Machiavelli24
Mod creator
- Joined
- May 9, 2012
- Messages
- 818
Race for Religion (Gods & Kings)
Looking for the Brave New World version of this mod? Go here!
Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!
Key Mechanical differences:
The Steam Workshop entry has screenshots of the beliefs which can also be seen above. If you like the mod and want me to prioritize development of it rate it and favorite it on Steam and post here.
Download Locations:
- The Steam Workshop entry.
- From CivFanatics.
FAQ:
Q: Why did a belief that gives a lump sum of X gold/culture/science/etc (such as Initiation Rites) give me Y gold/culture/science/etc?
A: Lump sums of gold/culture/science are often scaled based on game speed. If you are playing on a non-default game speed the description will not be accurate.
Q: Why did nothing change after I started a game with this mod?
A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Race for Religion.
Q: Is this mod compatible with mod X?
A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes beliefs it will not be compatible. But if mod X doesn't than it is almost certainly compatible. Mods that add new religions without changing beliefs will be compatible (so long as the author of the other mod did some specific technical things they usually do).
Q: I like most of this mod but hate X! Can I turn off X?
A: It may be possible, see the "how to use options" section below. If there is something else you want to be an option let me know by posting in the CivFanatics thread or by leaving a comment below and I'll see if it can be included in future versions.
How to use options:
In your "Sid Meier's Civilization 5/MODS/Race for Religion(v X)/Options" directory there are two directories. You can turn off an option by changing the name of the directory from "Enhancer spread penalty" to "_Enhancer spread penalty".
Known Issues:
Change log:
V 12 Race for Religion
Pantheon:
New beliefs:
New beliefs:
New beliefs:
older versions:
V 11 Race for Religion
V 10 Race for Religion released!
Looking for the Brave New World version of this mod? Go here!
Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!
- Every pantheon belief provides a way to generate faith. Pick one that fits your circumstances and strategy. Using it well will ensure your success in the Race for Religion!
- Once you have a religion your founder belief will spread it to the corners of your empire and beyond! Proselytize and profit at the same time.
- A cornucopia of followers beliefs guarantees that no two games of Race for Religion will unfold the same. No matter your unique style or strategy there is a follower belief that will benefit you! Try to find all the subtle synergies you can!
- Enhancer beliefs will allow your foreign worshipers to contribute to your cause. Become an international religion and nothing will be able to stop you!
Key Mechanical differences:
- Dozens of new beliefs.
- The cost to found a Pantheon does not increase as other players found Pantheons. Founding a Pantheon always costs 10 faith.
- When a religion is enhanced the distance at which it generates pressure is reduced from 10 to 6.
The Steam Workshop entry has screenshots of the beliefs which can also be seen above. If you like the mod and want me to prioritize development of it rate it and favorite it on Steam and post here.
Download Locations:
- The Steam Workshop entry.
- From CivFanatics.
FAQ:
Q: Why did a belief that gives a lump sum of X gold/culture/science/etc (such as Initiation Rites) give me Y gold/culture/science/etc?
A: Lump sums of gold/culture/science are often scaled based on game speed. If you are playing on a non-default game speed the description will not be accurate.
Q: Why did nothing change after I started a game with this mod?
A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Race for Religion.
Q: Is this mod compatible with mod X?
A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes beliefs it will not be compatible. But if mod X doesn't than it is almost certainly compatible. Mods that add new religions without changing beliefs will be compatible (so long as the author of the other mod did some specific technical things they usually do).
Q: I like most of this mod but hate X! Can I turn off X?
A: It may be possible, see the "how to use options" section below. If there is something else you want to be an option let me know by posting in the CivFanatics thread or by leaving a comment below and I'll see if it can be included in future versions.
How to use options:
In your "Sid Meier's Civilization 5/MODS/Race for Religion(v X)/Options" directory there are two directories. You can turn off an option by changing the name of the directory from "Enhancer spread penalty" to "_Enhancer spread penalty".
- Turning off "Enhancer spread penalty" makes it so enhancing a religion doesn't reduce the distance it generates pressure.
- Turning off "Pantheon costs" makes it so the faith cost to found a Pantheon increase as normal.
Known Issues:
- If Byzantine takes a second founder belief as their bonus belief, their religion will spread at 14 distance instead of 10 until they enhance
- If Byzantine takes an enhancer belief as their bonus belief, their religion will spread at 6 distance
- Reliquary only gives faith when a great person is consumed if you founded the religion.
- The gold provided by Tithes does not show up in the gold-per-turn UI. (visual issue only)
- The faith provided by Pilgrimage is listed in the UI as coming from a "founder belief" instead of "enhancer belief". (visual issue only)
Change log:
V 12 Race for Religion
Spoiler :
Pantheon:
New beliefs:
- Chosen People: +4 faith from the National Epic and 15% faster border growth
- Sacred Bull: +1 faith from every Cattle and Stable
- Modified belief: Equestrian Mythology: now gives faith for Circus instead of Stable
- Modified belief: God of War: now also gives +2 faith from each Iron resource
- Modified belief: Goddess of Protection: now also gives +10HP healed per turn if adjacent to friendly city
- Modified belief: Olympic Games: now gives faith from Colosseum instead of Circus
- God of Craftsmen
New beliefs:
- Religious Converts: Gain +1 Citizen when a city you control of another religion first converts to this religion. Gain +1 Citizen in your capital when a foreign city of another religion first converts to this religion.
- Sacred Architecture: When a Missionary or Inquisitor is purchased the city gets +25 Production.
- Religious Awakening: now sends you a notification when it provides you culture (no gameplay change).
New beliefs:
- Spirits of the Sea: +1 Happiness and +2 Culture from every Harbor
- Bounty of the Sea: now gives +2 Production from every Fishing Boat instead of Food
- Church Property: now gives +1 Gold from every Temple instead of +2 Gold
- Sacred Groves: now gives +2 Culture from every Lumbermill instead of Faith
- Sacred Path: now gives +1 Faith from every Jungle instead of Culture
- Totemism: now gives +2 Food from every Pasture instead of Production
- Warrior Monks: now gives +2 Food and +2 Science from every Citadel instead of Food and Production
older versions:
Spoiler :
V 11 Race for Religion
Spoiler :
- Fixed bug in the enhancer belief "Religious Migration".
V 10 Race for Religion released!
Spoiler :
- Multiple new beliefs
- Multiple tweaks to existing beliefs
- Completely redone Enhancer beliefs
- Enhancing a religion now reduces the distance cities will create passive pressure