Better Religions [Deleted]

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anansethespider

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anansethespider submitted a new resource:

Better Religions - This mod improves the values of a number of religious beliefs to make religion more competitive.

The baseline for this mod is that most religious beliefs have had their values doubled. Some of the best ones have not been changed at all, or have been changed only slightly. And some of the worst have been improved 3x or 4x over.

Hopefully, this makes religion more competitive in mp :)

Read more about this resource...
 
Please provide a changelog or comprehensive list of changes in the mod overview. Thanks.
 
Thank you. I'll be trying your mod out tonight.

My only initial feedback is that I don't believe Tithe needed changed. It was already one of the stronger beliefs that was one of the more frequent picks. I guess it makes sense if you just want religion to be more powerful overall, but since you left many beliefs/buildings unchanged, it seems more like a balancing mod than a buffing one.
 
Thank you. I'll be trying your mod out tonight.

My only initial feedback is that I don't believe Tithe needed changed. It was already one of the stronger beliefs that was one of the more frequent picks. I guess it makes sense if you just want religion to be more powerful overall, but since you left many beliefs/buildings unchanged, it seems more like a balancing mod than a buffing one.

It's a bit of both. Certain categories of beliefs, like the worship houses, I just made the worst options more competitive with the best options. While with the follower beliefs, I raised the bar on all of them together and adjusted accordingly (work ethic set the bar for the new abilities. Tithe has basically been adjusted to be as strong as I think work ethic is.)

Let's imagine a city called "Los Angeles", with 10 pop and 20 hammers. Work Ethic at maximum effect would grant this city +2 hammers. (10% of 20). While Tithe would grant 5 gold, and church property would grant 4 gold. This seems like a balanced equation to me, at least between those abilities.
 
You're probably right. I'm probably just reacting based on the fact Tithe is already very often taken in multiplayer, but just because it's one of the better options in a list of low-impact options doesn't mean it shouldn't be changed.

Looking forward to trying it.
 
Any conflict / update for the Fall patch?

And a more minor point: could you consider changing the naming standard for the addon? The folders and things being called "Stony Mod" makes it difficult to remember what mod it actually is when looking through one's mod folder. Having it match the actual name of your mod would be fantastic.
 
Any conflict / update for the Fall patch?

And a more minor point: could you consider changing the naming standard for the addon? The folders and things being called "Stony Mod" makes it difficult to remember what mod it actually is when looking through one's mod folder. Having it match the actual name of your mod would be fantastic.
How about Stony's Better Religion?
 
I have a question regarding the Reliquaries and Papal changes. Are the Martyr and +1 Influence only intended to apply to the founder? Have you checked if they apply to all followers of the religion? Do you only have to have a single city with the religion to get the Martyr boost, do you need to follow the religion, or do you need to be the founder?
 
I have a question regarding the Reliquaries and Papal changes. Are the Martyr and +1 Influence only intended to apply to the founder? Have you checked if they apply to all followers of the religion? Do you only have to have a single city with the religion to get the Martyr boost, do you need to follow the religion, or do you need to be the founder?
I have not had a chance to test it extensively, and so I have no idea :)
 
Anansethespider, question for you.

How do you feel about the strength of Inherent Preacher enhancer belief? I ask because recently I played a game with a friend on a Pangaea map as Araiba. I went all in to get first religion, took Inherent Preacher, and by turn 60 I took an easy Religious win over 8 other players. My friends all really enjoy your mod, but its hard to find balance. What is your take on the situation?
 
Anansethespider, question for you.

How do you feel about the strength of Inherent Preacher enhancer belief? I ask because recently I played a game with a friend on a Pangaea map as Araiba. I went all in to get first religion, took Inherent Preacher, and by turn 60 I took an easy Religious win over 8 other players. My friends all really enjoy your mod, but its hard to find balance. What is your take on the situation?

I don't have enough real experience playing with it to tell. The numbers I made were in some cases guesses based on what I thought seemed reasonable, but with some values such as Religion Spread Strength, I really didn't have much to go on. So your first hand experience is quite valuable to me here. Questions:

1. Did any other players get a religion?

2. How aggressively did you spread it with missionaries, or was it just through passive?

3. I assume you mean online speed, but just want to make sure.

All things being what I assume them to be, it sounds like the value on this needs to get toned down somewhat.
 
Sure thing, some info about the game:
2 Human players, 4 AI players on Pangea.
4 Religions founded total
My religion was founded first, as i mentioned I went all in to rush first religion.
I started on the left side of the Pangea, with 1 City State near by and one other AI civ nearby.
Built no religious units to spread faith. Essentially created religion, picked Inherent Preachers, and left it alone.
Playing Arabia, watching my science go up 1 every other turn as a new city is converted.
Eventually get an Apostle to enhance my religion, select the perk that gives me culture per follower in other cities
Now I have 40 science per turn / 40 culture per turn just from religion alone. Few turns later reach my religious victory.
 
Also from a different playthrough, it appears that the belief that gives +1 influence per turn with city states, isn't actually giving an exta point per turn.
 
I'm going to continue to play and test stuff, I'll let you know all my feedback
 
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