Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bear's Mods - Religious Overhaul
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Update: 6 Dec, 2018 @ 4:08pm

v4.4

- Small tweaks to reduce the amount of Faith yielded from Religion.

Update: 9 Sep, 2018 @ 2:10pm

v4.2

A minor update, this primarily balances out the excess Culture a civ can produce thanks to the Religious presence, and removes the "Purchase with Faith" element from the Enhancer due to a bug that prevents certain overlapping modifiers from working once one is removed (basically, I observed that if you adopt Monastic Isolation, and then pick the Golden Age bonus that grants you Builders with Faith, once the Golden Age ended you were not able to purchase Builders with Faith in cities with Monastic Isolation).

Additionaly, they were very few things to buy with faith and I disliked Sainthood having Support Units.

Anyway. The changes are as follows in version 4.2

- Removed the Purchasing with Faith element in most of Enhancer beliefs
- All Follower Beliefs now provide +1 Culture and +2 Faith (was 2 Culture and Faith)
- All Founder Beliefs now provide +5% Culture and +20% Faith (was 10% Culture and 25 Faith)
- Stewardship and World Church now provide +1 Science and Culture for every city (was +2 Science and Culture for every city)
- Fixed a typo in the Zen Meditation description
- Charitable Mission : City States exert +300% more Religious Pressure when they follow your religion.
- Holy Order : Your units gain +5 Combat Strength against units of other Religions while your capital follows this religion.
- Itinerant Preachers : Gain +2 Trade Route Slots and each Trade Route provides +2 Faith if your capital follows this religion.
- Logothete of the Course : Enables the ability to purchase Spies with Faith, and Spies operate at +1 Level when your capital follows this religion.
- Sainthood : -25% less Faith is needed when recruiting Great People with faith if your capital follows this religion.
- Missionary Zeal : Additional -25% discount to purchase Religious Units with Faith, Religious Units gain +2 Movement +15 Theological Combat Strength when your city follows this religion.
- Monastic Isolation : +15% Production towards Builders and Builders gain an extra charge when your capital follows this religion.
- Religious Colonization : If this religion is the majority in your empire all newly founded cities automatically conver to this religion.
- Sacred Sites : +50% Faith in cities with a National Park and Naturalists are -25% cheaper to buy with Faith.

There's a likelihood that the Enhancer will be once again completely overhauled as doing the Charitable Mission gave me an idea.

However, I wanted to get the balance pass out so I kept them in.

Update: 5 Jul, 2018 @ 10:29am

v4.1

- Found and fix a rare issue that would sometimes cause the mod components to load in the wrong order, breaking most sql files. This should hopefully fix cases of people noticing that their "beliefs" seem to have zero effect (Adopting a Pantheon doesn't give any listed bonuses).

- Fixed an issue that was causing the Enhancer's shared ability (cheaper religious units) to apply multiple times.

- Minor typos fixed in the text

- Added descriptions of the promotions given to Apostles through the Enhancer beliefs.

- Pantheon Icons no longer share the "Dancer of the Aurora" icon across new pantheons.

- Diligence, Tithe, Crusade, Defender of the Faith, Logothete of the Course and Sainthood now have appropriate icons based on their belief type.

Update: 16 Jun, 2018 @ 8:16pm

v4.0 - IT'S HERE - Religious Overhaul is finally Rise and Fall compatible!

This new version is basically a start from scratch version, it now includes Rise and Fall into the rotation of the pantheons.

Each Belief type was re-designed with a pattern in mind to keep them fresh, simple and easy to modify so that no belief stands out too much from one another.

PANTHEONS
- Include a Faith Source, this is the main source of Faith for your empire.
- Include a Holy Site ability, this provides a benefit revolving the requirement of Holy Sites, including boost to cities or terrain.

WORSHIP
- All Worship Buildings have a common bonus, as well as a Base Yield, A Slot of Great Work, a Great Person Point, and a Unique city Ability when the building and religion are both present in the city.

FOLLOWER
- All Follower beliefs have a common bonus, as well as a purchase of buildings with faith (different districts, some include 2 districts), a Yield Boost per follower (or otherwise) as well as a Increasing bonus with Shrines and Temples present.

FOUNDER
- All Founder beliefs have a common bonus, as well as a bonus affecting you with other religious units. As of now, no other bonus are present, but they are planned, I just need to make sure I include good ones that work well and aren't overpowering.

ENHANCER
- All Enhancer beliefs have a common bonus, as well as enable faith purchase of Units (Naval, Land, Support) or discounts. They also grant a specific Apostle promotion to Apostles.

