Race for Religion!

Good catch on Papal primacy MKDelta3. I'll update it to scale based on map size. Larger maps will give less influence per city-state and smaller will give more.

Religious Converts and Religious Migration are more difficult to scale as they give 1 pop rather than a specific amount of food. Given that Religious Converts only triggers if the city had another religion before it adopts your religion do you find it easy to get it to trigger often when you have to push against a preexisting AI religion? Do you use Missionaries or run in with a Great Prophet?

As for the various +1 Faith from buildings pantheons, are there particular ones you think are weak in their current form? Many of them provide below average faith generation because their main draw is intended to be the other benefits they provide.

Usury Ban and Work Ethic are one of the few ways to get happiness from a belief without needing a faith-purchased building. The design was to put belief happiness on buildings that couldn't be built in every city, as "+1 Happiness per city" is stronger than I wanted follower beliefs to be.

The AI guns for Monument to the Gods but that is mostly due to their hard-coded belief evaluation logic being a bit skewed than the actual value of the belief. Currently the only way I can see to nerf Monument to the Gods is to reduce the production bonus or move the production bonus back to the follower belief. But 15% production is usually worth only 1-2 hammers in the first 100 turns which is why in the base game Monument to the Gods is generally considered a trap compared to Craftsmen (+1 prod per city).
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katfish, there are some technical limitations that make working with lakes tricky.
 
It is possible to do it with a building, but it can't be (easily) done with a non-building belief.
 
It is possible to do it with a building, but it can't be (easily) done with a non-building belief.

Then is it also possible to do something like this:
Lady of the Lake
+3 faith from Lakes in cities with Palace or Castle
+15% production to mounted Units.(or experience if possible)
?

And maybe change monument belief from 15% to +1:c5production: from World Wonders?
 
I think Monument just needs to be changed back to being Ancient/Classical (unless it is just that and the description doesn't cover it?). It can be a trap but with the addition of marble it can be a good way to get two or three early wonders which pay off well, if that's the strategy you're going for, without snowballing into getting every additional Era's wonders too.
 
I think I've found a possible bug relating to Jungle tiles producing faith (Sacred Path) and religious pressure. In a game with Monty he was producing obscene amounts of religious pressure, converting most of the continent with little to no use of missionaries (didn't see any in my territory, at least). My cities were producing +4 pressure of my religion to +60 of his, meaning my cities were converting over, which was happening continent-wide. I will try to replicate the behaviour but may not have the time so here is the save file: https://www.dropbox.com/s/swdghm0qx3y5apr/AutoSave_0230 AD-0850.Civ5Save (I was using this, InfoAddict and the Civ 4 style diplomacy mods).

I'm not sure what point this autosave is exactly, but I had used inquisitors and a Great Prophet to remove the religion from mine and his cities but my cities still converted over in a handful of turns; while a lot of the remaining cities on the continent were still his religion I don't think they should have been close enough to exert that kind of pressure (and even so, it was pretty early on to have that level of religious domination). I could be wrong, though.
 
This mod needs more feedback :)

Religious Migration is a great enhancer, because it changes the way you settle cities. Spreading my religion to 5 city states asap seemed like a great idea, until I had a think about the amount of spare happiness I'd need for each and every city I wanted to found. It made me regret choosing Religious Converts as my Founder...Ceremonial Burial or Religious Unity would have been more sensible.

I chose Converts because I was playing as Spain, and liked the idea of letting the AI establish their own religions whilst I focused on City States and faith buying Conquistadors. Then I could enjoy a great many Crusades (with city state boosted insta population) starting in the medieval era.

Turned out to be more than I could handle :rolleyes:

I'm looking forward to you working some magic on the Reformation beliefs. Regarding the current reformation beliefs, the above scenario (read:enormous unhappiness, future rebels) would be a fine complement to heathen conversion :lol:
 
Divine inspiration might be a bit OP IMO, giant tourism boost. Got +18 culture on turn 72 and influenced 2 civs well before that. Loving this for a CV.

