Sid Meier's Civilization VI

Sid Meier's Civilization VI

32 ratings
Atlas' More Interesting Religion
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod: Gameplay
File Size
Posted
Updated
136.365 KB
31 Jul, 2017 @ 5:59pm
9 Nov, 2017 @ 8:38pm
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Atlas' More Interesting Religion

In 1 collection by Atlas
Atlas Mod Pack
7 items
Description
Part of the Atlas Mod Pack, balancing Religious beliefs against each other and the game by making them more interesting. Requires Vikings DLC. See Change Notes tab at the top for a full list of changes

This mod has been tested extensively. However, please let me know if you find any bugs or incompatibilities with other mods. Even something as small as a tooltip discrepancy could indicate other problems and help me improve the mod.

Please also let me know if you feel something is horribly imbalanced and should be changed. If you can provide some reasoning I will be much more likely to change it!

Thanks to RushSecond and Stony for parts of the mod that have been tweaked and/or repurposed.

Please check out my other mods!

Atlas' More Interesting Uniques - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1096765393

Atlas' More Interesting Technologies - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1190151863

Atlas' More Interesting Civics and Policies - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193279994

List of changed beliefs below

Worship buildings
-Cathedral = +3 Faith, +2 Artist points, +2 Musician points, Religious Art slot, Music slot
-Gurdwara = +3 Faith, +2 Housing, Food equal to Holy Site's Faith
-Meeting House = +3 Faith, +2 Production, Production equal to Holy Site's Faith
-Mosque = +3 Faith, +25% combat xp for units, Culture equal to Holy Site's Faith (plan to change combat xp to religion spreads from here through trade faster)
-Pagoda = +3 Faith, +2 faith on charming, +4 on breathtaking, missionaries +1 spread
-Synagogue = +3 Faith, +1 Merchant point, +1 Trade Route
-Wat = +3 Faith, Writing slot, Science equal to Holy Site's Faith
-Stupa = +3 Faith, 1 Amenity to 6 tiles, Relic slot
-Dar-e Mehr = +3 Faith, +2 faith per era since constructed/repaired

Pantheons
-God of the Sea = added +1 faith on fishing boats
-Lady of Reeds and Marshes now works for Lakes (and Lake Natural Wonders and Pantanal)
-Religious Idols = Monuments, Shrines, and Temples each produce +1/2/3 Faith, respectively
-God of Craftsmen = +1 Production and gold on all resource mines
-Goddess of Festivals = +1 Culture on all plantations
-Religious Settlements = +2 Faith and Production from Amphitheaters, Lighthouses, Markets, and Workshops
-God of Healing also gives +1 Faith on resource farms
-God of War = +50 faith from barb camp clears, 100% Faith from kills within 8 tiles of Holy Site (tooltip edited to reflect vanilla's *any* holy site implementation)
-Initiation Rites = 20% of military unit build cost as culture in capital
-Oral Tradition = +2 Influence per turn
-Fertility Rites = +30% growth and border growth in the capital
-God of the Hunt buffed to +2 food +1 faith
-Stone Circles buffed to +3 faith per quarry
-River Goddess = +1 Amenity and +1 Appeal in city with river Holy Site
-Monument to the Gods = +15% Ancient and Classical Wonder production, and all Wonders grant +1 Amenity
-City Patron Goddess = added +3 production toward districts in cities without districts
-God of the Forge = added +1 builder charge in medieval or later in cities with holy site

Follower Beliefs
-Divine Inspiration = +3 Faith, Culture, and Science from Wonders
-Feed the World = +3 Food and +1 Housing from Shrines and Temples
-Religious Community = If adjacent to Holy Site, +2 to respective yield for Campus, Commercial Hub, Industrial Zone, Theater Square, and Harbor (food)
-Work Ethic buffed to +2% per follower
-Zen Meditation = +1 Amenity for 2 specialist districts, +2 Amenities for 4 specialist districts
-Reliquaries = Relics, Artifacts, and Religious Art provide double Faith, Culture, and Tourism

Founder Beliefs
-Church Property = changed to +10 Faith for each Major Civ that follows this religion
-Lay Ministry = buffed to +3
-Stewardship = buffed to +3
-Tithe = buffed to +1 Gold per 3 followers
-World Church = changed to +15% Culture for each Major Civ that follows this religion
-Papal Primacy now gives +2 faith per suzerain
-Pilgrimage = changed to Foreign Trade Routes to your cities of this religion with Wonders generate +4 Faith for sender and +4 Gold +2 Faith for you
-Cross-Cultural Dialogue = change to gain 1 random eureka per Major Civ following this religion when entering a new era
-Religious Unity = add +2 influence per Major Civ following this religion