The UI was modified to allow text not to break the balance, so the Belief Slots are thicker than usual.

I hope to redesign the UI for Religious Screen at some point since I don't find it very well designed at the moment.

In addition, both Enhancer and Founder aren't fully "complete".

If you see any bugs please report them to me they will be fixed in the next update, additionaly, if you have any comments or ideas, feel free to share them, I may just incorporate them.

Please note this mod will have no affect on non Rise and Fall games, but will break older versions.

Update: 27 Nov, 2017 @ 7:26pm

v3.0 - IS FINALLY HERE

Apologies for the LONG delay since the release of Khmer/Indonesia, but I took the opportunity to refine a number of beliefs, I also discovered a number of bugs and inconsitencies that caused certain beliefs to not function the way I expected them to. Plus I added new functionalities and adapted to using the new beliefs that were released. Here's as much of a changelog as I can give.

- New Pantheons :
- One With Nature (appeal based), Goddess of Youth (based on Aqueducts), God of Mastery (District based).
- God of Individuality was removed.

- New Follower Beliefs:
- Sacred Ships (Harbor bonus)
- Feed The World (same as Religious Community).

- New Worship Beliefs:
- Stupas and Monasteries. In addition, all Worship beliefs provide a new ability when the religion is active in the city (so the Gold from Farms and Pastures from Cathedrals will not be active if say Catholicism isn't the majority religion).
- Order removed, bonuses moved to Monastery (Dar-E Mehr)

- New Founder Beliefs:
- Cross-Cultural Dialogue and Patriarchate of the East.
- Founder beliefs no longer gain a one-time bonus when adopted.

- New Enhancer Beliefs
- Religious Colonization and Messengers of the God (was Apostolic Palace).

Basically, majority of the beliefs were re-worked.

Update: 22 Aug, 2017 @ 2:39pm

v2.2

A minor update to adress the Holy Order issue as well as add one new aspect.

- Holy Order will now grant +15 Combat Strength to Religious Units, and not other units.
- Missionaries are no longer able to enter foreign lands without Open Borders.

Update: 18 Aug, 2017 @ 1:51pm

v2.1

Hotfix to fix missing references.

Update: 18 Aug, 2017 @ 10:44am

ver 2.0

THE MOD IS FINALLY COMPLETE(ish, could always use more polish)

This version finally brings in the long-awaited full Religious beliefs on top of the Pantheons.

There can now be up to 8 religions in the game (as there's enough beliefs to go around), but please note that this is not pre-programmed, so 7 is still the max unless you use a mod that would increase said number.

Each belief has been expanded and has at least two specific components.

Worship buildings provide Amenities, Faith, as well as Great People points and contain a slot of work.

Founder beliefs provide a one-off bonus to cities that you own that follow your religion, so you can either chose to rush it, or wait and get a more powerful bonus (including yield gains, free units, or free buildings).

Enhancer beliefs provide a smaller follower belief, but if your capital follows specific religion, your nation can gain unique benefits, such as better Spy performance, or better growth rate.

Follower belief give you a flat 10% modifier on top of a modifier per follower in each city. They also come with some base Culture, Faith and Amenities.

Please note, these beliefs haven't been extensively tested and are likely to go through some further iterations, but given the scale, it's be very extensive before I found out how everything meshes together. So remember to give feedback so I can continue to update and improve the mod.

The next step and evolution of this mod will be the inclusion of LUA scripts to even further give benefits, but that is down in the far future as I want to focus on different things.

In addition to the full version of the mod, the following changes were made for Pantheons:

- God of Blood - +50% of enemy strength is converted to Faith (was 25%), all units now gain +5 Combat Strenght.
- Goddess of Protection - Friendly Territory bonus is now +5 (was +10)
- Some minor text and background stuff adjustments
- Goddess of Traders no longer provides a free Trade Route, instead, Holy Sites now permit +2 Science and Culture from incoming trade routes.

Update: 30 Jul, 2017 @ 5:43pm

v 1.2.2

- Hotfix, base game beliefs should now function again.

Update: 28 Jul, 2017 @ 9:04am

v1.2.1

- Added support for Nubia's Pyramid for God of Individuality.
- Due to a bug, Lavra now provides a flat +3 Culture instead of providing +1 Culture to surrounding tiles with the God of Individuality belief.
- Fixed an issue with DLCManager.sql file loading out of order and therefore causing the DLC aspect to not function correctly.