.php?t=142266

Special thanks to donquixote235 for presenting the religious victory variable in the forums!

I have made a small installer that installs the mod the your CustomAssets directory; additionally it creates an uninstaller shortcut in your start menu so you can remove it.

Download Link: Coming Soon

History:
Version 0.2
+ Optimized for newest Civ 4 patch (1.6.1)
+ Changed spread rates for religions (for balance, more research religion requires = higher spread rate)
-- Christianity +20%
-- Judaism +10%
-- Islam +40%
-- Hinduism +0%
-- Buddhism +0%
-- Confucianism +20%
-- Taoism +30%
+ In Theocracy non-state religions in a city cause :mad: (1 per non-state religion)
+ Percentage of followers changed to 66%
Version 0.1
+ Initial Release
+ Percentage of followers required for victory is 60%
+ Added religious victory to the Civlopedia under Victory Conditions in Game Concepts

Saltylicious
Nov 27, 2005, 10:33 AM
Awesome, I'll try it out now.

donquixote235
Nov 27, 2005, 11:17 AM
I want to take a moment to comment on the added depth that a religious victory condition adds to the game. You can go one of two routes - peaceful or warlike. In the peaceful route, you can go organized religion and spam your state religion around the globe, making sure to get open borders with all your neighboring civs. If you take the warlike path, the best bet is to send your crusaders forth and burn any heretic city to the ground, or have a missionary waiting in the wings to convert the city.

I found that in many of my games where I was attempting a religious victory, it actually was a combination of the two... I would be peaceful when possible, but warlike when necessary (e.g. a nation wouldn't grant me open borders, so I had to attack them to spread the One True Faith).

Bhruic
Nov 27, 2005, 11:21 AM
While a nice idea, there are times that it can cause a really premature ending to a game. Say you are playing Continents, and start on a small island. You found most of the religions, but the AI manages to get one that you miss. You can't spread any of yours off your island yet, and the AI is free to spread his all over the other continent. Instant win for the AI.

Sadly it's not a far-fetched scenario, as I've had it happen numerous times.

Perhaps there could be a requirement that every (alive) empire needs to have at least one city with the religion? That way the AI couldn't win until it got one of your cities (at which point you, presumably, could get to theirs).

Bh

niffweed17
Nov 27, 2005, 01:46 PM
do you really think that 60% is an adequate number for a religious victory? religions are not particularly difficult to spread, and a figure like 60% can lead to an early domination of the three religions, spread one of them as fast as possible, and crawl to victory. i have already modified the victory conditions file to require 70% for a religious victory, which i think is a more difficult number and a better challenge.

Basket Case
Nov 27, 2005, 02:46 PM
Great idea!

Tad
Nov 27, 2005, 03:08 PM
do you really think that 60% is an adequate number for a religious victory? religions are not particularly difficult to spread, and a figure like 60% can lead to an early domination of the three religions, spread one of them as fast as possible, and crawl to victory. i have already modified the victory conditions file to require 70% for a religious victory, which i think is a more difficult number and a better challenge.

i was going to say the same thing. i think 70-75% would be much more challenging.

Rodman49
Nov 27, 2005, 03:43 PM
do you really think that 60% is an adequate number for a religious victory? religions are not particularly difficult to spread, and a figure like 60% can lead to an early domination of the three religions, spread one of them as fast as possible, and crawl to victory. i have already modified the victory conditions file to require 70% for a religious victory, which i think is a more difficult number and a better challenge.

Have you actually tried the mod though? Try playing 6 players on a duel sized pangea on prince difficulty. It becomes downright insane to spread your religion to 60% of the world, you basically have to raze everything except your Theocratically protected cities.

And remember the minimum requirement, have you had a game end before 1100 AD? So far I haven't, my earliest ended about 1320 AD. Also remember as any other religion spreads your percentage goes down - and the minimum requirement usually allows at least 4 religions to be founded.

@Bhruic - You'll have to attempt to make contact as soon as possible, go straight for Caravel's, you ought to be able to get them before the minimum requirements are reached.

