Tomatekh's Historical Religion Mods

There are at least two mods on Steam that include write-ups for Biblical Israel; I'm hoping to see them merged and/or rewritten as an official civ, so that someone does have Judaism as a logical preference. (With my plans to add Masada as a world wonder, I might put that Israel modmerge on my to-do list...after the Nordic modpack I'm working on now is complete.)

Yeah, I've been wanting a more polished Israel civ myself. I've been too busy with school to do them myself, and even then I'm helping Pouakai with African civs first, so it's not something I'd have time for. (Plus, I have a 90% complete Hittite civ to finish first - which is why my religion mod has a programmed Hittite preference. It's been sitting on my computer for months, I've just never been able to get their ability to work the way I want).

P.S. For what it's worth, the Gothic civ should have Forn Siðr as a preference; despite their early conversion to Christianity, their unique religious building (Hov) implies animal sacrifice, a common early Germanic practice.

In the next version of the Historical + Schisms mod, I've already set the Goths to Forn Sidr as once you split Christianity there really isn't a historical option for them (and I'm not going to add Arianism just for a mod civ that most people probably don't use). Otherwise, I normally set the religion based on the leader, which for Alaric was Arian Christianity. However, you're right for the same reason I decided to set Denmark to Forn Sidr; there's frankly too many default Christian civs and the religion game needs diversity. I'll get it in the next update. (Coincidentally, I need to update my Goths civ as their UA isn't exactly balanced. I just need to find time to do it).
 
However, when I was finished updating the main mod, I was thinking of possibly releasing an edited down version which only included religions civs have a preference for (as I feel some people may not want to play with so many extra religions). That would cut the number down to 19 (well 20, as I would want to include Judaism). 20 colors is still a lot, but it might be doable.
Yeah, that's what I'd want, personally. I prefer that to having religions never used unless the preferred religion of a leader as already been founded.

In the next version of the Historical + Schisms mod, I've already set the Goths to Forn Sidr as once you split Christianity there really isn't a historical option for them (and I'm not going to add Arianism just for a mod civ that most people probably don't use). Otherwise, I normally set the religion based on the leader, which for Alaric was Arian Christianity. However, you're right for the same reason I decided to set Denmark to Forn Sidr; there's frankly too many default Christian civs and the religion game needs diversity. I'll get it in the next update. (Coincidentally, I need to update my Goths civ as their UA isn't exactly balanced. I just need to find time to do it).
Ha, that's funny, I refrained from asking you to add in Arianism last time for this reason. I also had done a quick search and I couldn't find a symbol, so I dropped it.
 
Ha, that's funny, I refrained from asking you to add in Arianism last time for this reason. I also had done a quick search and I couldn't find a symbol, so I dropped it.

Well, I'm not against still adding Arianism if people really want it, it's just once you start aiming to add specific Christian denominations you'll never stop. (Also, there's only so many ways to make a cross look different, especially with the small icon size). I figured to limit it to only the groups which would have a civ in the game. If someone could find a symbol, it wouldn't be a problem to throw it in there.
 
One more question, for the schism version of the mod, do you guys prefer the current ordering (where everything is alphabetical), or would you like the the schisms grouped together (so say in the position where the general Christianity would normally go, I include the four schisms; Chaldeanism to [Roman Catholic to Eastern Othordox to Oriental Orthodox to Protestant] to Confucianism).
 
I'd personally want all the Christian schisms together, to make them easier to find without a lot of scrolling. Most players look for a recognizable symbol first, instead of a name.
 
I'd prefer grouped as well, since the icons are the most obvious thing to look at rather than the names.
 
Okay, since next week is Thanksgiving and all my stuff for school is due within in the next two weeks, I probably won't get much modding done. Rather than wait 2 or so weeks to release a "final" update, I'm going to post what I have for the mod tonight or tomorrow.

The only thing missing is that I was looking for icons for the Zulu, Iroquois, and Inuit (and possibly Sufi and Khawarij), which I'll get to when I have more time. For the time being the Inuit will use an inuksuk placeholder icon, and the Iroquois will be set to prefer Midewiwin (which was a neighboring religion). I'll also post the schisms version and the edited down version of the mod.
 
Okay, I've updated everything on Civfanatics (see the first post). As I said, rather than wait 2 weeks to release an update, I'm just releasing the mod in its current state. I'll find symbols for Inuit, Iroquois, Zulu when I have more time beginning of December.

