Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Caravans & Pilgrims: Religious Pressure from Trade
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
909.546 KB
4 Aug @ 4:30pm
29 Aug @ 5:07pm
9 Change Notes ( view )
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Caravans & Pilgrims: Religious Pressure from Trade

In 1 collection by Leugi
Caravans & Pilgrims
4 items
Description
Caravans & Pilgrims is a collection of mods thriving to improve the gameplay of Trade, pushing it beyond just getting gold from somewhere else. This mod in particular is focused on improving the relationship between Trade & Religion, by doing several changes around increasing the Religious Pressure from Trade while tweaking other aspects as well. Part of the "Modder Pass VI: Caravans of the Silk Road" pack from the Civilization VI Helpline.





Caravans & Pilgrims
Trade Routes & Religious Pressure
C&P tweaks the amount of Religious Pressure exerted through Trade. However in order to make this make sense it also changes some aspects of Trade itself and of Religious Units. It also adds a font icon for Religious Pressure. Also includes reworks for University of Sankore, Chichen Itza and Arabia to play more with Religious Pressure from Trade.
General Changes
  • Religious Pressure from trade is 7 times stronger towards the city of destination, allowing you to use Trade to spread your Religion more passively.
  • Additionally, Traders exert a burst of 21 Religious Pressure to every City Center they pass through, allowing you to plan a route to keep your religion’s presence in more places.
  • To balance this, Religious units all have increased costs, but receive +1 movement, have a stronger base spread strength and may teleport between owned cities. This allows Religious units to fill more of a niche of reaching specific cities, particularly those far away, while passive spread becomes stronger. Also Inquisitors no longer require you to start an Inquisition, to compensate the additional cost (and the fact that they are more useful to deal with all the extra pressure coming from trade)
  • City-States instead receive more Pressure from the Trade Routes they send, so if a CS is trading with you they will likely adopt your Religion faster as well.
  • Most importantly, Trade Routes have been reworked to do only one trip to their target; this helps a lot in using them to spread religion as you dont need to wait so many turns to switch your target (and you can always repeat if you dont want to think too much about it)
New Policies and Beliefs
  • Votive Offerings (Diplomatic - Unlocked at Theology)
    Trader Units burst +21 Religious Pressure when passing through cities.
  • Religious Tolerance (Diplomatic - Unlocked at Reformed Church)
    +3 Religious Pressure per turn received from cities to which you have a Trade Route.
  • Catechesis (Diplomatic - Unlocked at Reformed Church)
    +7 Religious Pressure per turn exerted to cities to which you have a Trade Route.
  • Televangelism (Diplomatic - Unlocked at Mass Media)
    +14 Religious Pressure per turn exerted to cities to which you have a Trade Route.
  • Religious Inculturation (Enhancer Belief)
    Trade Routes from the founder's cities exert +5 Religious Pressure. Traders passing through cities burst +14 Religious Pressure.
Wonder Reworks
  • Chichen Itza
    Traders coming from this city burst double the Religious Pressure when passing through cities on their path, and provide a burst of Production when passing through owned cities.
    +2 Faith and +1 Production to all Rainforest tiles for this city.
    Provides capacity for an additional Trade Route when built next to a Natural Wonder

    Must be built on a Rainforest tile.

    (Chichen Itza is reworked to feel more like a place of religious and trade importance while also keeping the focus on adding some production to Rainforests)
  • University of Sankore
    International Trade Routes sent from this city provide +1 Science and +1 Faith for every two followers of the majority Religion at the city of Origin.
    +2 Science and +1 Faith for every Trade Route to this city. Other civilization's Trade Routes provide +2 Science for them.
    Trade Routes from your Civilization exert +7 Religious Pressure to the Destination city, and receive +3 Religious Pressure from it.