As for the early domination of the first three religions - the only way to avoid this is to make religions be founded at roughly the same time.

Thanks for the feedback everyone, although more actual tests of the mod would be welcome - its one thing to say 70-75% is a good number, its another thing play it out and actually stay above 60% past 500 AD until you can win a religious victory.

ToastyAlbus
Nov 27, 2005, 04:08 PM
Has anyone tried this with the other religious mod that gives different (dis)advantages to different religions? Is it fun? :)

JG99_Korab
Nov 27, 2005, 06:37 PM
I think it you should have to spread your religon over the entire world. Or custom setting that let you define whether you want it from 60 to 100 percent maybe

niffweed17
Nov 27, 2005, 08:28 PM
Have you actually tried the mod though? Try playing 6 players on a duel sized pangea on prince difficulty. It becomes downright insane to spread your religion to 60% of the world, you basically have to raze everything except your Theocratically protected cities.

And remember the minimum requirement, have you had a game end before 1100 AD? So far I haven't, my earliest ended about 1320 AD. Also remember as any other religion spreads your percentage goes down - and the minimum requirement usually allows at least 4 religions to be founded.

@Bhruic - You'll have to attempt to make contact as soon as possible, go straight for Caravel's, you ought to be able to get them before the minimum requirements are reached.

As for the early domination of the first three religions - the only way to avoid this is to make religions be founded at roughly the same time.

Thanks for the feedback everyone, although more actual tests of the mod would be welcome - its one thing to say 70-75% is a good number, its another thing play it out and actually stay above 60% past 500 AD until you can win a religious victory.


no, i have not tried the mod at 60%. i have tried my own at 70%, although i haven't yet tried to win a religious victory.

you're probably right in that religious victory is impossible at 70% for a duel sized map with 6 civs. it would also most likely be impossible at 60. a duel sized map with 6 other civs is not a map which would lend itself easily to a religious victory, just as, say, a huge archipelago map with all 18 civs is a more challenging domination or conquest victory than a tiny pangaea/continent map with 2 civs.

however, on a huge pangeaea map, the idea of a religious victory at 70% becomes a realistic possibility, while 60% may be too simple.


you are right, however, in that the mod should at least be playtested, but i think that you will find that 60% is far too easy for many maps.

Reuhka
Nov 28, 2005, 09:27 AM
Ah, I was just thinking of how the game should have a Religious Victory - weird that this wasn't in the game from the first place (still patchable?). Anyway, looks awesome. 2/3 (66%) could be a good number, or perhaps there should be a some type of secondary condition too...

Rodman49
Nov 28, 2005, 10:06 AM
Ah, I was just thinking of how the game should have a Religious Victory - weird that this wasn't in the game from the first place (still patchable?). Anyway, looks awesome. 2/3 (66%) could be a good number, or perhaps there should be a some type of secondary condition too...

I'll need to play a few more games with the mod (at least a few at each map size and speed), but it is looking like a return to 66% is likely - primarily because it is easy to achieve an inadvertent religious victory when going for domination.

elderotter
Nov 28, 2005, 02:04 PM
I think its a good idea but perhaps it should not be allowed to after all religions are on the board so to speak. And wouldn't free religion kinda have an adverse affect- if say the other civs passed a UN rez for free religion? just aSKING

Rodman49
Nov 28, 2005, 02:21 PM
I think its a good idea but perhaps it should not be allowed to after all religions are on the board so to speak. And wouldn't free religion kinda have an adverse affect- if say the other civs passed a UN rez for free religion? just aSKING

Free religion would have an adverse effect on winning with religion, but realistically, if you are going for a religious victory you should aim for winning the game before 1800 AD, I mean once advanced technology and democracy hit religion takes a serious blow (which is kind of like how it panned out in real history).

I think you can still win a religious victory once the UN is built though - raze the city with the UN, won't that stop votes and cancel resolutions so you can go back to theocracy and raze all other non-your religion cities.

dh_epic
Nov 28, 2005, 05:09 PM
The way I see it, this victory can become too corny if you can achieve it by founding a religion, then putting everything else on hold while you pump out missionaries.

