EDIT April: Posted version 1.61, which updates all files to be compatible with the 1.61 patch and fixes a few minor civilopedia issues. This is a mod to make religion a bit more realistic in the game. No more Hindus eating Cows, Jews and Muslims eating Pigs, Jewish missionaries, etc. Obviously fiddling with religion invites controversy, but I attempt to make each faith distinct without making any one of them "better" or "worse" than any other. I've tried to stay away from "this is a militant religion" or "this is a peaceful religion" as stereotypes; the closest thing to this is that I portray Taoism as anti-state, which helps warmongers some of the time and hurts them other times. As I continue to play the mod, I'll tinker with play balance, so if you find one religion always becomes dominant then post here. Here is a summary of changes in this mod: 1. Confucianism is replaced by Zoroastrianism. Confucianism is much more of a philosophy of ethics than a theology per se, so I've replaced it with the immensely influential Zoroastrianism. This is the faith that pioneered a dualistic monotheism, and it influenced nearly every other major world religion. Wikipedia has a pretty good summary of the faith, which was once the state religion of the sprawling Persian Empire, but is now limited to a few hundred thousand to a few million adherents. Zoroastrian Cathedrals are Fire Temples and their Shrine is Adur Burzen-Mihr, their holiest fire. 2. Renamed Missionary units. What would we call someone who went into an area where a faith was not established and started teaching others? In some faiths, there are words for those who are spreading the faith to those who don't know it. Other religions have special words for teachers of the faith. Christianity = Missionary Islam = Da'eiah Hinduism = Swami Taoism = Sage Zoroastrianism = Magi Buddhism = Acariya Judaism = Rabbi 3. Added advantages and disadvantages to each religion. These generally involve spread speed, missionary units, and adding effects to Temples to change how resources affect a civ. Judaism Disadvantages: No benefit from Pigs, Crabs, and Clams: Jewish Temples produce -1 health for each of these resources (since access to these things produces +1 health, this means the Temple merely "cancels out" the food benefits of the resources; it does not punish the player for having them and hence there is no need to pillage them if you start building Jewish Temples). Monasteries cannot build Jewish Missionaries (it hasn't been a missionary faith for millenia). Advantages: (unleavened) Wheat, (kosher) Cows, and (gefilte) Fish produce an extra health in cities with Jewish Temples. Free missionary when founded (the only one you'll get!), and thereafter Judaism's spread rate = 125 instead of 100, which is a substantial bump to try to keep the religion viable in the late game. Post if it seems to spread out of control (or if it seems to not spread quickly enough, given the lack of missionaries); I'm actively tweaking this value. Islam Disadvantage: No benefit from Pigs and Wine: Pigs produce -1 health and Wine produces -1 happiness in cities with Islamic Temples. I also removed the free missionary unit (Imam) because of the advantageous spread rate I gave Islam. Finally, Islam's ban on usury leads to a small amount of economic inefficiency: -15% trade route income in cities with Islamic Temples. Advantage: Extra health from (halal) Cows and Sheep in cities with Islamic Temples. Increased spread rate (Islam spread incredibly quickly after its founding): Right now I have it set to 133, which is a major boost from the default of 100. Holy City produces extra three commerce (to simulate the hajj). Hinduism Disadvantage: Cows produce -1 food in cities with Hindu Temples. Advantage: Cows produce +1 happiness in cities with Hindu Temples. Zoroastrianism I can think of many ideas for advantages, but few for disadvantages. Offerings of fragrant woods like sandalwood or incense are sometimes made in the Fire Temples, so perhaps incense could generate extra happiness. There are no specific dietary rules for this faith. Disadvantage: Keeping an eternal flame lit is expensive in the ancient world. Zoroastrian Temples and Fire Temples cost 20% more than other faiths' Temples. Advantage: To represent its influence on culture and faith, Zoroastrianism adds culture to a city even when it is not the state religion. Fire Temples increase cultural output by 60% instead of 50%. Taoism Taoism is in many ways an anti-state belief system, focused on the individual. Of course, it could be promoted by the state like any other faith, but it often coexisted uneasily with beliefs about proper social roles (such as Confucian philosophy). Moreover, Taoist beliefs were often kept secret by families and small shrines might be hidden from the authorities. Disadvantage: Because the faith is anti-state, it becomes harder to mobilize people for state efforts. Each Taoist Temple increases your hurry costs in all cities (sorry, can't limit it to one city) by 2%. So a civ that emphasizes Taoism and builds 15 temples can expect to pay 30% more to rush build. In addition, Taoist Cathedrals do not generate extra happy faces if Taoism is the state religion. Sometimes an advantage and sometimes a disadvantage: Taoist Temples (but not other buildings) ALWAYS survive capture of a city, unlike any other religion's Temples. This is good if you think you can retake a city, but bad otherwise. Advantage:Taoist Cathedrals generate one happy face, regardless of the state religion. Christianity The most striking feature of Christianity is its missionary nature. Disadvantage: -75% spread rate (I think: I set it to 25 instead of 100, which I think reduces the chance by a factor of 4 = 25% of originial chance) Advantage: Christian Temples allow Missionary building, Missionaries are 50% cheaper, and a player may have up to 10 Missionaries at once instead of 3. Buddhism Disadvantage: Buddhism spreads slowly, except for periods when Missionaries (Acariya) are built (Example = Rule of Ashoka's Mauryan Empire in India): Slower spread rate (70 instead of 100, which seems to be around 30% less spread). Advantage: The image of the "laughing Buddha" is designed to remind believers of the path to happiness. Buddhist Temples produce + 1 happy face for Stone and Marble (think of the giant carved Buddhas in Afghanistan that were destroyed by the Taliban). 