-@isnorden,

As this wasn't the final version of the mod I was aiming for, I forgot to change Chaldeanism's entry before uploading (although it is using another version of the original icon I had added earlier). You can change the icon to the dingir symbol by editing the "Historical Religions Mod Art" XML file in the following way:

Code:
from:

		<Row>
			<Type>RELIGION_HISTORICAL_MOD_SUMERO_BABLYON</Type>
			<Description>TXT_KEY_HISTORICAL_RELIGIONS_MOD_SUMERO_BABLYON</Description>
			<Civilopedia>TXT_KEY_HISTORICAL_RELIGIONS_MOD_SUMERO_BABLYON_PEDIA</Civilopedia>
			<IconAtlas>HISTORICAL_RELIGIONS_ATLAS_MOD_TWO</IconAtlas>
			<PortraitIndex>16</PortraitIndex>
			<IconString>[ICON_HISTORICAL_RELIGION_MOD_SUMER_TWO_TWO]</IconString>
		</Row>

to:

		<Row>
			<Type>RELIGION_HISTORICAL_MOD_SUMERO_BABLYON</Type>
			<Description>TXT_KEY_HISTORICAL_RELIGIONS_MOD_SUMERO_BABLYON</Description>
			<Civilopedia>TXT_KEY_HISTORICAL_RELIGIONS_MOD_SUMERO_BABLYON_PEDIA</Civilopedia>
			<IconAtlas>HISTORICAL_RELIGIONS_ATLAS_MOD_TWO</IconAtlas>
			[B]<PortraitIndex>15</PortraitIndex>[/B]
			[B]<IconString>[ICON_HISTORICAL_RELIGION_MOD_SUMER_TWO]</IconString>[/B]
		</Row>
 
(Update Broke My Save!)

The workshop currently has an annoying bug, forcing people to re-download mods. If you&#8217;ve accidently downloaded the new version (or the workshop forced an update), thereby breaking your save game, you can download the previous version at the following link:

http://forums.civfanatics.com/showpost.php?p=11932972&postcount=6
 
I'm just releasing the mod in its current state. I'll find symbols for Inuit, Iroquois, Zulu when I have more time beginning of December.

Do you still have plans for this?
 
Do you still have plans for this?

Yes, and actually I apologize for not commenting in this thread earlier.

Regarding the Historical Religions mod, both of the "Too Many Religions?" versions are essentially in their final form unless another official civ gets added that needs another new religion. As for the main mod, the only real cultural region that's left out at the moment would be some representation for Southern Bantu (Zulu and Zimbabwe being the major civs there). So the main goal for the mod is to still add at least one (maybe a super group) or two religions for that region. Otherwise, I feel the mod pretty much provides a religious choice for almost any civ added or modded in (or if not exactly, at least a close relative). The two other edits I want to make, the Inuit need a more appropiate religious icon instead of the placeholder they have now (which also happens to be the civ symbol I made for tyrstero49's Inuit mod). Additionally, the Iroquois need a more specific religion. I might not add a new religion for them but rather replace Midewiwin with their specific religion.

The problem of course is symbols. I know I said I was going to sort it out in December but then ended up busier than I thought with school. Than I'll admit to getting sidetracked with other mods in January. I am, however, currently working through and updating all my old mods at the moment. So far I only posted about civ updates, but I also intend to re-examine my religious mods. I'm somewhat going in reverse order of release at the moment, focusing on the ones that need the most attention first. I did post in the Inuit thread hoping to get some feedback regarding a religious symbol, but haven't had any replies yet. The Iroquois needs a somewhat Native American looking turtle design. The southern Bantu needs a tribal human figure design.

So, yes, an update will come eventually, but I can't really give an estimate date at the moment.
 
No problem!
Your planned changes sound really nice, I can agree with all of them
 
Great Prophet Names (update)

-Compatibility update

Islamic Schisms
(new mod)

Received a request to release a standalone version of the Islamic schisms I made for the main mod. Will not work in conjunction with my Historical Religions mods.

Historical Religions
(update all versions)

-Copy edited descriptions
-Compatibility updates
-Changed around/cleaned up some names and icons
-Zulu, Pueblo, Mississippi religions added (base and main schisms version only)
-Khariji/Ibadi Islam schism added (main schisms version only)

Some notes:

-The Inuit icon is still an Inuksuk, which isn't really 100% a religious icon. Intended to change it to an Angakkuq Mask, made like 5 different icons, wasn't satisfied with any of them, so just reverted back to the Inuksuk idea until I make an icon I like. Did change the design of the Inuksuk so it is different from the civ icon I made for trystero49's Inuit mod. The Inuit mod is also listed as a reference to update the civ religious preference if used together with this mod.

