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Rush's Religion Rebalance 1.1

Balances the power of religion beliefs, and some beliefs now give good reasons to build holy sites.

Tags:
  1. RushSecond
    So it's no secret that religious beliefs are a little lacking in this game. Many who play multiplayer don't even bother getting a religion since it's not worth the effort. Holy sites are also one of the worst districts to get since it just gives faith to spread your religion for really minor benefits.

    This mod improves the situation by adding new beliefs and changing some old beliefs to give very strong effects and give you a good reason to make holy sites. The new buildings in particularly are incredibly strong and will encourage you to build a holy site if you can get good enough adjacency for it.

    Spoiler Building Belief Changes :
    Cathedral: +3 faith, +1 amenity, 3 art slots (any kind), 2 great artist points
    Gurdwara: +3 faith, +2 housing, bonus food from adjacency bonus of the holy site
    Meeting House: +3 faith, +2 great engineer points, bonus production from adjacency bonus of the holy site
    Mosque: +3 faith, +25% combat experience for all units trained in this city, bonus culture from adjacency bonus of the holy site
    Pagoda: +3 faith, +1 amenity, applies to all your cities within 6 tiles
    Synagogue: +3 faith, +2 great merchant points, +1 trade route
    Wat: +3 faith, +2 great scientist points, bonus science from adjacency bonus of the holy site
    Spoiler Other Changes :
    Follower Beliefs:

    Divine Inspiration: Wonders provide +3 faith, science, and culture (improved from +4 faith)
    Feed The World: Shrines and Temples each provide +3 food and +1 housing (improved from +2 food from shrine and +4 from temple)
    Religious Community: All specialty districts (other than Holy Sites) gain a +3 adjacency bonus of its respective type when adjacent to at least one Holy Site.

    Founder Beliefs:

    Lay Ministry: Each Holy Site or Theater Square district in a city following this Religion provides +2 faith or +2 culture respectively. (up from +1 from each)
    Stewardship: Each Campus or Commercial Hub district in a city following this Religion provides +2 science or +2 gold respectively. (up from +1 from each)
    Note about adjacency bonuses: this uses the same effect as Arabia's unique building, Madrasa, except this mod copies the faith bonus into a new resource. Interestingly, this also applies to faith gained from religious city-states. So a holy site with +3 adjacency bonuses and +6 more faith from city-states would have +9 total, and would also give +9 yields to any building that uses that adjacency. For now I'll just say this is totally intended.

    As always, let me know what you think, and post here if there's any bugs so I can fix it.

Recent Updates

  1. Version 1.1

Recent Reviews

  1. Sir Skelternote
    Sir Skelternote
    5/5,
    Version: 1.1
    Very great man! is one of the best mods!
  2. hungluong
    hungluong
    5/5,
    Version: 1.0
    this mod really help me justìy founding a religion