1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Race for Religion!

Discussion in 'Civ5 - Modpacks' started by Machiavelli24, Sep 23, 2013.

  1. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Race for Religion (Brave New World)


    Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!
    • Every pantheon belief provides a way to generate faith. Pick one that fits your circumstances and strategy. Using it well will ensure your success in the Race for Religion!
    • Once you have a religion your founder belief will spread it to the corners of your empire and beyond! Proselytize and profit at the same time.
    • A cornucopia of followers beliefs guarantees that no two games of Race for Religion will unfold the same. No matter your unique style or strategy there is a follower belief that will benefit you! Try to find all the subtle synergies you can!
    • Enhancer beliefs will allow your foreign worshipers to contribute to your cause. Become an international religion and nothing will be able to stop you!
    • Reformation beliefs provide alternative ways to spend faith. They enable faith to be used to acquire buildings, military units or even Great People.

    Key Mechanical differences:
    • Dozens of new beliefs.
    • The cost to found a Pantheon does not increase as other players found Pantheons. Founding a Pantheon always costs 10 faith.
    • When a religion is enhanced the distance at which it generates pressure is reduced from 10 to 6.

    Column 1 Column 2 Column 3 Column 4 Column 5
    Pantheon Founder Follower Enhancer Reformation
    Pantheon Beliefs.png Founder Beliefs.jpg Follower Beliefs.jpg Enhancer Beliefs.png Reformation Beliefs.png


    The Steam Workshop entry has screenshots of the beliefs which can also be seen above. If you like the mod and want me to prioritize development of it rate it and favorite it on Steam and post here.

    Download Locations:

    FAQ:
    Q: Why did a belief that gives a lump sum of X gold/culture/science/etc (such as Initiation Rites) give me Y gold/culture/science/etc?
    A: Lump sums of gold/culture/science are often scaled based on game speed. If you are playing on a non-default game speed the description will not be accurate.

    Q: Why did nothing change after I started a game with this mod?
    A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Race for Religion.

    Q: Is this mod compatible with mod X?
    A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes beliefs it will not be compatible. But if mod X doesn't than it is almost certainly compatible. Mods that add new religions without changing beliefs will be compatible.

    Q: I like most of this mod but hate X! Can I turn off X?
    A: It may be possible, see the "how to use options" section below. If there is something else you want to be an option let me know by posting in the CivFanatics thread or by leaving a comment below and I'll see if it can be included in future versions.

    How to use options:
    In your "Sid Meier's Civilization 5/MODS/Race for Religion(v X)/Options" directory there are two directories. You can turn off an option by changing the name of the directory from "Enhancer spread penalty" to "_Enhancer spread penalty".
    • Turning off "Enhancer spread penalty" makes it so enhancing a religion doesn't reduce the distance it generates pressure.
    • Turning off "Pantheon costs" makes it so the faith cost to found a Pantheon increase as normal.

    Known Issues:
    • If Byzantine takes a second founder belief as their bonus belief, their religion will spread at 14 distance instead of 10 until they enhance
    • If Byzantine takes an enhancer belief as their bonus belief, their religion will spread at 6 distance
    • Underground Sect's pressure from spies won't show in the city banner UI but it is being given (visual issue only)
    • Reliquary only gives faith when a great person is consumed if you founded the religion.
    • The gold provided by Tithes does not show up in the gold-per-turn UI. (visual issue only)
    • The faith provided by Pilgrimage is listed in the UI as coming from a "founder belief" instead of "enhancer belief". (visual issue only)

    Change log:
    Spoiler :

    V 8 - 8/18/2014 - Race for Religion - (Minor Sainthood bugfix)
    Spoiler :

    • Fixed bug with enhancer belief "Sainthood" where in certain conditions players would not get Science.


    Older versions:
    Spoiler :

    V 7 - 7/30/2014 - Race for Religion - (minor fixes)
    Spoiler :

    Gameplay
    • Fixed bug with follower belief "Warrior Monks" that caused players to get incorrect amounts of faith and the notification wouldn't show how much faith the player got.

    Non-Gameplay
    • Updated internally used components.

    V 6 - 7/3/2014 - Race for Religion - (minor fixes)
    Spoiler :

    This small update contains no game-play changes. You can continue games started with the prior version.