    Must be built on a Desert or Desert Hills tile next to a Campus with a University

    (University of Sankore now has an additional focus on religious followers, while strengthening pressure alotgether)
Arabia Rework
  • Couriers of the Horizon (Civilization Ability)
    Traders burst double Religious Pressure and +5 Great Prophet Points when passing through City Centers, bursting +2 Great Scientist Points instead after founding a Religion.
    If the city follows Arabia's Majority Religion they also burst Science and Faith equal to four times the city's output.
    Gains capacity for an additional Trade Route for every new type of Strategic Resource improved within Arabia's territory.
    (Switching Arabia’s focus to focus a bit more on Trade while keeping the nice Science+Faith theme they have going for, giving a more active ability)
UI Changes
  • To make Religious Pressure easier to read, a new font icon was added. (you guys know I couldn't resist :p)
  • If you are playing with Better Trade Screen by Astor the way Trade Routes are displayed has been changed for the sake of clarity. Trade Routes now consistently show their arrows when selected even when Mountain Tunnels are present, and a strong yellow path was added to make them more visually distinct. You will also be able of seeing Trade Routes from other civilizations in this mannner (but in light blue) through the Trade Overview. And the screen has been edited to show the new route durations, and to show the number of cities the Trader will pass through, to help you plan your routes more easily.
While the mod doesn't require the Better Trade Screen Mod, it is hugely recommended you play with it as the experience was designed around having it active. Another suggested mod is Silk and Spice: Trade Route Rework by AlfNet which toys around Trade Route length in an interesting manner, and in fact inspired some of the changes of this mod.
If you need to disable any of the Wonder reworks or Arabia's rework, whether because you don't like them or because you are using another mod to rework them, you can do so at the Game Settings.
This mod is part of a group of mods that are intended to work together called "Caravans & Pilgrims", you can check the rest of the mods in this collection. If you are curious of all the changes you can also check this nifty document.[docs.google.com]
Art, Code & Design: Leugi
Civilopedia Texts for almost all the Policies: Zharques
Special thanks to Sukritact, for helping with dealing with the UI and Lime for his testing and feedback.
If you want to provide feedback for this project, check its future progress, or even start and promote your own civ projects, you can do so at this discord channel!
[discord.gg]
BTW, if you want to support my work you can either follow me on steam, rate or
[www.buymeacoffee.com]
37 Comments
NuDDen 29 Sep @ 2:46pm 
Is there a possibility that this Mod is not fully compatible with CQUI? When using both together I cant see ur wonderful/Colorful trade routes when selecting the trader ...
Rainy Devil 9 Sep @ 12:40pm 
A small bug I encountered is that Gitarja's Religious Units lose their ability to Embark without using any movement. The only Mod I have that touches them is this one, so my guess is that it had something to do with how Apostles and the like now use a "Support Diamond", so the Leader Ability doesn't recognize them?
BIBIMOREPIPI 6 Sep @ 3:05pm 
@Leugi
i do like that routes only do one trip now but later in the game routs to far a way citys take 100+ turns have you thought about maybe making traders faster after certain technologies or maybe if you upgrade their road with railways?
TuT-N-Karim 2 Sep @ 2:59pm 
@Leugi
I´ve been trying out the Caravans and Pilgrims mods, and I must say I´m really enjoying them.
The fact that trade routes now take a lot less time to create trade posts (at least on Marathon speed) and the religious pressure that civs like Arabia create, makes you rethink strategies. I do notice that plundering trade routes now yields a lot less gold, any reason for that?
Many thanks
Leugi  [author] 24 Aug @ 6:56am 
@Constantine05: You are correct. I have uploaded an updated that hopefully fixes it, tell me if it works!
weraptor 23 Aug @ 11:45pm 
As expected. This mod slightly changes India's ability.
Oraculus Prime 23 Aug @ 11:31pm 
after hours of test and try I have come with warning: DO NOT use this mod with Zen overlord's India Tweak: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2501854931 It will CRASH!
Cuntism 19 Aug @ 3:24am 
Works fine on updating a current save game for anyone wondering
TuT-N-Karim 18 Aug @ 12:57pm 
@Leugi: thank you for taking our comments into consideration and for the great effort you keep putting into making this game ever so enjoyable!:steamthumbsup:
weraptor 17 Aug @ 5:49pm 
You may want to remove the Inquisition Dark Age Policy Card.