Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Religion
Showing 1-9 of 9 entries
Update: 9 Nov, 2017 @ 8:38pm

Hotfix

Pagoda
- fixed extra spreads not working

Update: 28 Oct, 2017 @ 5:22pm

Hotfix

- Pagoda implementation changed to function. Now applies appeal bonus directly to holy site (this is also a buff)

Update: 20 Oct, 2017 @ 2:04pm

Version 2.0 Religious Update Changelog

This version is updated for the 2017 Fall patch that revamped Religion
__________________________________________________________________________
Pantheon Changes
- Initiation Rites: now Gain culture equal to 20% of the build cost of military units generated in the capital (was +2 science/culture/faith in capital)
- Fertility Rites: now +30% growth and border growth in the capital (was +10% growth and +15% border growth in all cities)
- God of the Forge: added Builders generated in cities with Holy Sites in the Medieval Era or later have an extra build charge
- City Patron Goddess: added +3 base production toward the first district in a city

Worship Belief Changes
- Cathedral: now +3 faith, +2 Artist points, +2 Musician points, +1 slot of Religious Art, +1 slot of Music (was +3 faith, +2 Artist points, +1 slot of Religious Art, +1 slot of Art)
- Pagoda: now +3 faith, +2 faith if Charming, +4 faith if breathtaking, Missionaries and Apostles created here have +1 spread (old effects moved to Stupa)
- Stupa: now +3 faith, +1 relic slot, +1 amenity to 6 tiles
- Dar-e Mehr: buffed to +2 faith per era

Founder Belief Changes
- World Church: buffed to +15% culture per Major Civ following
- Papal Primacy: now gives +2 faith per CS ally in addition to vanilla effects (was +2 influence per turn)
- Religious Unity: added +2 influence per turn per Major Civ following
- Cross Cultural Dialogue: now Gain 1 random Eureka per Major Civ following when you enter a new Era

Enhancer Belief Changes
- Burial Grounds: added +5% faith per Great Person earned
- Religious Colonization: added founder can buy settlers/builders in cities of this religion

Follower Beliefs unchanged

Update: 18 Aug, 2017 @ 4:33pm

Version 1.2 Hotfix

-reversed a previous "bug fix" that actually caused the ability to not function at all. Crusade should now give its Relic no matter when the city converts to your religion. I am looking for a way around this, but in the meantime have changed the tooltip to reflect the change. If I have to keep it like this then I will nerf the combat strength appropriately in a later patch

Update: 18 Aug, 2017 @ 12:44am

Version 1.2 Changelog

- Removed extra dependencies. Mod only requires Viking DLC. Mod description, dependencies, and workshop dependencies now reflect that.

Update: 6 Aug, 2017 @ 11:15pm

Version 1.1 Hotfix

- Fixed a bug with Crusade that gave the Relic if you converted the city at any point after capturing it

Update: 6 Aug, 2017 @ 12:50am

Version 1.1 Changelog

- Crusade nerfed to +7 combat strength in borders of foreign cities following your religion. Added 'when conquering these cities, gain a Relic'
- Defender of the Faith nerfed to +4 combat strength in borders of friendly cities following your religion. Added +4 combat strength when fighting units of Civs following other religions, and conquering a city converts it to your religion

Note #1: I have not tested either of these abilities. The only part I am uncertain about is the Relic from Crusade. If anyone gets to take Defender of the Faith as Spain, please let me know if the tooltip correctly shows 2 '+4 vs civs of other religion' when previewing combat.

Note #2: I'm looking for balance input on the belief types. My current philosophy is to have Follower and Worship beliefs be stronger than Founder and Enhancer beliefs so that founders bother giving their followers usable beliefs first. I also want Worship beliefs to be strong enough that players build Holy Sites, and Founder beliefs strong enough that founders bother spreading their religion. I think that Follower beliefs might be too weak currently (relative to the other belief types) but are appropriate strength for religion as a system relative to the rest of the game.

Please let me know what you think, as obviously I will value some things more or less depending upon my playstyle.

Update: 4 Aug, 2017 @ 12:34pm

Version 1.0 Tweak

- Enabled Lady of the Reeds and Marshes pantheon to work with Pantanal like it does with all lake Natural Wonders.

Update: 31 Jul, 2017 @ 5:59pm

Version 1.0 Chagelog
______________________________________________________________________________________________
Worhip Buildings Reworked

-Cathedral = +3 Faith, +2 Artist points, Religious Art slot, Art 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
-Pagoda = +3 Faith, 1 Amenity to 6 tiles, Relic slot
-Synagogue = +3 Faith, +1 Merchant point, +1 Trade Route
-Wat = +3 Faith, Writing slot, Science equal to Holy Site's Faith
______________________________________________________________________________________________
Pantheons Buffed/Reworked/Combined
[Unchanged: Tundra/Desert/Rainforest Adjacencies; Goddess of Harvest; God of Forge (unit production); Divine Spark (great people); God of Open Sky (pastures)]

-God of the Sea: added +1 faith on fishing boats
-Lady of Reeds and Marshes now works for Lakes as well
-Religious Idols (reworked) = 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 (reworked) = +2 Faith and Production from Amphitheaters, Lighthouses, Markets, and Workshops
-God of Healing: added+1 Faith on resource farms
-God of War = +50 faith from barb camp clears, 100% Faith from kills within 8 tiles of any Holy Site
-Initiation Rites (reworked) = +2 Science, Culture, and Faith in Capital
-Oral Tradition (reworked) = +2 Influence per turn toward envoys
-Fertility Rites = +10% growth, +15% border growth
-God of the Hunt: buffed to +2 food +1 faith
-Stone Circles: buffed to +3 faith per quarry
-River Goddess: added +1 Appeal in city with river Holy Site
-Monument to the Gods: added all Wonders grant +1 Amenity
______________________________________________________________________________________________
Follower Beliefs Buffed
[Unchanged: Jesuit Education (buy campus/theater buildings with faith)]

-Divine Inspiration = +3 Faith, Culture, and Science from Wonders
-Feed the World = +3 Food and +1 Housing from Shrines and Temples
-Religious Community (reworked) = 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 Buffed/Reworked

-Church Property (reworked) = +10 Faith for each Major Civ that follows this religion
-Lay Ministry: buffed to +3 per district
-Stewardship: buffed to +3 per district
-Tithe: buffed to +1 Gold per 3 followers
-World Church (reworked) = +10% Culture for each Major Civ that follows this religion
-Papal Primacy: added +2 Influence per turn
-Pilgrimage (reworked) = Foreign Trade Routes to your cities of this religion with Wonders generate +4 Faith for sender and +4 Gold +2 Faith for you
______________________________________________________________________________________________
Enhancer Beliefs Reworked/Combined
[Unchanged: Crusade and Defender of the Faith (combat boosts)]

-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