    Non-Gameplay
    • Added additional database triggers to make Race work better with mods that add religions no matter the load order.
    • Fixed bug where AI players would sometimes take the Pantheon belief "Goddess of Hunting and Foraging" as their Enhancer belief.


    V 5 - 6/11/2014 - Race for Religion - (load order consistency)
    Spoiler :

    This update contains no gameplay changes. If you have started a game with v4 you can continue the game after updating to this version. Playing with v5 will prevent crashing related to capturing capital cities.

    Non-Gameplay
    • Fixed bug that caused crashing when capturing a capital city.
    • Mod should now combine with other mods correctly no matter mod load order (achieved via database triggers).


    V 4 - 5/10/2014 - Race for Religion - The Reformation update
    Spoiler :

    Reformation
    • Added Reformation beliefs. Reformation beliefs provide things to spend faith on.

    Pantheons
    • Chosen People - Now provides +5 Faith from the National Epic and -25% Culture costs to acquire tiles instead of +4 Faith and -15% Culture costs.
    • Fertility Rites - Now provides +2 Faith from 6+ pop cities instead of +1 Faith.
    • God of War - Now provides faith equal to the combat strength of the killed unit instead of half. No longer provides a bonus to city ranged strikes.
    • Goddess of Protection - Now provides +2 Faith from Walls instead of +1 Faith from Walls and Castles. Now also provides +15% Ranged Combat Strength for cities.
    • Goddess of Strategy - Now provides +2 Faith from Barracks instead of +1 Faith from Barracks and Courthouses. Also provides +5 Production instead of +4 Production from the Heroic Epic.
    • Guruship - Now provides +2 Faith if a city has a specialist instead of +1 Faith and +1 Science.
    • Liturgical Drama - Now provides +2 Faith from Amphitheaters instead of +1 Faith. Also provides +5 Culture instead of +4 Culture from the Writer's Guild.
    • Messenger of the Gods - Now also provides +1 Faith from Caravansaries.
    • Olympic Games - Now provides +2 Faith from Colosseums instead of +1 Faith.
    • Sacred Scripture - Now also provides +1 Faith from Univercities.
    • Sacred Waters - Now provides +2 Faith from Watermills instead of +1 Faith.
    • God of Trade - Removed belief.

    Founder
    • Apostles of the Prophet - New belief.
    • Evangelism - New belief.
    • Heathen Conversion - New belief.
    • The Radiant City - New belief.
    • Underground Sect - New belief.
    • Unity of the Prophets - New belief.

    Follower
    • Moved the faith bought building to reformation beliefs.
    • Combined the old beliefs "Nature Worship" and "Protect the Meek" into new "Holy Land" belief.
    • Swords to Plowshares - Now also gives units Golden Age points for kills.
    • Warrior Monks - Now also gives +250 Faith when a Great General is born.
    • Divine Laws - Now provides +2 Faith from Courthouses instead of +1 Faith from Courthouses and Constabularies.

    Enhancer
    • Sainthood - Now provides +25 Science per foreign city instead of +50 Scienceper foreign city.


    V 3 - 3/2/2014 - Race for Religion
    Spoiler :

    Changelog

    Non-Gameplay
    • Fixed bug that caused Religious pressure to spread at incorrect distances under certain circumstances.
    • Added bullet point formatting for all beliefs to aid readability.
    • Fixed missing string for the internally used "Created" promotion.
    • Fixed bug with Sacred Architecture and Baptism where in rare circumstances they would not provide production.

    Pantheons
    • Added God of Trade - +1 Gold from Shrines, +1 Faith from Caravansaries and Markets.
    • Goddess of Protection - The +1 Production now comes from Monuments.
    • Guruship - The +1 Food now comes from Granaries.
    • Reworked Monument to the Gods - Now provides +15% Production for Wonders and +3 Culture, +3 Faith from World Wonders that are enabled by Social Policies.
    • Removed Sun God, God King and Earth Mother.

    Follower
    • Reworked Choral Music - Now provides +5 Tourism from Musician's Guild, +1 Culture from Opera Houses and +250 Culture when a Great Musician is born.
    • Reworked Divine Inspiration - Now provides +2 Faith from Ancient and Classical era World Wonders. +2 Culture from Medieval and Renaissance era World Wonders. +2 Tourism from Industrial and later World Wonders.
    • Reworked Religious Art - Now provides +3 Happiness from Artist's Guild, +1 Tourism from Museums and +250 Golden Age points when a Great Artist is born.