... Unless the AI is built to stop it. The AI would need to see a heavily expansionist religion, and then close its borders for the "block". Thus, you'd have to open the borders by force.

... Or if there's another requirement to the victory condition that makes it just a little more challenging. For example, you must convert 2/3 of players to your state religion. Or must build some kind of religious wonder before the discovery of free religion -- kind of like a spaceship victory 3/4 of the way through the game.

Just thinking out loud...

Rodman49
Nov 28, 2005, 10:23 PM
The way I see it, this victory can become too corny if you can achieve it by founding a religion, then putting everything else on hold while you pump out missionaries.

... Unless the AI is built to stop it. The AI would need to see a heavily expansionist religion, and then close its borders for the "block". Thus, you'd have to open the borders by force.

This is next to impossible to do, the minimum requirement keeps you from winning the game too soon and if you can't manage to found all the religions another AI will spread their's and thus make any civs of different religion annoyed to you reducing your ability to get open borders and spread your religion.

Chalid
Nov 29, 2005, 03:09 AM
Did someone check if there is a hidden movie to this victory condition?
(As Frontbrecher found some for the Lost Wonders.)

High_Elf_Lord-M
Nov 29, 2005, 03:12 AM
Nice adds a lttile bit more depth, it would be more intresting if each religion gave your civ specific abilitys ie, judasim=increased commerce, hindu=production ect :)

niffweed17
Nov 29, 2005, 04:26 PM
Nice adds a lttile bit more depth, it would be more intresting if each religion gave your civ specific abilitys ie, judasim=increased commerce, hindu=production ect :)

thats already been done. you could load that mod and play both

abbamouse
Nov 30, 2005, 12:11 PM
High_Elf_Lord-M:
Here you go:
http://forums.civfanatics.com/showthread.php?t=141585

JamieCiv4Files
Nov 30, 2005, 01:44 PM
Mirrored at http://civilization4.filefront.com/ Rodman49 :)

Enkidu_Warrior
Dec 01, 2005, 07:39 PM
it occurs to me there may be value in changing the victory conditions to require all of the following:

(a) 66% of population is your relgion
(b) 66% of cities in each civ have your religion
(c) 66% of civs have your religion as the national religion

this would require both breadth and depth for your religion, and lead you to have to consider alternative strategies when dealing with different civs.

for example, suppose that i am the largest civ, by population, and with the moderate spread of my religion I have achieve victory condition (a). furthermore, I have spread my religion to 3 civs (of 5) to the extent that they've made it their national relgion, to achieve victory condition (c), i'll need to convert one more civ to my religion, or eliminate a civ. however, even if I do so, I may find that the fifth civ is a theocracy and not allowing my religion to expand in their borders. therefore, i'll need to find some way to open their borders, or eliminate the cities in their borders that do not have my religion, or conquer cities and convert them myself....

interesting decisions indeed. and if it doesnt sound easy, then good. it shouldnt be - it's a victory condition :D

ew

ACEofHeart
Dec 02, 2005, 01:32 AM
Here's a thought ..I think you actually should "try" the Mod "before" you are critical or make numerous suggestions ;)

ACEofHeart
Dec 02, 2005, 10:23 AM
Tried it out and I like it alot...:goodjob:
Just adding a different route to Victory adds a new dimension to the game.
Thanks for making it !!!

Rodman49
Dec 02, 2005, 02:46 PM
Alright, so far I've got a few basic ideas for the next version.

-Add Inquisitors (Movement=2); can be built from a national wonder (have yet to decide what it would be called); can be used on cities and removes non-state religions 50% of the time (cannot remove religions from their holy city); always causes +2 :mad: for ten turns in target city; causes a -2 modifier if used on a rival Civ ("You need to accept different religions!") - cannot remove state religions of other civs either.

- Bump up the win percentage to 66% in an attempt to avoid inadvertent religious victory when trying to win by domination or conquest.

- Non-state relgions in Theocracy will cause +1 :mad: in cities(because Theocracy is much better with relgious victory enabled, so it needs to be balanced).

