"Religious Victory"

I also noticed that when I controlled all religions, it listed my "main" religion (Judaism) first, but then listed a second religion (Christianity) where it normally lists your closest competitor in a given victory condition, even though I controlled both of them.

My first game with a religious victory enabled I tried to spread ALL religions as thickly as possible, but that actually hindered me rather than helped (since I was spreading myself thin by trying to generate as many missionaries as possible, and neglecting my infrastructure and not spreading the "one true faith"). The best strategy, it seems, is to try to get as many holy cities as possible but to only spread one religion; pick one, and stick with it.
 
Okay, I think I've got it figured out. This is basically how it works . . .

1) You control any religion you control the Holy City of - it does not necessarily have to be a religion you have founded.

2) On the victory conditions screen the two most widespread religions are listed, regardless of controlling Empire.

3) The religious percentage is calculated in a similar fashion to Martinus's post (not Steenreem's post, which is incorrect - you must also calculate atheist - ie non-religious population).

4) Founding cities have a slight (one or two percent) advantage in cities with multiple religions (ie if a city holds 10% of world pop and two religions are in the city, if the city is the holy city of one of those religions, that religion would have 6% of its percent coming from that city instead of 5%).

5) Having Monasteries of a religion in a city may increase the percent of that city that is of that religion. (A city that contains normally gives 3.7% towards religious percent of three religions may give 4% or 5% to the religion with the sole monastery in that city - and only 2% to the other religions).

6) The computer does not actively try to stop you from obtaining a religious victory (at least not on lower difficulty levels - ie Settler - I won a game in 25 minutes and had good relations with my opponent).

Implementation - I've already started making a small pack of files to add religious victory into the game; so far I've edited the following sections - Victory (under Game Concepts in the CivPedia) and Religion (under Game Concepts in the CivPedia).

Strategy - The is the best strategy I've found. Attempt to found as many religions as possible, this will keep opponents from spreading their own religions. Make a "B-line" for Theology (enables Theocracy) after acquiring mandatory techs for your city improvements and archery (writing too). Having Theocracy enables you to stop spreading the non-state religions you have founded. Then spread your relgion like crazy, build monasteries and temples to your religion and build up a defensive military to keep the computers from eyeing your territory. Get open borders with everyone and spread your religion - get the computer to convert and adopt theocracy - give them techs to please them if you have to.

AI - At lower difficulty levels religious victory may be the easiest victory possible - at higher ones it may be the hardest possible (because another opponent may found a religion before you can hoard them) - I currently have it set at 66% - although I may lower it to 60%.

I'll post my files sometime this week, and try to find where the percentages are calculated.
 
That is very cool.

I'm surprised that Firaxis made it possible to have a religious victory in the XML files, but didn't actually implement it in the game. I wonder why?
 
this sounds like an excellent idea. i guess someone could just mess around with the worldbuilder to calcualte how it effects the victory etc.
 
Upon further investigation with World Builder - thanks for the idea sovarn, I have discovered the following.

1) Holy Cities, monasteries, temples, and other religious buildings do not influence the percent that a religion counts of as part of a city.

2) There is some kind of minimum requirement for a religious victory. It has to be one of the following form a test I did in world builder.
a) At least 5 of the 7 religions must be founded in order to enable religious victory.
b) The world population must reach at least 30 - the sum of city sizes (this is subject to change as I have seen some posts alluding to the calculation of world pop - that a size two city is actually 3 times a size one city).
c) The world population must reach at least 1.25 million - actual population using earlier discussed formula for populations.
d) The world must contain at least five cities (or some other minimum based on map size - five refers to a duel sized map).

Since I had not anticipated this minimum requirement, a 50 to 60 percentile is more reasonable than my original 66 percent.

The addition of inquistors may be a good idea - although without them there is a real sense of urgency in earlier eras to spread your religion, as achieving a late game religious victory becomes impossible (I guess you might be able to raze cities with the opposing religions though, although encouraging that kind of genocide seems a little odd - if not interesting). Plus Inquisitors may make it too easy to achieve victory at any stage.

I have no clue at all how Permanent Alliances will work with religious victory though. Might test it out when I have time.
 
NO ONE expects the spanish inquisition!!! wonderful idea letting me kill off those heathens with justification
 
hahaha (this is off topic so any moderators may delete it) My robotics team was going to name it the inquisitor and have "NO ONE expects the spanish inquisition!!!" as our motto...

