RogueAustralian
Warlord
- Joined
- Feb 8, 2025
- Messages
- 116
This mod is intended as a dependency for other developers to use in their mods. It does *not* add significant gameplay, although it expands existing systems to provide additional design space for other modders.
One of my biggest complaints with Civilization VII is the lack of developed religious gameplay. Additionally, as someone who loves creating custom civilizations (shameless self plug for the civarium, check out my signature), I really would love to have access to more systems to build out meaningful decision points surrounding religion. Enter Rogue's Religion Redux (hereby referred to as R3) - a mod that adds a "fervor" meter to your game, that can be used to build religious gameplay around. Now, there are some technical details behind the scenes that I need to address that the rest of this post will be oriented towards, but for those of you who are just interested in the pitch of more meaningful religious gameplay - worry not! I will be using this library in some upcoming civilization mods, as well as a religious overhaul some time in the future.
Some screenshots:
In addition to the meter, and the abilities attached to it, I have also added a new leader attribute called religious. (I have not added an attribute tree to go with this yet!). Religious basically grants fervor to a leader with it, as well as either the Mysticism civic or the Piety civic in the antiquity / exploration ages respectively. It does not grant any progression in the modern age, although it still grants fervor.
Technical Details
This mod hooks into the victory system Civ VII utilizes to provide a global statistic to players, although I have hidden it from the victory track view since that's just the backdoor I'm using. This means that fervor does increment age progress, and it has a few other ramifications.
1. First, as a general rule, fervor can only ever increase throughout an age. There is currently no way to remove victory points, so fervor increases are generally permanent. There are some exceptions to this, such as if you use dynamic modifiers, but those are very limited right now.
2. Fervor has to be granted by a modifier. This means that it can't be treated like a yield, but it is a modifier that grants victory points, that are then gussied up as "fervor".
3. It's called fervor, and not faith, because I wanted to preserve mechanical relevance in the modern age.
4. This should be fully compatible with other mods except for mods that modify the yield panel at the top. I'll work on this later, but keep that in mind.
5. (This probably should've been higher up the list) - since fervor is basically built on a hack of the victory point system, we can't do anything that scales easily with fervor. However, we can provide effects based on meeting certain thresholds. If you look at the first graphic that shows the fervor bar, it has tick marks. Those correspond to thresholds that I have provided in my abstraction layers. I have provided requirement sets for each threshold that you can then provide effects based on.
6. Fervor resets age to age (or it should, at least
)
7. Fervor caps at 1,000, although you can certainly surpass it. But the highest bonus I provide abstraction for is at 1,000.
What do I provide in this library
1. You get the fervor system, the UI elements, and a variety of requirements and modifiers that abstract away all the crap.
2. I have implemented the religious attribute, that you can attach to your own leaders, although I have not attached it to any vanilla leaders (that'll come in the religion overhaul mod eventually)
Github
github.com
Because this aims to be a standard gameplay system everyone can use, you are welcome to reuse this as you would like, provided you give credit and link back to this post. I will be putting this on GitHub for community pull requests, and that is where documentation lives. Happy modding, everyone!
Rogue
One of my biggest complaints with Civilization VII is the lack of developed religious gameplay. Additionally, as someone who loves creating custom civilizations (shameless self plug for the civarium, check out my signature), I really would love to have access to more systems to build out meaningful decision points surrounding religion. Enter Rogue's Religion Redux (hereby referred to as R3) - a mod that adds a "fervor" meter to your game, that can be used to build religious gameplay around. Now, there are some technical details behind the scenes that I need to address that the rest of this post will be oriented towards, but for those of you who are just interested in the pitch of more meaningful religious gameplay - worry not! I will be using this library in some upcoming civilization mods, as well as a religious overhaul some time in the future.
Some screenshots:
In addition to the meter, and the abilities attached to it, I have also added a new leader attribute called religious. (I have not added an attribute tree to go with this yet!). Religious basically grants fervor to a leader with it, as well as either the Mysticism civic or the Piety civic in the antiquity / exploration ages respectively. It does not grant any progression in the modern age, although it still grants fervor.
Technical Details
This mod hooks into the victory system Civ VII utilizes to provide a global statistic to players, although I have hidden it from the victory track view since that's just the backdoor I'm using. This means that fervor does increment age progress, and it has a few other ramifications.
1. First, as a general rule, fervor can only ever increase throughout an age. There is currently no way to remove victory points, so fervor increases are generally permanent. There are some exceptions to this, such as if you use dynamic modifiers, but those are very limited right now.
2. Fervor has to be granted by a modifier. This means that it can't be treated like a yield, but it is a modifier that grants victory points, that are then gussied up as "fervor".
3. It's called fervor, and not faith, because I wanted to preserve mechanical relevance in the modern age.
4. This should be fully compatible with other mods except for mods that modify the yield panel at the top. I'll work on this later, but keep that in mind.
5. (This probably should've been higher up the list) - since fervor is basically built on a hack of the victory point system, we can't do anything that scales easily with fervor. However, we can provide effects based on meeting certain thresholds. If you look at the first graphic that shows the fervor bar, it has tick marks. Those correspond to thresholds that I have provided in my abstraction layers. I have provided requirement sets for each threshold that you can then provide effects based on.
6. Fervor resets age to age (or it should, at least

7. Fervor caps at 1,000, although you can certainly surpass it. But the highest bonus I provide abstraction for is at 1,000.
What do I provide in this library
1. You get the fervor system, the UI elements, and a variety of requirements and modifiers that abstract away all the crap.
2. I have implemented the religious attribute, that you can attach to your own leaders, although I have not attached it to any vanilla leaders (that'll come in the religion overhaul mod eventually)
Github
GitHub - cybersicilian/rogues-religion-redux: A religion overhaul for Civ VII
A religion overhaul for Civ VII. Contribute to cybersicilian/rogues-religion-redux development by creating an account on GitHub.
Because this aims to be a standard gameplay system everyone can use, you are welcome to reuse this as you would like, provided you give credit and link back to this post. I will be putting this on GitHub for community pull requests, and that is where documentation lives. Happy modding, everyone!
Rogue
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