- Tweak the religions, as religions that take longer discover will need to be able to be spread faster to complete with the first three religions; the following is a tentative plan - spread rates in parenthesis: Buddism and Hinduism (100, extra +1 :)), Judaism (100, +1 Commerce in Cities), Confucianism (115, +1 Health), Taoism (133, extra +1 :)), Christianity (133, missionaries cost 50%), Islam (150, missionaries cost 50%). I may ditch those extra things besides spread rate, depending on feedback on the ideas.

Spatzimaus
Dec 02, 2005, 03:21 PM
There's already a mod for Inquisitors here (http://forums.civfanatics.com/showthread.php?t=142337). Like Rodman49 said, if you add those to a game, you can bump up the percentage a bit higher. I'd even go as high as 75%, then, so that you can't possibly hit it by accident. The problem, of course, is that you'd pretty much only get that if you occupied the majority of the planet and purged the other religions from your own cities, which would almost definitely trigger the Domination victory.

But honestly, I've never liked the Domination victory, even though I understand why they added it. Just having the population shouldn't be enough, you should have to DO something with it, like concentrate on diplomacy (U.N.), religion (this one), or military (conquest); sure, once you hit a certain point a win is guaranteed, but I dislike how the Domination sneaks up on you. So, if you were to disable the Domination win and add more things like this, I think it'd be much better.

Rodman49
Dec 02, 2005, 05:13 PM
There's already a mod for Inquisitors here (http://forums.civfanatics.com/showthread.php?t=142337). Like Rodman49 said, if you add those to a game, you can bump up the percentage a bit higher. I'd even go as high as 75%, then, so that you can't possibly hit it by accident. The problem, of course, is that you'd pretty much only get that if you occupied the majority of the planet and purged the other religions from your own cities, which would almost definitely trigger the Domination victory.

But honestly, I've never liked the Domination victory, even though I understand why they added it. Just having the population shouldn't be enough, you should have to DO something with it, like concentrate on diplomacy (U.N.), religion (this one), or military (conquest); sure, once you hit a certain point a win is guaranteed, but I dislike how the Domination sneaks up on you. So, if you were to disable the Domination win and add more things like this, I think it'd be much better.

Hmm, I had never thought of eliminating the domination victory . . . very ingenious idea Spatzimaus, going to have to try that out and also get some feedback.

ACEofHeart
Dec 02, 2005, 10:22 PM
I think two-thirds is a good choice..
Something poetic about a religious victory requiring a number like the sign of the devil 666.. !!!! LOL:D

csrjjsmp
Dec 03, 2005, 10:25 PM
How about in addition to requiring a certain % spread, also you need to build something else (in addition to the shrine you probably already have) in the holy city?

Symbiance
Dec 04, 2005, 08:00 AM
I had just been working on a religious victory mod when I stumbled across this...
For people that are saying it's too easy to just sit in one place and spread your religion like crazy, another option is to add an additional victory requirement. For example, add a 30-40%% of the world population requirement, so it's kind of like the religious version of the domination victory--forcing you to actually spread your cities as well as your religion. You could also add a total land space requirement instead.

Also, I've been playing around with happiness penalties, to try and make it more interesting. For example, adding -1 happiness to any city that contains a non-state religion, and another happiness pentalty for any non-state religion's building. To offset the penalties, I want to give Priest and Great Priest specialists a happiness bonus, but I haven't figured out how to add that in yet... :confused:

dh_epic
Dec 05, 2005, 02:58 PM
I feel like a good constaint would be converting X% of your opponents to your state religion as well. Either you would do so by buttering them up... or more likely, by threatening them. "Convert to Buddhism or else!" If they say no, you'd just kill them off and take their cities anyway. Could actually be kind of fun.

Xarlak
Dec 07, 2005, 02:58 PM
Something occured to me, and it seemed like this would be as good a place to profer the idea as any (since I have neither the time nor the resources to implement it myself).

Currently, each city is evenly divided between each religion present in it. eg, a city with both hinduism and buddhism is 50% each way. Is there any way to modify this so that it's possible to adjust that with various buildings and units? (temples, monasteries, missionaries, etc) That would add a whole new aspect to the religious victory.