-I originally planned some form of tribal man figure for the Zulu religion. Again, I made several icons but wasn't completely satisfied with how they looked compared to the official icons. The current symbol is traditional Zulu basketwork with the symbol for family on it. The religion is primarily ancestor worship, so it is appropriate, but again not 100% a religious symbol. May or may not change in a future update.

-Removed Vodun. After thinking it over, I decided that Vodun and Itan were similar/related enough that including both was against how I organized the rest of the mod (i.e. one religion for both Aztec and Maya; one for both Greece and Rome; one for Mesopotamia). I may re-add it to the schisms version at a later date, or maybe specifically make it the offshoot diasporic religion.

-Changed the Iroquois religion name and description, kept the old icon for now.

-Added the Pueblo religion (because Pope was almost added to the main game). After uploading I changed my mind about the icon and now think it looks too complicated compared to the rest of the icons. Will probably simplify it in a future update.

-Some miscellaneous unused icons added to the atlas; sacrificial fire and sun cross, if modders want to use them

-Updated all the references to properly work in conjunction with all my mod civs as well as the Zambezi civs. Also made all the Historical Religions mods mutually exclusive (activating more than one the the same game would cause problems anyway).

-Future religions? I'm not sure. It currently covers almost any civ that might get added or modded in. Missing is Native American North West representation. Great Zimbabwe could use its own religion (Cult of Mwari/Zame) although it has overlap with the Zulu religion so I don't know if its worth adding by itself. Something to represent the Khoi-San area of Africa? Uhmm? I could fill out the rest of the Indo-European line but I'm sure nobody really cares about Tocharian religion, and Slavic Polytheism is already one of those Indo-European religions that will probably never get used even in a mod. Muism (Korean Shamanism)? Indigenous, pre-Islam Malaysian/Indonesian religion? At this point there's really not much need to anymore, but maybe.
 
Some ideas for an alternate name for "Andeanism", inspired by Josef Estermann, whose studies of andean thinking and philosphy made him worth mentioning:

- Pachasophy (though its more related to their way of thinking rather than the religion itself, anyway, both were completelly part of one another, so it still works. "Pacha" is a word that kind of means "world", "earth" and "everything", and the base of the name of the goddess Pachamama and god Pachakamaq)
- Pachism (similar, though sounds more Civ-like)
- Chakanism (From "Chakana", which is the name of their holy symbol which sort of represents the whole theological and holistic view of the andean regions.

Of these, I'd say Pachism is the best option. You could also call it directly "Pacha" or "Chakana", though I'm not sure they are the best options...
 
Okay, so I have now posted my combined mod pack (8 Civilizations, Historical Religions, Schisms, Great Prophet Names, Expanded Civlopedia Entries). The point was mostly to just collect all my G&K mods in one place as my next mod will most likely be for BNW. If you can't run all the mods at once due to dependencies or conflicts I still suggest pick and choosing from the individual downloads.

The versions included in the collected pack are currently slightly ahead of the individual downloads (mostly just minor art polish and copy editing). I will backport all these changes to the individual downloads when I get time.

Tomatekh's Mod Pack (Civfanatics)
Tomatekh's Mod Pack (Steam)
Spoiler :

8 New Civilizations:
Spoiler :
The Goths: Alaric
Civfanatics Link
Steam Workshop Link
UA: Sacker of Rome: Non-mounted land military units may use enemy roads before the Industrial Era.
UU: Gadrauht: Replaces Swordsman. Heals completely after pillaging a non-road Improvement. (-1 Strength).
UB: Hov: Replaces Stable. +1 Faith per Horse, Sheep, Cattle worked by the city. +10% Land Unit Production (instead of +15% Mounted Unit Production). -6% Production Cost.

Kievan Rus': Yaroslav
Civfanatics Link

Steam Workshop Link
UA: Pravda Rus'skaya: +1 Gold for every Social Policy adopted and Workers construct Tile Improvements 20% faster.
UU: Druzhina: Replaces Longswordsman. +15% Defense. +1 Sight.
UB: Veche Hall: Replaces Garden. Increases the length of "We Love the King Day" by 50%. No fresh water requirement.