Great mod though! :D
 
I notice this mod doesn't have additional reformation beliefs . Mind you if I suggest some reformation beliefs? Some of them are from a old thread:

Cargo Cult: Receives a large ammount of :c5faith:,:c5culture: and :c5science:,upon first meeting with another civilization;

Charismatic Renewal: Earn great artists,musicians and writers faster . Receives a faith bonus when they are born;

Theology of Prosperity: Earn great merchants faster . Receives additional :c5gold: and :tourism: when they perform a trade mission in a city state with the same religion as yours;

Liberation theology: Tourism bonus to civilizations that share the same religion as yours is enhanced;

Salafi: Tourism from civilizations that do not share the same religion as you are less effective;

Sufism: Great works generate +2 :c5faith: per turn and +1 :c5culture: per turn;

Kaballah: A special specialist called Rabbi appears on some buildings . A Rabbi specialist generates +2 :c5science: per turn,+2 :c5faith: per turn and also generates points toward at great scientists,although at a slower rate than scientist specialists . Rabbi slots appears on the following buildings:

Temple: one slot;
The Grand Temple: two slots;
Oxford University: one slot;

That old thread:
http://forums.civfanatics.com/showthread.php?t=494117
 
Hey, I'm playing with this mod and I believe +3 Tourism is way too strong, even in higher difficulties. This obviously has a higher impact in my games because I have a ton of new Wonders, but playing on Deity with the Mayans - which, by themselves are very strong, I know - and using the Sainthood I was always on with the Science race but could easily destroy others in production, I achieved a full Tourism victory a little after Renaissance. I had to crush the Ottomans earlier because they were competing with me for the nearby cities in terms of Religion, but that only made my life easier.

I believe the Divine Inspiration should be +2, max. The fact you can get high Tourism early with some Wonders and Cathedrals (Work of Art slot) is a bit concerning, in my opinion.


Like I said in your other modpack thread: This is a real gamechanger, even without changing a bit of the Civ you can make them all play differently. I'm going to try a Tourism Shaka Victory, let's see how that goes...
 
The stuff that boost World Wonders have been a pain to balance properly. Once a player has a tech lead they can pretty safely get every single World Wonder if they choose to. Many people also use mods that add more World Wonders, which makes it hard to gauge what the "upper bound" on +stuff per World Wonder.

I've got a solution for the pantheon level Wonder boosting belief but Divine Inspiration has been trickier. At first I kind of liked how Divine Inspiration shifted strategy to be a sort of all-or-nothing gambit. But that impression wore off as it became a belief that either did very little (if you couldn't set yourself up for it by snagging Wonders) or essentially locked in an easy win.
 
I've found and fixed the root cause of the pressure issues people have been seeing. Getting this fix public is now my highest priority and has displaced all other Civ 5 mod work. I expect to have it released at some point this weekend.
 
No one expects the Protestant Reformation.

A large update for Race for Religion is in final testing. This version contains the single most requested feature since Brave New World came out -- new Reformation Beliefs. Each Reformation belief provides a new way for a pious empire to spend its faith. Some Reformation beliefs provide brand new buildings, like the Haiden, that can only be constructed with faith. Others beliefs, like Protestant Work Ethic, allow an empire to spend faith instead of Gold or Hammers to instantly get certain buildings. All together there are approximately 10 Reformation beliefs available to choose from.

But there is much more to this update than Reformation beliefs. It also includes multiple new Founder beliefs. Adjustments to almost half of the pantheon beliefs and tweaks to some of the follower beliefs.
 
Is it possible to use this mod along with another mod that adds beliefs?
 
If another mod adds beliefs it is extremely likely that it will not play nice with Race for Religion. It is almost certain that the other mod and Race for Religion will clobber each other (overwrite each other's changes).

If the other mod only added beliefs and did not change any existing beliefs, it is slightly less likely to have compatibility issues. But it is still almost certain to have compatibility issues.

Is there a specific mod you have in mind skaz? I could take a quick look to see what the issues might be.
 
Israel New Beliefs

Edit: Tested and works!
 
I really like this mod! It's just what I was looking for in terms of pantheon beliefs and all of the beliefs are good, as opposed to some being useless. Now I don't have to choose between a pantheon belief that helps my situation or one that gives faith because they all do (which makes more sense).
 
I'm a little sad that Unity of the Prophets got nerfed, as that was my favorite reformation belief.
 
i was wondering. One of the beliefs appears to be giving +1 faith to trade posts, but I don't see it listed anywhere. Which one does this, or is another mod possibly causing a bug. Thanks.
 
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