Possible ideas interrelated to it:
Buildings of a certain religion will increase the number of people of that religion in a city, similar to how culture works. Trade with a city with a religion would add a minimum amount of religious "influence" to the city, while buildings would increase the religious influence. Missionaries would either add a fixed amount of influence to a city, or would create a new "mission" building which would increase influence.

Unfortunately, I don't have the time to flesh out the ideas (tests coming up), but it seemed like it would work well to flesh out the religious victory.

RED DIAMOND
Jan 07, 2006, 06:24 PM
Great mod, just added to my set.:cool:

lumpthing
Jan 24, 2006, 06:37 AM
I've won the game twice so far - once on noble, then on prince, both on standard size maps. Both times I converted 100% of the world to my state religion some before winning. So 60% seems way too easy to me.

RED DIAMOND
Jan 24, 2006, 02:05 PM
Just wanted to add if you are into the enjoyment of the game vs being exactly correct to the letter to match real history, you should consider having all the religions as the first tech.

I have modded my tech tree to add the 7 religious techs at the start of the tech tree. This makes religion discovery occurr at the start of the game and completely eliminates religion monopoly by spirituals. It also makes spreading your religion MUCH more difficult(lucky to get 30%). In addition, it adds a GREAT diminsion to international relations as they are likely to be a different religion.

This is a completely different game when played as I described:goodjob:

[to_xp]Gekko
Jan 24, 2006, 03:09 PM
just wanted to let you know that this is such an awesome idea ;)

now it only needs to be balanced with the rest of the game, and it's gonna be an awesome addition to civ4!

Crighton
Apr 06, 2006, 09:36 AM
I love the concept man, I can't wait to get internet back at the house on friday so I can dl this and use it

Paulk
Apr 06, 2006, 05:40 PM
Has anyone tested this to see if the AI can comprehend this victory and if they are actually smart enough to win this way? Becuase I'm guessing that the AI will just go for a cultural or domination victory instead of trying to do a religous victory.

Paulk

Crighton
Apr 07, 2006, 04:02 PM
Frankly, if you remove Spaceship I don't think the AI is smart enough to win ANY other type of victory.

The only times I lose is when barb hordes and iminent military defeat, thanks God for Swiss bank accounts and a loyal population willing to sacrfice itself to buy me time to escape :)

Duuk
Apr 08, 2006, 07:56 AM
As far as the AI blocking open borders, I can tell you that my Jewish Missionaries (I always try for the Jewish spread :D ) in vanilla tend to annoy the AI and they close their borders to me. And that's WITHOUT this as a victory condition!

So much so that in my "personal" mod I made missionaries able to enter enemy territory.

FastWorker
Apr 10, 2006, 12:44 PM
The download link doesn't seem to work. Has it been removed?

Los Tirano
Apr 11, 2006, 01:52 AM
I got this mod a while ago and it sure is fun. It adds nicely to other mods, such as Houman's Total Realism and Robo's Composite mod. Usually win with Buddhism, Hinduism or Islam. Islam allows one to truly wage a jihad against the world, with mujahideen and islamic misisonaries following along to conquer and convert all opposition.

But it got me wondering, conquering the world and engaging in near total worldwide genocide is extremely tyrannical and nasty, but it is far more insidious and calculating to convert the world to your beliefs without a single drop of blood being spilt.

onedreamer
Apr 13, 2006, 08:36 AM
A small modification that allows religious victory. A religious victory can be obtained by controlling a Holy City and spreading the religion of that Holy City to sixty percent of the world's population.

I don't know but 60% seems really too easy compared to other kind of victories, also it doesn't involve much strategy to achieve.

Los Tirano
Apr 13, 2006, 10:20 AM
Well its the missionary units themselves that are employing the strategies to convert populations. So in a way, all the civ can do is build many, allow them to get through, and sit back as everyone thinks just like you.

Never work in a small to standard map with lots of civs in multiplayer. I personally make sure to kill off all religious civs as early as possible. Its kind of satisfying having the only faith left. :lol: But i have to put out so many military units i dont have time for much missionary work.

