Sid Meier's Civilization V

Sid Meier's Civilization V

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Race for Religion (GK)
   
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13 Aug, 2012 @ 7:45pm
16 Jun, 2013 @ 8:34am
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Race for Religion (GK)

In 1 collection by Machiavelli
Machiavelli's modular mods (G&K)
3 items
Description
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!

Looking for the BNW version of this mod? Go here!

  • 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 follower 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!

Discussion thread[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] from CivFanatics
If you like the mod and want me to prioritize development of it let me know by rating the mod, making it one of your favorites, or by posting in the comments or discussion thread.

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.

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 (so long as the author of the other mod did some specific technical things they usually do).

  • 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 multiple directories. You can turn off an option by adding an underscore to the name of the folder. For example, changing '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.

Providing Feedback:
You can leave a comment below or post in the CivFanatics thread.

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
  • 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)
61 Comments
Machiavelli  [author] 9 Apr, 2014 @ 6:06pm 
To find the directory for the mod you'll first need to find your "Sid Meier's Civilization 5" directory. The exact location of this depends on your OS but assuming Windows, it should be in your "Documents/my games" aka "C:\Users\<your_user_name>\Documents\my games\Sid Meier's Civilization 5".

From there look for a "MOD" or "mod" directory. Sometimes there is a "mod" directory inside the "MODS" directory (ei "Sid Meier's Civilization 5/MODS/mod"). You're looking for a directory called "Race for Religion (GK) (v <X>)" where <X> is the version number.

Let me know if you have any issues or are unsure what changes need to be made.
Random Guy 9 Apr, 2014 @ 5:20pm 
To the first question yes. To the second question yes. How do I find the directory of the mod?
Machiavelli  [author] 9 Apr, 2014 @ 4:52pm 
Michael, do you want the pantheon beliefs of Race for Religion but the normal founder, follower and enhancer beliefs? You can get most of this by going to your "Sid Meier's Civilization 5/MODS/Race for Religion(v X)/Beliefs" directory and changing the names of the "Founder", "Enhancer", etc to "_Founder", "_Enhancer" etc.

Also, this is the Gods and Kings version of Race for Religion. Is that the version you want or did you want the Brave New World version?
Random Guy 9 Apr, 2014 @ 3:49pm 
Can you make a mod that adds just the pantheon beliefs?
Machiavelli  [author] 11 Aug, 2013 @ 8:11pm 
An initial (untested) version of this mod for BNW is available to people who ask. Once the BNW version has been fully tested it will be released on the workshop.
Nervix 24 Jul, 2013 @ 8:26am 
I think that some of your beliefs may need a little balancing. For instance, the Divine Laws belief (+1 happiness per courthouse) seems to be trumped by the Divine Rights belief (+2 faith per courthouse and constable). Plus, I really liked using the original version of tithe, not sure I really liked what you did to it. Thats just my personal opinion though, others may feel differently. The beliefs that affect population however are very interesting, and I look forward to trying them out when you release a brave new world version.
MNT 17 Jul, 2013 @ 12:59pm 
I'm eagerly waiting for your BNW version. =D
Machiavelli  [author] 12 Jul, 2013 @ 4:04pm 
Unfortunately there is no easy way to prevent Spain's trait from doubling the Natural Wonder benefits provided by beliefs. I could do it if I modded the DLL but that would prevent this mod from being played with other DLL mods and modularity (aka playing nice with other mods) has been a design goal for Race for Religion.

One with Nature and Nature Worship were designed around the idea that they would be below average with only one Natural Wonder, good with 2, great with 3+. Coral Reef being two tiles and Spain getting the bonus twice makes it too easy to get the bonus 4+ times, but the alternative of making the beliefs to weak to use for any non-Spain player was not appealing.

I've considered tweaking One with Nature to be +2 Food, +3 Faith (instead of +2 Food, +4 Faith) and Nature Worship to be +5 Culture (instead of +6) but these tweaks are not enough to contain Spain.
hi3r0ph4nt 12 Jul, 2013 @ 10:58am 
I'm not sure if it's like this in vanilla GK (only played 1 game unmodded) but there are some balancing problems conerning Spain + One with Nature + Nature Worship. For example the Great Coral Reef is 2 Production and Gold, 8 Food and Faith, 4 Science and 12 Culture. El Dorado has 22 culture along with 8 Faith and 4 Food.
Davlen 11 Jul, 2013 @ 6:28pm 
not too major i've noticed...