    Enhancer
    • Baptism - Now provides +5 Production per foreign city instead of +10 Production per foreign city.
    • Papal Primacy - Now provides +10 Influence with City-States that follow this religion when you adopt a Social Policy (but not an Ideology Tenet).


    V 2 - 9/23/2013 - Race for Religion (Public release)
    Spoiler :

    BNW version released. Multiple changes to dozens of beliefs.


     
  2. Asderfut

    Asderfut Chieftain

    Joined:
    Jul 28, 2011
    Messages:
    26
    The religious converts and religious migrations beliefs seem incredibly OP.
     
  3. PrimoXanthous

    PrimoXanthous ~ knightmare13 ~

    Joined:
    Feb 19, 2012
    Messages:
    633
    Location:
    Sa Puso mo
    one thing about Desert Folklore, the reason why there is Desert Folklore is to make use of the useless Desert Tiles, oasis and Food Plains doesn't seems useless, maybe There would be no Faith from oasis and Food Plains, just only the plain Desert and Hills. Just sayin.
     
  4. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    I hope mod author is alive and monitors his thread.
    Monument of gods is too powerful. and ai always gunning for it - impossible to get on anything beyond king or any games with Celts or Ethiopia.
     
  5. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Katfish, is your concern that Monument to the Gods is too good or that the AI overvalues it, taking the belief more often than it "should".

    Knightmare, is your concern that the nerf this mod makes to Desert Folklore is too much? The main differences in Desert Folklore is that it no longer gives faith for Cities on desert tiles, Resources on Desert tiles and Desert hills. This was done to make Desert Folklore less effective for Capitals in desert and require expanding to desert regions to take full advantage of.

    Asderfut, one of my objectives with Religious Converts and Migrants was to craft effects that initially appear powerful (so people are excited to try them) yet in play are still balanced. Migrants tends to come online after players have done their pre and post-National College waves of expansion which means a player has to be following a strategy that involves continued expansion in the mid game to get any use from Religious Migrants.
     
  6. rzhang86

    rzhang86 Chieftain

    Joined:
    Oct 8, 2013
    Messages:
    4
    What is the purpose of the PROMOTION_CREATED promotion? Which beliefs depend on this mechanism to work?

    Also, with your mod enabled, in my in-game Civilopedia -> Buildings -> Ancient era, I have a ton of dummy entries for the possible religions. What's the deal with that?

    edit: After looking through your code, I understand where all these "buildings" came from. A quick hack may be to give these "buildings" a faith cost so that at least they will be categorized under Religious (collapseable) instead of Ancient Era. Helps make the Civilopedia less cluttered, especially since I also use a mod that adds a ton of extra historical religions.
     
  7. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    Both. And not just "more often than it should": i tried 10 different map and civ setups and it was always first belief taken by ai, only once Celts picked God of War (which i think is a little overpowered too, but earlier wars are very situational so its ok) At least make it only for classical\medieval wonders, not for everything.
     
  8. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    rzhang, the PROMOTION_CREATED and dummy entries for the religions are used internally and have no direct game play effect. End users can ignore them. Preventing them from cluttering up the Civilopedia is something I want to do eventually, but is low priority right now. My highest priorities are incorporating Reformation beliefs and completing regression testing on the fall patch.

    katfish, what difficulty/game speed/map size do you usually play on? I want to be able to categorize your feedback with what I've collected from play testers and other players.
     
  9. rzhang86

    rzhang86 Chieftain

    Joined:
    Oct 8, 2013
    Messages:
    4
    Currently, Stone Circles reads "... +1 Faith from every Stone ..." but the code gives +1 Faith for Quarry, not Stone.

    Also, may I suggest splitting up Reliquary into two beliefs: 1) a Pantheon or Follower belief with +X faith per Great Person tile improvement, and 2) a Reformation belief with +X faith per Great Person consumed. There is no point making #2 part of a follower belief if it only works for the founder.

    I think the Reformation beliefs are a good place to those miscellaneous effects like #2.
     
  10. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    The tooltip for Stone Circles use to say "+1 Faith for every Quarry, Marble and Stonework" but was changed to its current form (even though its current form is less precise) because multiple users said they didn't find the phrasing intuitive.

    Reliquary may be changed in future versions to provide the faith when the Great Person is born rather than when they are consumed to get around the known issue.
     
