Sid Meier's Civilization V

Sid Meier's Civilization V

Race for Religion (GK)
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...
Machiavelli  [author] 11 Jul, 2013 @ 5:07pm 
The current version of Race for Religion is for Gods and Kings, not Brave New World. I am working on a version of the mod that works with BNW and will add it (as a separate mod) to the workshop when it is done.

The current version of Race for Religion hasn't been tested for the Gods and Kings patch that was released a few days before BNW. Are you seeing issues with Race for Religion post-patch?
Davlen 10 Jul, 2013 @ 5:03pm 
still up to date?
Machiavelli  [author] 12 May, 2013 @ 8:23am 
New version with the fix for the bug in Religious Migration is up. You should be able to load your existing saved game with the new version and have everything work correctly.
Machiavelli  [author] 12 May, 2013 @ 7:44am 
Great catch timbartlet! I am working on a fix and will push out a patch that should be compatible with any existing save games.
timbartlett31 12 May, 2013 @ 6:12am 
Hi, enjoyable mod! Discovered a bug though - the enhancer belief that adds population to new build cities per city state with your religion (can't remember name) continues to add population after each loaded game. Lots of unhappy citizens... :(
Machiavelli  [author] 9 May, 2013 @ 5:43pm 
333, if you could take a screen shot of from the city view maybe that will catch something. Do you know if the border culture cost reduction part of Nature Worship is working? You could determine the border part by looking at the cost for the next tile just before you convert the city with a missionary.
Trihne 9 May, 2013 @ 5:24pm 
Yes i use "perfect world 3" which is a custom map script, but no mods that change natural wonder yield
And i am talking about mt fugi and others not national wonders
Strangely enough the pantheon faith that adds +2 food and +4 faith works but not the one that adds culture
Ah well, i ll try without the map and see
Machiavelli  [author] 9 May, 2013 @ 5:18pm 
If you decide to get Gods and Kings this mod will be here. I do have another mod that changes all the social policies that works with vanilla Civ 5. You can see it at http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=77824290
Bork 9 May, 2013 @ 5:08pm 
aw man i dont have it but still seams like a cool mod
Machiavelli  [author] 9 May, 2013 @ 4:54pm 
Yes ybob4, it requires Gods and Kings.
Bork 9 May, 2013 @ 4:38pm 
dose this mod require gods and kings expansion
Machiavelli  [author] 9 May, 2013 @ 4:24pm 
333, I did a quick test and I can confirm that "Nature Worship" (+6 culture from natural wonders) does work. You mentioned you are using other mods, do any of those other mods create new natural wonders or change the yield of existing natural wonders? Are you using a custom map script? Those could cause the behavior you're seeing.

Alternatively, have we mixed up natural wonders (Mt Fugi) with national wonders (National Treasury)?
Trihne 9 May, 2013 @ 6:05am 
yep, and it also doesn't work with pantheon belief that adds +2 culture and +2 faith, i even pass several turn to see if it would kick in but nope... Maybe it's an incompatiblity with another mod i use, but i got nothing about natual wonders or religion
Machiavelli  [author] 8 May, 2013 @ 6:21pm 
333, has the city next to the natural wonder adopted the religion?
Trihne 8 May, 2013 @ 5:18pm 
the beliefs that adds culture to natural wonders doesn't work for me.
Is it only a UI error?
Mr Meowmeow9 5 May, 2013 @ 12:59pm 
The pantheon belief "Goddess of the Hunt" doesn't make sense. It shouldn't include truffles, as truffles are a type of mushroom and therefore don't incorporate hunting. The image in-game of a pig/boar is because people would use pigs to sniff out and find truffles when gathering them. Other than that, though, a very interesting mod. I definitely want to play with it some more.
Machiavelli  [author] 4 May, 2013 @ 4:13pm 
I've been recording the beliefs my playtesters have used and I would love to hear what beliefs you end up using hambil (and everyone else). My aim was for distinctive high quality beliefs over sheer quantity.
hambil 4 May, 2013 @ 1:17pm 
I just got this and will play with it for a bit. I've been using enhanced beliefs, but this looks more robust (though less new beliefs). Thanks!
Machiavelli  [author] 29 Mar, 2013 @ 4:44pm 
I've uploaded the current version of this mod to CivFanatics, you can find it at:
http://forums.civfanatics.com/downloads.php?do=file&id=21029