Sumer: Gilgamesh
Civfanatics Link
Steam Workshop Link
UA: Cradle of Civilization: Newly founded Cities start with +1 Population. 10% of Food is carried over after a new Citizen is born.
UU: Vulture: Replaces Spearman. +10% Combat Strength when adjacent to a friendly unit. Starts with +5 XP.
UB: Ziggurat: Replaces Temple. Available at Calendar. +15% Science.

The Hittites: Muwatalli II
Civfanatics Link
Steam Workshop Link
UA: The Silver Peace: Newly trained Units start with +5 XP for every Militaristic City-State befriended (+10 XP if allied). Allied City-State Units have +20% Combat Strength.
UU: Three-Man Chariot: Replaces Horseman. Starts with the Shock I Promotion. Double Movement on Plains and Grass Tiles. (-1 Movement. Rough Terrain Penalty).
UB: Bloomery: Replaces Forge. Available at Iron Working. -33% Production Cost. +1 Iron for each mined source of Iron in the City radius. (+1 Maintenance).

The Timurids: Timur
Civfanatics Link
Steam Workshop Link
UA: Jewel of the East: Captured Cities may retain Cultural Buildings present in the City. After capturing your first City the effectiveness of your Palace is doubled.
UU: Tumen: Replaces Lancer. Earns Gold from defeating enemy Units or attacking Cities. -25% vs. Cities (instead of -33%).
UB: Maydan: Replaces University. Reduces the effectiveness of enemy Spies by 20%.

The Garamantes: Djalla
Civfanatics Link
Steam Workshop Link
UA: Foggaras: City Tiles and Forts constructed on Desert Hill Tiles act as sources of Fresh Water.
UU: Plumed Nomad: Replaces Scout. Double Movement in Desert. Can Explore Rival Territory.
UB: Aghrem: Replaces Granary. +2 Strength/+25 HP, +1 Food on Oasis Tiles. No Maintenance.

Benin: Ewuare
Civfanatics Link
Steam Workshop Link
UA: Shield of the Warrior King: Defensive Buildings in all Cities are 20% more effective and your Capital starts with Walls already constructed. Land units adjacent to an Iya heal +5 HP every turn regardless of previous action.
UU: Isienmwenro: Replaces Pikeman. +15% Combat Strength in Friendly Territory. +25% Flank Attack bonus.
UI: Iya: +25% Tile Defense. Heals adjacent Friendly Units +5 HP per turn (+10 HP if on the Iya's Tile). +1 Gold if built adjacent to a City. +1 Culture after Archeology is Researched. Generates double Gold if pillaged and is destroyed rather than damaged. May only be built on flatlands. May not be built on Resources.

Mali: Mansa Musa
Civfanatics Link
Steam Workshop Link
UA: Royal Hajj: Cities connected with a Trade Route generate +1 Faith. Great Prophets may visit a friendly foreign Holy City to generate a one-time Gold bonus (this does not consume the Unit).
UU: Sofa: Replaces Crossbowman. Starts with the Medic promotion. May move after attacking. +1 Defensive Combat Strength. (-2 Ranged Combat Strength).
UB: Treasury: Replaces Mint. +2 Gold. +2 Gold on Salt. May also be built near Salt.
Great Prophet Names:
Spoiler :
Civfanatics Link
Steam Workshop Link
Great Prophets now spawn with historical names similar to the other Great People units.
27 New Historical Religions:
Spoiler :
Civfanatics Link
Steam Workshop Link
Hellenism, Pesedjet, Canaanism, Chaldeanism, Tlateomatiliztli, Andeanism, Druidism, Nesitism, Forn Siðr, Slavianism, Manichaeism, Jainism, Itan, Nzambiism, Amatongo, Tjukurpa, Angakkuqism, Manaism, Hawenneyu, Wakan Tanka, Kachina, Southern Cult, Pajelanca. Christianity split into schism religions.

Appropriate historical religious preferences added for every leader.
Expanded Civlopedia Entries:
Spoiler :
Civfanatics Link
Steam Workshop Link
Civlopedia entries now detail how UUs and UBs differ from the base unit or building. Promotions note if they do not carry over with unit upgrade. Improvement entries state their total yields and effects. Specialist entries note their yield and which buildings have a specialist slot. Various entries re-written for clarity.
 
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