Has anyone lost to another player with a religious victory?

Figaro
Apr 18, 2006, 07:00 PM
What is needed is a mechanism to vary the % needed depending on the size of the map. In a Duel size map for example, with lots of Civs you can rarely get beyond the first city... which means, you can found a religion, quickly build 5-6 or so Missionaries to reach the 66%, a process which would surely take millenia on a Huge map (if only I could profess to being able to play on such maps... stupid old computer:rolleyes: )

Something like...

Duel: 100%
Tiny: 80%
Small: 70%
Standard/Large: 60%
Bigger than Large: 50%

mice
Apr 22, 2006, 07:13 AM
The download link really isn't working.
Can I get this mod somewhere... I would like to play it

Ick of the East
Apr 22, 2006, 08:18 AM
I've been pushing this idea in the Ancient Med thread; I had no idea somebody had already worked on it. Amazing how much of it matches my ideas exactly.

One thing missing, I think, is that the winner should be the player who controls the Holy Shrine at the time that the victory conditions are met. You don't necessarily have to be the player who discovered the religion. (remember that the Turks controlled Islam for centuries, even though at the birth of Islam they were a small pagan tribe living near Mongolia)

This would add greatly to the intrigue as players who see a world religion approaching are forced to rush to conquer the city in which the shrine resides.

A splendid time is guaranteed for all.

Rodman49
May 13, 2006, 10:45 PM
Sorry for not having updated it in a while, I will update it for the newest Civ version and put up a new link this weekend.

Rodman49
May 15, 2006, 04:30 PM
Got a working version, making two installers; a stand-alone mod version and a custom assets install.

Grave
May 16, 2006, 02:41 PM
+ In Theocracy non-state religions in a city cause :mad: (1 per non-state religion)

How did you pull this off? Anytime I try and change the "non-state religion happiness" in the XML file to something like -1, then view the results in the Civopedia, it looks something like this:

+104597851 per Non-State Religion

:confused:

Samuelson
May 21, 2006, 12:06 AM
Did u add a victory movie for when you win in a religious victory?

Dida
Jun 06, 2006, 12:00 PM
I think the player should have the ability to erase or persecute a rival religion, ie forced conversion, mass murder of nonbelievers, and the victory condition should be set higher, like 90%

dh_epic
Jul 05, 2006, 01:46 PM
You know, I'm surprised nobody has brainstormed a new religion system -- even just a slight modification to how religion currently works in Civilization. If religion were just a bit more intricate, it might be robust enough to support a victory condition.

Leatherneck
Jul 09, 2006, 10:22 PM
Is there a download link for this mod? I find them easier to play if you can download them. LOL Thanks.

puglover
Jul 14, 2006, 01:38 PM
Spreading religions through missionaries and conquest is fun. It needed a victory, thus I really enjoyed this mod. :goodjob:

Zaimejs
Jul 21, 2006, 01:17 PM
I was just reading this thread... great idea! I thought that religion should lead to a victory as well. What about great people? Maybe a great religious person could move across borders without initiating an attack? It seems like with a religious victory in place, the great religious leaders should have a bit more sway... something like a great merchant... the farther they go to spread the religion, the bigger the benefit.

Just a thought.

Or they could join the army in a Holy War as a super soldier... giving bonuses to stack attacks :)

Los Tirano
Jul 22, 2006, 04:48 AM
Zaimejs, that idea of great prophets providing bonuses to all units in the stack is a superb one. I will mention it in the Realism forum, and be sure to credit it to you.