Please let me know if you have any feedback on the mod. I'm currently working on a major addition to this mod (at least a dozen new beliefs and large refinements to many follower and enhancer beliefs) and there is a good chance I will incorporate feedback into the next version of this mod.
Angelux 27 Mar, 2013 @ 9:42am 
Can you upload it to Civfanatics?
Feeling_It 24 Mar, 2013 @ 5:51pm 
omg really a buff to pilgrimage
MNT 18 Feb, 2013 @ 9:40am 
I had a random issue and this wouldn't finish downloading from the civ 5 mod screen and now I can't get this mod... Is there any way you could upload this mod onto your civ5 thread?
Sohei Kaunski 9 Jan, 2013 @ 6:37am 
So I had to go into the mod's and change the stat's for tithe as it wasn't giving me any gold at all. I really enjoy this mod hope you can double check everything and make sure they work properly thanks Machiavelli!
Sohei Kaunski 8 Jan, 2013 @ 6:38pm 
Tithe is not paying out for some reason
Lokathor 1 Jan, 2013 @ 8:22pm 
I tried to use this at the same time as the Gods And Kings Enhanced Mod, but then it didn't have anything changed for some reason (though the G&K Enhanced effects were in).
The Ole' One-Two Hullaballoo 29 Dec, 2012 @ 1:20pm 
Thank you very much!
Machiavelli  [author] 29 Dec, 2012 @ 11:50am 
The Strange Religions mod should be compatable with this mod if the Strange Religions mod only adds new religions and does not alter any of the mechanical beliefs that make up religions. Based on my reading of the Strange Religion's workshop page that seems to be the case.
The Ole' One-Two Hullaballoo 28 Dec, 2012 @ 2:03pm 
Is this compatable with Strange Religions?
Machiavelli  [author] 1 Sep, 2012 @ 12:28am 
Ioco, even with the large map how much slower was Civ 5 with this mod than without this mod? Noticeable but not annoying? Annoying but not frustrating? Or frustratingly slower? I don't have the resources to do performance testing of this mod and I don't want to add a new processing-intensive feature if current performance is already poor.

In other news, the next version of this mod will focus on changes to the enhancer beliefs and hopefully be released in 2-3 weeks.
JUB 24 Aug, 2012 @ 8:24am 
I am using a large map thanks
Machiavelli  [author] 23 Aug, 2012 @ 7:25pm 
Ioco, did you have any other mods active? Were you playing on a large map that was fully saturated with cities and units? Had lots of religions spread everywhere?

A common occurance of lag can be when ploping down a great person, fishing boat or use a missionary. The "end turn" button stops taking user input until the 2 second animation finishes. If this is the lag you're seeing than it caused by civ 5 and not the mod.
JUB 23 Aug, 2012 @ 1:06pm 
This mod makes the game lag any suggestions?
Machiavelli  [author] 22 Aug, 2012 @ 5:00pm 
Thank you for the bug reports AlienFromBeyond and isnorden. With respect to the crash to desktop I've found and fixed a possible cause that involved Inquisitors cleaning a city + a few other steps. I've also fixed Asceticism not working. I am investigating a work around for Liturgical Drama but I may need to scrap its current form.

I will release a new version of the mod with these fixes this evening.
AlienFromBeyond 22 Aug, 2012 @ 4:11pm 
Liturgical Drama doesn't seem to be increasing my culture at all, and Asceticism isn't giving me happiness despite having 3 World Wonders.
isnorden 21 Aug, 2012 @ 11:29pm 
P.S. I'm using version 3...
isnorden 21 Aug, 2012 @ 11:29pm 
I'm still getting crashes whenever this mod is enabled; what should I do?
Kilted'HuntingHorn'Key 21 Aug, 2012 @ 6:08pm 
Okay dokie! Every time you update I'll give you my thoughts!
Machiavelli  [author] 21 Aug, 2012 @ 5:26pm 
A few quick notes for everyone.

1) Crusades converts a % of the followers of the captured city's majority religion, not a % of the city's population.
2) Religious Migration only happens the first time a foreign city converts (the text is unclear).
3) The non-growth part of Peace Gardens is suppose to turn off during war but due to a bug it is not turning off correctly right now (Sword to Plowshares has a similar problem)
4) You will notice a few "blank buildings" in cities now. These have no effect and you can completely ignore them.

I am generally happy with where the power level of the Pantheon beliefs are. The follower and enhancer beliefs are another matter. The next couple version will focus more on refining the follower and enhancer beliefs with less of a focus on the Pantheon beliefs.
Kilted'HuntingHorn'Key 21 Aug, 2012 @ 1:34pm 
Like the new Guruship, well done! All around balance!

Harvest Festival: Also great! Since Watermills can be very useful!

Crusade nerf is good, although personally I liked the 100 faith for conquering.

Religous Migration: Daaaammmn that is powerful! Wow! What a great idea!

Astecism: Wow! Another great idea for wonder builders!

Feed the World: Love that +1 production, really rewards temple/shrine building.

Peace Gardens: Is the second trait active in war?

For Followers Beleif: I think Sacred Path, Religous Center, Oral Traditions, God of the Open Sea, and Choral Music are very weak compared to the other powers. I like where your ideas are going!
Kilted'HuntingHorn'Key 20 Aug, 2012 @ 3:03pm 
Squid: I both agree and disagree with you. In default Civ, faith has nearly no use at all (and diplomacy certainly isn't easy either, thank you mods) but now hopefully the use of faith can be cranked up to a massive importance. Use it to corrupt other factions, or convert them, or gain benefits from making as many cities as possible follow your tenets. I think this mod will help greatly with that.

But I do agree that making them help get other benefits from resources outside of faith is good, and help give an advantage to those who decide to build faith early. But... how do you build faith early if they all bring faith? Hmmmmm...

I think Crusades is a great idea, and it helps make agressive nations have an advantage and reap the benefits of victory. Perhaps the ability could be lowered to a quarter of the pop?