4. I changed two non-religious buildings that affect religions differently under my mod. Grocer The Grocer no longer gives 1 extra health for wine (until I find a way to shut down the bonus only if your state religion is Islam). Instead, the grocer gives 1 extra health whether you have wine or not (its other effects are unchanged). Harbor The Harbor no longer provides one extra health for Fish, Clam, and Crab. Instead, it provides one extra health PLUS one more if you have Fish. 5. NEW IN VERSION 1.6 The technology tree has been slightly altered. While it looks like there are many changes, most of them are simply the result of switching Monotheism and Meditation around to give a more realistic chronology to the emergence of religion. Basically, Hinduism, Judaism, and Zoroastrianism should emerge early in the game, followed by Buddhism and Taoism a bit later, and then finally Christianity and Islam. This better reflects history than Buddhism being the first religion founded every game. I also tried to prevent "knowledge" of another faith's founding tech from being necessary to found a religion that didn't actually interact with or follow from the earlier faith -- there's no reason a civ should have to "discover Hinduism" first in order to found Judaism. Here is the detailed list of changes: I. To make it more likely for Hinduism to emerge first, Polytheism's cost has been lowered to 80 instead of 100. II. Monotheism and Meditation swapped places on the tech tree, which means: A. Monotheism: Now leads to Priesthood and Meditation. Does not start a religion or enable any civics. B. Meditation: Now leads to Philosophy and Monarchy. Founds Zoroastrianism.III. Some of the functions of Monotheism were shifted to Priesthood -- it now founds Judaism and leads to Monarchy, Code of Laws, and Theology. It also enables the Organized Religion civic. IV. Buddhism is now founded with Literature. V. Code of Laws no longer founds a religion. 6. NEW IN VERSION 1.6 The faiths which receive free missionary units when founded are now limited to Judaism (to offset the fact it can't build more of them), and the two latest religions (Christianity and Islam). This mod does not modify your existing files in any way. Just unzip to your mods folder (the default is C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods). Everything is in a folder called abbamouse; if you get tired of the mod just delete the abbamouse folder. To update a previous version of the mod, just overwrite the old files with the new ones. CHANGES IN VERSION 1.61 All files now compatible with 1.61 patch. I fixed a few civilopedia errors noted by Houman. I fixed a bug that allowed three Jewish missionaries to be built. CHANGES IN VERSION 1.6 Changes to a few early technologies in order to make the prerequisites and chronology of religions a bit more realistic. For details, see # 5 and # 6 above. CHANGES IN VERSION 1.53 Fixed a graphic bug in the font files. City religion graphics should display fine now. CHANGES IN VERSION 1.52 I laboriously went through each file changed by the version 1.52 patch and re-altered them for my mod. This ended up being nearly every file in the mod, so I basically had to retype the whole thing. This creates opportunities for typos, so be sure to post any you spot. CHANGES IN VERSION 1.11 I fixed the graphic bug that was causing leaders' names and scores to be displayed incorrectly when Zoroastrianism was their state religion. Islamic missionary is now called Da'eiah (plural = Do'ah), thanks to suggestions by Fachy and Elmoro. Sid's tips now correctly describe Jewish Monasteries. All Monastery descriptions now use the correct term for a religion's missionary units. Change to Judaism: Judaism now starts with a free Rabbi (missionary), but no further ones can be built. The spread rate of Judaism has been lowered slightly but still kept higher than that of other faiths (125 instead of 100, a substantial boost). CHANGES IN VERSION 1.10 Changes: Used updated files from 1.09 patch Added Spanish, French, Italian, German text, although my translations are probably laughable. The "new" names for missionaries have not been translated. Mod now contains altered Sid's tips, replacing Confucian references with Zoroastrian ones and mentioning that Rabbis cannot be constructed. Known issues: I lack a unique graphic for the Zoroastrian Temple or Monastery, so I reuse the graphics from the Zoroastrian Fire Temple and Adur Burzen-Mihr. It would also be nice to have a proper Zoroastrian Missionary skin, although the Confucian one is adequate since Zoroastrianism did indeed briefly spread to parts of China. All religions' missionary units are still called "missionary" or its equivalent in non-English languages The description of Zoroastrianism in the Civilopedia is English-only; non-English versions will still see the old description of Confucianism. Under consideration: Houman's realism mod has religious UUs, and I'm looking at implementing some of them. I'm not terribly comfortable with Jewish spies as special units, since Mossad is a feature of the state of Israel and not Judaism or Jews per se, but I like most of the ideas i that mod and I plan to copy some of them. I want to find a way to base the effects of religions on the number of adherents in your cities instead of tying most effects to Temples. Maybe the SDK will make it possible to define a new variable like the % of a city with each religion and then use that variable in the Python or xml files to change health, happiness, etc. That would be more realistic, after all.