Religious Belief Rebalancing

Machiavelli24

Mod creator
Joined
May 9, 2012
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Religious Belief Rebalancing

This mod alters and reorganizes the majority of religious beliefs to create a new and interesting dynamic around religion. Extremely powerful beliefs have been toned down and no belief is utterly useless (though some beliefs will only be useful for niche strategies).

This mod also makes it so Pantheon costs do not increase as players create Pantheons. If you want to play with Pantheon costs increasing as normal you can easily restore that behavior. Go to your "Sid Meier's Civilization 5/MODS/Religious Belief Rebalancing (v X)" directory. Inside there will be a folder named "Pantheon costs". Change the folder's name to "_Pantheon costs".

The Steam Workshop entry has screenshots of the beliefs which can also be seen below.

Download Locations:
- The Steam Workshop entry.
- From CivFanatics.

Pantheon Beliefs:
Pantheon beliefs.png
Each Pantheon belief provides a source of faith that will shape your play style and strategy as you seek to leverage your Pantheon belief into a fully fledged Religion. Concerned about an aggressive neighbor attacking your cities? The "Goddess of Protection" belief will make any Walls and Castles you build contribute Faith and Production. Have lots of Sea resources? The "God of the Sea" will make Lighthouses and Fishing boats provide Faith.

Founder Beliefs:
Founder beliefs.png
Each Founding belief makes it easier to spread your religion and rewards you for doing so. If you have lots of City-States nearby the "Religious Unity" belief will enable your religion to expand rapidly through the City-States, netting you an influence boost with them at the same time. If your neighbors already have a religion than the belief "Interfaith Dialogue" will allow you to accumulate Science while you convert cities to your own religion. If you want to spread your religion with the edge of a sword the belief "Crusades" will reward you with Faith and converts in any city belonging to another religion that you capture.

Follower Beliefs:
Follower beliefs.jpg
Many follower beliefs have been tweaked. It is no longer extremely easy to get multiple additional Happiness from Follower beliefs. Follower beliefs that provide Happiness either work on buildings that can't be built in every city (Courthouses, Gardens, Mints) or can only be purchased with Faith. Buildings that can only be purchased with Faith now no longer provide Faith themselves, so they will not make to purchase additional copies of themselves in other cities. These buildings also lose their Happiness bonus if the city converts to a different religion.

Without the easy access to Happiness follower beliefs that provide other bonuses will remain viable options. For example, "Swords to Plowshares" turns military training buildings into production buildings. Allowing a player to benefit from their military infrastructure even after the war ends. A civilization trying to build lots of wonders can use "Monument to the Gods" to get 20% production bonus when constructing wonders. A civilization that works lots of Trading Posts will find the belief "Religious Settlements" an extremely useful source of Faith since it gives +1 Faith per Trading Post.

Enhancer Beliefs:
Enhancer beliefs.png
While Founding beliefs make it easier to spread your religion Enhancer beliefs reward a mature and influential religion. Beliefs like "Tithe" provide +1 Gold for every 4 foreign followers or the "Pilgrimage" belief which provides +2 Faith and +2 Science for every foreign city following the religion.

Compatibility with other mods
This mod does not alter any existing files outside of those used for religious beliefs and should be compatible with most mods.

Change log
V 4
-Bug fixes
-Lots of little tweaks to multiple beliefs (mostly follower beliefs)
-Faith purchased buildings (Cathedrals, Mosques, etc) now provide much less of a bonus if the city they are built in converts to a different religion.

older versions:
Spoiler :

V 3
Spoiler :
-Bug fixes
-Religious Reformation and Religious Migration are back
-Lots of little tweaks to multiple beliefs


V 2
Spoiler :
-Founder beliefs Religious Migration and Religious Reformation removed for now
-Founder belief Crusades added
-Follower belief Asceticism changed to "Holy Justice: +1 Happiness from each Constable"



Known issues
None at this time.
 
Being able to get a Civ UA (Egypt's +20% production for Wonders) as a belief seems a bit much. There's a reason why the original version of that belief is both a lower amount and only for Ancient/Classical Wonders.

EDIT: Religious Reformation is also broken to hell right now. In addition to what it states, it is also activating on a city getting an additional follower. It's very easy as a result to just spam your religion into all the foreign cities and rake in tons of culture as they naturally grow.
 
AlienFromBeyond, thanks for the bug report. I've been able to fix the incorrect behavior and the beliefs will be returning in the next version that will probably be release at some point in the week.

As for +20% production for Wonders being too good, as I narrow down the power band I'm targeting it may change but right now it seems relatively balanced with the Religious Community belief "+1% Production per follower (max 15%)". If a player is building lots of wonders they probably have high population cities that could make use of Religious Community's production bonus. Wonder production is relatively niche compared to universal production so the production bonus needs to be greater than Religious Community.

I am of the opinion that Wonder production bonuses are a step below production bonuses for buildings and units since there aren't that many Wonders, most of them won't be critical for a specific strategy and those that are will likely be great engineer rushed. Getting late game Wonders will be determined by tech lead rather than a production race.
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Black, you're right that World Church is not balanced with Papal Primacy, this is a mistake. I picked +2 Cul per city for Papal Primacy to keep it in-line with Church Property's +2 Gold per city while leaving World Church unchanged. I'm doing a pass on the enhancer beliefs to refine them right now. The elephant in the room though is Ceremonial Burial, which dwarfs any other enhancer belief. The next couple of versions will likely include a lot of refinements to the power level of the enhancer beliefs.
 
This is a great idea! I haven't tried it yet, but I did want to point out one (hopefully constructive) criticism.

It seems like the original breakdown of pantheon/founder/follower/enhancer aspects of the religion is initial-faith/bonus-for-spreading-religion/bonus-for-having-religion/help-spreading-religion more. You've changed that and I'm not sure why. Because the follower aspect is so strong, personally, i'd be more inclined NOT to spread my religion so that my competitors don't get the same advantages. 20% wonder bonus is strong depending on the game you play (I love building wonders!) and the science % bonus could be game changing. I just think that the founder beliefs should be the really good ones that reward spreading the religion, while follower beliefs are supplementary.

Anyhow, hope that helps! I think it's a great addition!
 
In my opinion, this mod removes any meaningful choice from selecting pantheon beliefs. You no longer have to worry at all about deciding between an easy source of Faith or a strong, immediately useful benefit. The decision becomes incredibly easy and trivial.
 
There are some really interesting - as in, really good - ideas in this mod, but like AlienFromBeyond also pointed out, some of them are not very well balanced. +20 % to (all) Wonder production is certainly one of those. Religious Migration is another candidate that strikes me as being overly powerful.

On the positive list, I would really like to compliment you on the following changes, which I think are both balanced and appropriate:
- Divine Inspiration - fits perfectly with culture on wonders and gives this belief a required lift.
- One With Nature - adding food is very clever, problem with many Natural Wonders is you can't work them early because they don't give food. Excellent!
- Religious Texts - cutting it back is fine, bonus should be +33 % / +50 % because the native pressure of +6 cannot be divided by 4 but only by 3 or 2 - so +25 % is an additional +1.5 pressure which is bad, whereas 33 % hits a clean +2 pressure (and then +3 down from +4 with Printing Press).
- Liturgical Dramas - interesting. Wonder about the balance of this, but it certainly became a viable choice!
- Reliquary - brilliant. The +2 Faith from GP tiles really gives this belief a significance.
- Swords Into Plowshares - really like that one.
- Pilgrimage - adding the science will suddenly make this a much more interesting choice.
 
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