pineappledan
Deity
We've been talking since 2021 about adding a new Religious victory and a new ideology to go with it.
This would incorporate the Religious overhaul described here
Religious Victory:
Convert the world, either peacefully or by the sword. Once 2/3 of the world has learned the Truth of your holy mission, you can bring about a heaven on earth.
Devotion
Victory Orientation: Religious, Domination, and Diplomatic victories
Core themes: Conservatism, fundamentalism
National Wonder
Shariah Court
State Religion
Cities Following your Religion gain +7 Faith, Gold, Culture, and Golden Age Points. Bonus is Doubled in your Holy City..
Not-For-Profits
+2 to Corporate Offices. Corporate Franchises in Foreign cities exert +50 Religious pressure (standard speed). -2 Distress on Empire
Gospel of Wealth
Great Merchants grant 200 Influence from Diplomatic Actions. City State Influence decays 25% more slowly
Martyrdom
Cities can purchase Cenotaphs with Faith. Faith Purchase costs reduced by 25%.
3, 3, 3, 1
When you construct a Unit in this City, gain Science, Culture, and Faith equal to 10% of the Unit's Production cost
Just War
10 units do not cost Maintenance. Units gain 10 XP on Kills. Anti-Warmonger Fervour increased by 50%
Power of the Purse
+30 Influence for Diplomatic Mission Actions. Unit Purchase Cooldowns are reduced by 1 turn. Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
Fifth Column
Gain 200 Spy Points. Gain 33% Combat Strength vs enemy Cities if they contain one of your spies.
Divine Wind
Can purchase Air units with Faith. Unlocks the Zero Unique Fighter unit.
Graveyard of Empire
Enemy units lose all movement when entering your borders. All cities gain +10 City Strength and all Gunpowder and Recon units gain +10 Air Defense. -25% War Weariness.
Autocracy's Martial Spirit changed to -20%Empire Size modifier
Company Towns
+100% Production towards Settler units. Settler Units can settle adjacent to foreign land and Start with a free Factory. Towns, Academies and Manufactories claim adjacent tiles when built.
Players can use settlers to culture bomb and steal tiles from other players with this.
Televangelism
Free Broadcast Tower in all Cities. +50% Religious Pressure Strength to cities without your majority Religion.
Fundamentalism
Unlocks the Prayer Process. Missionaries are 50% stronger.
Invisible Hand
+3 Gold to Pastures, Oil Wells, and Unique Improvements. +2 Trade Routes. Can establish Gold Internal Trade Routes.
Charitable Missions
Missionary spread actions to City-States generate 10Influence with the target City-State, scaling with Era. Each Public Works project provide +15%Great Person Rate in the City.
Magisterium
5 and 5 per turn in your Capital for each Delegate you control in the World Congress. Can purchase Votes for the World Congress with Faith.
Millenarianism
Receive a Free Great Prophet and a Golden Age Begins. Great Prophet Spread Religion actions no longer consume charges.
Armageddon
+100% Military Supply from Population. Receive 1 Free ICBM, and can purchase Nuclear weapons with Faith.
This would incorporate the Religious overhaul described here
Religious Overhaul Design Thread
Hello, This is a place to discuss design changes and proposals for a religion rework that I am putting together. This mod will form a prerequisite for @amateurgamer88's Extra Victories mod, adding a Relics mechanic necessary for the religious victory. [/SPOILER] Should be compatible...
forums.civfanatics.com
Spoiler Religious Victory concept :
Religious Victory:
Convert the world, either peacefully or by the sword. Once 2/3 of the world has learned the Truth of your holy mission, you can bring about a heaven on earth.
- Must have founded a Religion, adopted an Ideology, and you must have control of your own Holy City
- 100% of the total world population must follow your religion, minus 3% for each Relic you possess
- So for instance if you possess 5 relics, you only need to convert 85% of the world to your religion
- Once the population threshold has been met, a 'Sage' unit appears in your Holy City.