The great person moving across borders and influencing another civ is a good one. But i dispose of great people if i ever see a neighbour moving them. It takes so long to get them, and all other civs are enemies at one time or another, it just has to be done. No machiavellian leader would allow a prophet to live if they wandered into his territory.

toxictoaster737
Jul 25, 2006, 07:56 PM
download link?????

mihaemon
Jul 26, 2006, 12:20 PM
I like this mod alot.
I think 66% is a pretty good number and works well.
But I would consider the following conditions:

1/2 (or 1/3?) of cities of each civilization must be your religion (not as demanding as the 66% global requirement, but insures that you need to hold some sway over all the civilizations in the game) (though with civs with only a few cities, this might pose a problem and would need to be ignored)

1/2 of leaders must have same state religion (introduces the element of diplomacy, and if they wont do it for gifts, you can always attack them until you can force them to agree when making peace)

dh_epic
Jul 26, 2006, 10:01 PM
I hate to be negative, but this victory condition is domination-lite. You spread missionaries everywhere. The places that won't tolerate your missionaries entering their borders, you pound them into submission until you either 1: take their cities and convert them, 2: open their borders and convert from a distance, or 3: raze the cities that don't have your religion.

Los Tirano
Jul 27, 2006, 03:29 AM
Yes, you have summed up what you need to do. This isnt always easy though. Other civs that are bastions for other faiths can resist very strongly. If it is too easy i would recommend upping the difficulty and playing agaisnt spiritual civs. Then other religions will be founded very quickly and conquering them wont be easy at all.

ToastyAlbus
Aug 21, 2006, 06:51 PM
Does anyone know if this will be updated for Warlords? :cry:

Ket
Aug 31, 2006, 07:38 PM
Works fine under warlords

Tulx
Oct 07, 2006, 10:52 AM
Great idea but does AI knows how to achive it? I know that only victory that AI ever tryes is Space Race:mischief: but it would be cool if AI would try any other victory too.:king:

SKILORD
Oct 11, 2006, 01:28 PM
The way I see it, this victory can become too corny if you can achieve it by founding a religion, then putting everything else on hold while you pump out missionaries.

... Unless the AI is built to stop it. The AI would need to see a heavily expansionist religion, and then close its borders for the "block". Thus, you'd have to open the borders by force.

... Or if there's another requirement to the victory condition that makes it just a little more challenging. For example, you must convert 2/3 of players to your state religion. Or must build some kind of religious wonder before the discovery of free religion -- kind of like a spaceship victory 3/4 of the way through the game.

Just thinking out loud...

Once you get the required amount of people be able to build something hefty like the vatican or something, yeah, I could see that. You definately have to find a way to make this victory a LOT harder to actually do than the rest because if its just 2/3 of the worlds population then if you have a good missionary farm and some open borders agreements then you're just not going to see the industrial era. Make it so that other leaders have to accept your religion as their state one instead maybe.

Also in Fall From Heaven they have a Inquisitor sort of unit that kicks out non state religions from cities, this mod begs for one of those.

Speaking of FFH they had some sort of dragon cult thing that couldn't be a state religion and couldn't really be anything other than a pain in the ass. I definately think that some sort of paganism or Witchcraft or something cult would be appropriate or interesting, although obviously not to quite the extent as in FFH, if it was persistent enough or if you added the Inquisitors, made their sucess chances something like 50/50 and made them either cause lots of unhappiness or cut down on your population then a random cult like that could be very hard to deal with while going for this sort of win.

Somebody said something about whoever controls the shrine when it hits the big number gets the W, what if it was whoever built the hefty *Insert Approptiate Religious Victory Name Here* building in that shrine so that they pretty much had to control it for several turns.

Los Tirano
Oct 11, 2006, 06:56 PM
The Ai has beat me with this victory condition, on a small map.

kristopherb
Feb 14, 2007, 08:03 AM
come opn want the mod to be completed
i cant wait

ese-aSH
Jun 08, 2007, 05:01 AM
what about this condition : '2/3 of the cities must have a temple of your religion built' ?

then the victory rely on what your allies do... but it seems pretty to me since if you bring the religion to a city early in the game, you increase the probability that the player builts a temple (since happyness cap is a problem mainly in early/mid game). and diplomatic victory also depends of your allies ^^

Pangur Bán
Jun 24, 2007, 01:47 AM
This is a great concept. One of the best new ideas I've heard for Civ 4. If the developers gave it their attention, they could make the game more exciting by adding a more developed version of this victory condition as an victory option. Good work! :goodjob: