Additional Religious Beliefs

Mr_Fishy

Chieftain
Joined
Feb 21, 2024
Messages
12
Hello,

The multiplayer community is at a loss right now trying to play the game with over 8 players because of the obstacle presented come the Exploration Age of there being too few religious beliefs to pick from. This results in some players being unable to select a religion and having to force end their turn forevermore since the notification to select a religion on the end turn button will never disappear. This is obviously annoying in both the gameplay sense of things (very unfair that some miss out on being able to pursue holy relics!) as well as QoL wise (force ending a turn just feels ugh, the cortisol levels rise when unable to make your end turn pristine).

Therefore one's gotta ask, has anyone found a solution to this in the game files, even if it were to simply add empty beliefs so that player end turns are not buggered for the rest of the game?

Cheers.
 
I just started my 1st 10 players game. What's happenning when civs are running out of religions? Yu have to shift-enter to force every turn until the end of the exploration age? :sad:
 
It's not that there are too few religions funnily enough, but there not being enough religious beliefs to select from so that yes, you get a permanent eyesore of 'pick your religion' stapled to your endturn button because you are unable to select any beliefs once they have all been taken. The additional burden is then that you will need to manually select each reminder for the things you have left to do on each turn before shift-entering a forced end turn precisely as you describe!.

It's an expediency I'd much prefer to be rid of. I have looked into the files but I cannot find any files responsible for religious beliefs. If even someone could direct me there that would be a start. 🙏
 
This maybe? (religions.xml)

for antiquity
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for exploration age
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Maybe we can just add new BeliefType to that list by duplicating some of them or creating empty ones?
 
Ooh, that's promising actually. I'll definitely try this out tomorrow if you haven't already.
 
Not yet but I was thinking about a mod that would simply duplicate each belief x2 so that we can support up to 16 civs instead of 8.
 
Likewise I was in the process of typing this message out when you posted, I too have had the success though I haven't packaged it as you have. Thank you for this. Attaching my own edits for the sake of my own pride :lol:

In the end I duplicated both the Reliquary and Enhancer beliefs so that there are two of the same kind to pick from, meaning up to 16 players are now able to select a religion instead of only 8. Having said that, I have not duplicated the Founder beliefs yet because I don't foresee my group playing with more than 12 right now and I became bored doing this, so unless you extend my own edits attached herein then the limit is currently 12 religions for 12 players.

I haven't tested this out in a full Exploration era yet in order to guarantee that there aren't any issues which develop from two civilizations using the same reliquary and enhancer beliefs for example, but so far as the selection screen goes in both of our attempts we can at least say the availability of more religious beliefs is no longer an obstruction with more than 8 players
 

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Duplicating Pantheon's bonuses was also not necessary as there's already 16 and AFAIK you can only pick one (?). I might remove it as for weird reasons the icons aren't displaying.
So far I could only check that the AI can pick these additional beliefs, but not eventual side-effects I still need to test it on a whole game.

I've created a proper download page: TMB (Twice More Beliefs) Civ7 Mod so we get more beta-testers hehe
 
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Maurya can select two Pantheon bonuses, but yeah I never ventured to edit the Pantheon bonuses because it never caused us any problems due to the number available. It's really just an Exploration era religious beliefs problem.

I'll be testing it out in the coming days and I will report back for sure! It's only taken a month since release but finally with my own tinkering and other people's help I've steered the game into a place I like. The final gripe on the list is solving the problem of distant land resources, but I suspect that's something better left to Firaxis' own changes instead of pouring effort into it.
 
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