- Sages build an improvement that end the game. The improvement takes 10 turns on standard gamespeed to complete, and require at least 5 Relics.
- Relics are a unique strategic resource that you accumulate over the game. You get Relics via several different ways:
- 1 for every Holy City you control, including your own
- 1 for each Reformation Wonder (should just be your own wonder)
- 1 Gained by expending Great Monks
- Specific Wonders, Policies, Events, and WC Proposals
- In addition to lowering the conversion threshold to win the game, each Relic you possess give +4 Faith per turn and +5% Great Person Rate on Empire
Spoiler New Ideology :
Devotion
Victory Orientation: Religious, Domination, and Diplomatic victories
Core themes: Conservatism, fundamentalism
Spoiler World Wonder :
World Wonder:
Spoiler National Wonder :
National Wonder
Shariah Court
Unlocked at Flight
Must be Built in your Holy City
+15%Faith, +15%Culture
+1 Great Diplomat Points
1 Civil Servant Specialist
+1 Paper
Receive one vote in the World Congress for every 10 Cities following your Religion
Spoiler Tier 1 Tenets :
State Religion
Cities Following your Religion gain +7 Faith, Gold, Culture, and Golden Age Points. Bonus is Doubled in your Holy City..
Not-For-Profits
+2 to Corporate Offices. Corporate Franchises in Foreign cities exert +50 Religious pressure (standard speed). -2 Distress on Empire
Gospel of Wealth
Great Merchants grant 200 Influence from Diplomatic Actions. City State Influence decays 25% more slowly
Martyrdom
Cities can purchase Cenotaphs with Faith. Faith Purchase costs reduced by 25%.
Spoiler Cenotaph :
3, 3, 3, 1
When you construct a Unit in this City, gain Science, Culture, and Faith equal to 10% of the Unit's Production cost
Just War
10 units do not cost Maintenance. Units gain 10 XP on Kills. Anti-Warmonger Fervour increased by 50%
Power of the Purse
+30 Influence for Diplomatic Mission Actions. Unit Purchase Cooldowns are reduced by 1 turn. Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
Fifth Column
Gain 200 Spy Points. Gain 33% Combat Strength vs enemy Cities if they contain one of your spies.
Spoiler Tier 2 Tenets :
Divine Wind
Can purchase Air units with Faith. Unlocks the Zero Unique Fighter unit.
Autocracy now gains Littorio Unique Battleship with Mare Nostrum tenet
Air Superiority gives all fighter units increased damage on Air Sweeps
Graveyard of Empire
Enemy units lose all movement when entering your borders. All cities gain +10 City Strength and all Gunpowder and Recon units gain +10 Air Defense. -25% War Weariness.
Autocracy's Martial Spirit changed to -20%Empire Size modifier
Company Towns
+100% Production towards Settler units. Settler Units can settle adjacent to foreign land and Start with a free Factory. Towns, Academies and Manufactories claim adjacent tiles when built.
Players can use settlers to culture bomb and steal tiles from other players with this.
Televangelism
Free Broadcast Tower in all Cities. +50% Religious Pressure Strength to cities without your majority Religion.
Fundamentalism
Unlocks the Prayer Process. Missionaries are 50% stronger.
Spoiler Prayer Process :
Invisible Hand
+3 Gold to Pastures, Oil Wells, and Unique Improvements. +2 Trade Routes. Can establish Gold Internal Trade Routes.
Charitable Missions
Missionary spread actions to City-States generate 10Influence with the target City-State, scaling with Era. Each Public Works project provide +15%Great Person Rate in the City.
Spoiler Tier 3 Tenets :
Magisterium
5 and 5 per turn in your Capital for each Delegate you control in the World Congress. Can purchase Votes for the World Congress with Faith.
Millenarianism
Receive a Free Great Prophet and a Golden Age Begins. Great Prophet Spread Religion actions no longer consume charges.
Armageddon
+100% Military Supply from Population. Receive 1 Free ICBM, and can purchase Nuclear weapons with Faith.
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