Enhancer Beliefs
-Monastic Isolation = No religious pressure loss from combat, can construct monasteries
-Itinerant Preachers = Religion spreads twice as far, religious units ignore movement costs of terrain/features
-Scripture buffed to doubled, quadrupled after Printing
-Holy Order = Missionaries and Apostles half cost, Founder can purchase Encampment buildings with Faith in all cities
-Missionary Zeal = Apostles get Martyr and Debater
-Crusade = nerfed to +7 and add Relic on capturing city of your religion or converting a captured city
-Defender of the Faith = nerfed to +4, with additional +4 vs opposing religions, and converts cities on capture
-Burial Grounds = add +5% Faith per Great Person earned
-Religious Colonization = add settlers/builders can be bought with faith in cities of the faith
87 Comments
FullAutoAttack 5 Jan, 2021 @ 6:01pm 
It was great - just update for current game and don't worry about changing/adding anything to it.
Atlas  [author] 29 Sep, 2019 @ 10:40pm 
@ngdennyws @TheOtherWhiteNerd @arrioch @Ayane Ranma @pauloel7 Hey all, sorry for the radio silence. I'm working on updating/reworking all of my mods for Gathering Storm. This one is still being redesigned.

If anyone would like to give feedback on some of the changes you liked/disliked the most, that would be appreciated. Also, if anyone can tell me of any of the abilities that did not work correctly the first time around (which I hope was none of them), that would be extremely helpful as well.
pauloel7 17 Apr, 2019 @ 4:56pm 
Has anyone tried out Bear's Religion Overhaul mod yet? If so, how'd compare to this mod?
pauloel7 16 Apr, 2019 @ 9:40pm 
https://www.dropbox.com/sh/ckvc6x8q3cijn7q/AADJqGxpGBe-EfWG8jtDWTJGa?dl=0
Only saw the request now. That's my fix. Notes: I was wrong about the Dar_E_Mehr thing, herein rectified; The fix was OP, devised before RF; I haven't tested nor rebalanced this, but inserted a compatibility note into modinfo file that should allow this mod to work with RF and GS. Cheers!
Ayane Ranma 22 Feb, 2019 @ 5:02am 
an update on this, even to just enable it again in Gathering Storm would be awesome! It makes religion so much more interesting.
arrioch 6 Feb, 2019 @ 8:54am 
Any plans on updating this mod? I'm a huge fan of it and would love to see the new version for Gathering Storm.
TheOtherWhiteNerd 3 Dec, 2018 @ 8:34pm 
So, while I love the changes this mod has made, I've not actually been able to play the game with them. No matter what I try, I just can't get this mod working. What's even weirder is that I now have it so that all Worship Buildings unlock after I finish my Shrine. Now, I'm not entirely certain that this is the mod causing it, but it's the only mod I have installed that affects Religion, so...
ngdennyws 26 Nov, 2018 @ 9:58pm 
Cant Get it working either. None of the new bonuses applies. Strange i dont have any other mod installed other than map mods and atlas' more interesting unique. Also @pauloel7 l could you reupload your fix the link no longer works. Many thanks!!!!!
pauloel7 26 Oct, 2018 @ 9:03am 
@MM300: try Religion Expanded with Tomatekh's Historical Religions. If you still find religion too peaceful, try adding More Strategy mod on top of these. Enjoy ;-)
Atlas  [author] 21 Oct, 2018 @ 9:07pm 
@MusicMeister300 There are indeed other mods that increase the number of religions that can be founded in a game. Unfortunately, that also requires adding a LOT of beliefs, as every religion must be able to be filled with unique beliefs. I didn't want to add any new ones just yet in my mod, so I do not intend to make unlimited religions at the moment. However, this mod would "work" with mods that do what you want... but the order they get loaded in would effect the beliefs both mods modified. You can certainly try putting them together.

I would not recommend such changes for game balance purposes, for reasons you point out (if all players found a religion, some beliefs get much weaker as conversion becomes harder, while other beliefs get much stronger as everyone has a different religion, and relationships may be more hostile on average).