  11. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    Emperor>king>Immortal>prince>deity
    Large>standard
    Epic>normal

    Only on deity i would not want to pick Monument, but ai who gets it becomes runaway, at least in one game i played with it.
     
  12. rzhang86

    rzhang86 Chieftain

    Joined:
    Oct 8, 2013
    Messages:
    4
    I see. The wording still needs tweaking because I had expected to get faith from unimproved Stone at my start location. Perhaps "+1 Faith from Quarries and Stoneworks. +1 additional Faith from tiles with Marble?"
     
  13. Alan H

    Alan H Chieftain

    Joined:
    Jul 26, 2013
    Messages:
    36
    Hi, I'm using this mod with the Communitas expansion pack and there's some changes: 1- the pantheon belif is reachanle at 20:c5faith: and 2- satellite cities lost :c5faith: pressure almost at 0 but this dosent happen to the rest of the religion, they have plenty of presure
     
  14. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Alan H, the Pantheon being available at 20 Faith is most caused by another mod you had active that overwrote what Race for Religion set the Pantheon costs to.

    Did the pressure drop happen when you enhanced your religion or were you playing a civilization that got an extra belief and you took an enhancer belief as the bonus?

    It sounds like other mods you are using are also editing the religion system. To avoid having the mods clobber each other you'll want to disable any changes other mods make to the religious system. I think Commutes has a folder called "beliefs" and if you change its name that should disable any alterations Commutes makes to religious beliefs, allowing for Race for Religion to work property.
     
  15. Alan H

    Alan H Chieftain

    Joined:
    Jul 26, 2013
    Messages:
    36
    Yes Machiavelli24, most likely is the CEP mod, I did the enhanced but also the neighbor religion and he has +40 pressure in my city's, I'm going to check if changing the file names works, thanks
     
  16. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    Japan gets visual bugs after new patch right from the start.
     
  17. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    katfish, what kind of visual bugs are you seeing? Are you using any other mods or only Race for Religion? I don't see any obviously incorrect behavior using the public version of Race for Religion post patch as Japan.
     
  18. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    Settlers had a golden age and delete icons.
    Deleting cache after update fixed all bugs, so nevermind.
     
  19. katfish

    katfish Chieftain

    Joined:
    Aug 17, 2013
    Messages:
    190
    No plans for lake based beliefs?
     
  20. MKDELTA3

    MKDELTA3 Chieftain

    Joined:
    Oct 21, 2013
    Messages:
    126
    Location:
    Helsinki, Finland
    I've been playing with this mod a lot and I would like to offer some feedback.

    First of all I have to say that I really like the vast majority of these new beliefs. The majority of them are both usefull and very flavourfull.

    I however feel that perhaps the faith from bulding type of pantheons could use +2 faith instead of +1. Right now it seems that getting a terrain-based pantheon with a religious civilization is the best way to establish a religion. It takes a long time to build things like Libraries or Colosseums in the early game. I have managed to establish religions after taking these pantheons but it required an intensive and extensive Piety strategy. In other words spamming cities and Shrines. Libraries, Colosseums etc only played a very minor part in this all.

    Monument to the Gods might be too good now. The AI always beelines for it and proceeds to spam wonders like crazy. If I get it I proceed to spam wonders like crazy. 15% to building wonders is good enough in itself but I guess it would go against your design philosophy of giving every Pantheon belief a way to generate Faith.

    Usury Ban and Work Ethic aren't very good now. They require buildings that need special resources on city radius and give quite minor benefits. I would change the Mint to Bank and Forge to Workshop.

    Some of the beliefs work too good on maps with large amounts of players. Religious converts, Religious migration and Papal primacy get way too good on maps with a lot of cities. Religious migration is probably the least problematic of these since unless you're playing Terra type of maps you won't be building all that many new cities after you've manged to establish your religion. Religious converts however is excelent at making bloated gigantic capitals if you play on larger maps and put effort into spreading your religion.

    Papal primacy gets pretty hilarious on maps with a lot of city-states. It's not very hard to create a situation where you get more influence from SPs than it takes time for the influence to decay. Since the AI is really bad at fighting for CS influence it's easy to get perma-allies with this. I guess these have been balanced with Standard on mind and perhaps could use some restricting modifiers at least on larger maps.
     

Share This Page