Anyway...

I would really like to see a mod like that exist, I was thinking you would have to completely elimate all other religions (or at least 90%) and/or destroy all other holy citys(or not...). In any case I WANT A DL LINK!
 
Okay played a Civ game today, not really looking to test out religious victory, just wanted to get a fun game in. I ended up with a religious victory and wasn't really aiming for it (which means I might again bump of the percent required from 60% to 66%).

I was Greece dueling England on a Pangea map on Noble difficulty, I burned down all the cities with the primary opposing religion as I went for a conquest victory and ended up with a religious victory around 1350 AD. Anyway, I saved my completed game and can make a more educated guess about the minimum requirements for a religious victory.

Possible minimum requirements for a religious victory.
1) At least 4 religions must be founded (not five as I had previously thought).
2) The world population at least 30 (sum of city sizes).
3) The world must contain at least five cities (or some other minimum based on map size - five refers to a duel sized map)

I believe number 2 is the most probable and somewhere there is a value like <iMinReligiousFollowers> that can be set to a certain number representing the minimum number of followers.

Anyone else try it yet, and notice anything else odd about it yet?
 
thanks rodman, thanks donquixote!

shouldn't this be in the completed modpacks subforum now?
 
I'm surprised that Firaxis made it possible to have a religious victory in the XML files, but didn't actually implement it in the game. I wonder why?

I've never seen the AI use missionaries, at least not against my own cities
 
DireAussie said:
I've never seen the AI use missionaries, at least not against my own cities

Hm, I've had the opposite happen... they've pretty much poured into my borders on some games, particularly when I'm right next to, say, Egypt (or another spiritual civ).
 
DireAussie said:
I've never seen the AI use missionaries, at least not against my own cities

I think it depends on the leader of the AI. Spiritual leaders tend to spread religion a lot more often than the others.
 
DireAussie said:
I've never seen the AI use missionaries, at least not against my own cities

Its really hard to notice unless you just happen to have selected a city where the unit is inactive at. I think default the game moves opponent units without animation, so unless you click at them on their endpoint you won't notice them.
 
Pbhead said:
hahaha (this is off topic so any moderators may delete it) My robotics team was going to name it the inquisitor and have "NO ONE expects the spanish inquisition!!!" as our motto...

Anyway...

I would really like to see a mod like that exist, I was thinking you would have to completely elimate all other religions (or at least 90%) and/or destroy all other holy citys(or not...). In any case I WANT A DL LINK!

check my missionary mod - has the inquisitor in it, but also allows a change of religions in a city without an inquisitor by conversion:
http://forums.civfanatics.com/showthread.php?t=156447
 
:D I've been playing my composite mod in which I've merged TrueProphets, Alt Religion, the Inquisitor, and Religious Victory. It works beautifully :)

I really like the feel of the game now that I've removed RW religions, and I like the fact that religions are founded by people, not by technology.

Thanks to Kidinnu, Alulim, Mylon/Robo Magic Man and donquixote235 for creating the initial mods - together, they've made religion a much more satisfying and complex aspect of the game, IMHO.
 
I edited the CIV4VictoryInfo.xml to enable the Religious Victory for my Warlords2.08 mod (75% needed for victory). Unfortunately it doesn't seem to work. I tried out many different ways with the worldbuilder, but the victory was never triggered even it should be according to the victory screne. Any ideas what I'm doing wrong. Is there any other xml file which needs to be edited?
 
Wow, this thread is still alive . . . I haven't been here in ages (although I just started a new Wheel of Time mod for Civ4).

@ Manhattan, did you try playing a game? There seems to be some kind of minimum requirements for that victory. I'm not sure if it has to do with world population, number of religions, or number of cities, but I know some kind of minimum requirement exists before the game actually allows that victory condition to work (at least in Vanilla Civ4).
 
I didn't play a hole game, I just tried some configurations in the worldbuilder. I tried out all the options suggested in this thread (up to all 7 religions already found, 8-10 cities on a tiny map, large world population with a 50 citizen city, let most of the other player convert to my religion and so on) but nothing worked. Is it possible that changed religion settings make some problems? In my mod/scenario there are no tech preqs for the religions as all of the needed ones should be founded already. Or maybe the victory is possible only after a fix number of turns?
 
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