Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Religion
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).
WanWan 10 Sep, 2018 @ 10:30am 
Hi Atlas, Nice mod! I would like to add this mod... but wonder if it will unbalance the game due to the limit on religions founded contra civilizations in the game, leaving out some civilizations from joining the battle for religious dominance. Or because I just don't think it is fair that because I am slow in finding religious enlightenment early game, I am banished to athesim and the religious doctrines of my neighbours+ ;-)
Is that some thing you could tweak in this mod, or do you think that would make relgious wars upset to many diplomatic relationships and lead to a game of global hatred and war, hindering religous based alliances? Or maybe allowing all players in the game to found a religion, would cheat early religion players of their shot at victory?

In any case, if you or anybody knows of a mod that makes a No Limit Relgion game, I would love to try in conjunction with your mod. Thanx :D
pauloel7 25 Aug, 2018 @ 11:43am 
Yeah, sure! It's gotta be some weird unknown mod interaction, as usual. No worries. Thanks!
Atlas  [author] 25 Aug, 2018 @ 10:18am 
@Bhaal I have been way too busy to update the mod, so I haven't been checking incompatabilities. If people gave reports and I had time to start working on this again, I could add a section for known incompatabilities.

@pauloel7 I'm glad you love the mod! I have no idea what might be up with the pantheons though. I haven't changed anything about how Pantheons work. Maybe another mod?
pauloel7 23 Aug, 2018 @ 6:21pm 
Atas, I noted that conquered AND converted cities do not seem to benefit from my pantheon. Is that suppose to happen? Can you take a look, please? I feel something is off there.
pauloel7 23 Aug, 2018 @ 6:20pm 
@Bhaal: this mod happens to be one of my veey few favourites. I did that runtrough for campatibility and have done my tweaks that work now. If you are interested, look into my collection (CIV VI mods by PEL) and you'll find a cloud link for the files.
Rel3elskum 7 Aug, 2018 @ 4:26pm 
I like what the mod says it will do, but i cant get it to work. Disabled all other religion mods and tried it. i do have 60 mods or so but most are ui and nothing effects religion. not willing to go thru all others to try it. would be nice if a mod has a spot where the update known incompatabilities.
pauloel7 19 Jul, 2018 @ 7:24pm 
Also sharing, think I've found the solution for that AtlasMoreInterestingReligion_Text.xml longlasted malfunction: just go into the file and change "DAR_E" to "DAR-E". Love the mod, my favourite! Cheering for an update!
pauloel7 20 Jun, 2018 @ 9:59pm 
Just sharing, I incidentally found the culprit: "Religious Colonization for Everyone" mod.
pauloel7 3 Jun, 2018 @ 11:36am 
Dear Atlas, sadly your mod suddently stopped working for me, causing the "main menu kickback" bug. If you could take a look, here're the log files: https://www.dropbox.com/sh/zi1xidq1bmwjxid/AAAzCqlrXkP3-1Rq66UhhW5sa?dl=0
Atlas  [author] 20 Apr, 2018 @ 8:52pm 
@pauloel7 It is doable, but you basically need to hack it in with some weird workarounds, and it depends on who is supposed to get influence points per turn per tributary. You can't use the same thing as Papal Primacy because, as you say, Influence is not a Yield.
pauloel7 11 Apr, 2018 @ 3:33am 
Reinstalling solved that problem. Indeed, I'm having a heck of a good time playing around with this mod and its code. Would love to know how to code influence points per turn per tributary, just as it works for papal primacy with faith. Problem is influence is not a yield type? Cheers!
Atlas  [author] 27 Mar, 2018 @ 7:31pm 
@pauloel7 I'm not sure what's wrong, but it seems like it thinks your copy of my mod was edited somehow, and it reinstalled it to fix the changes. I don't see why that wouldn't work now...sorry
pauloel7 24 Mar, 2018 @ 9:47am 
Bugs for days... used to work; now, out of the blue, the game insists in purging this mod out... no clue what's going on. If you're interested, modding.log: https://jpst.it/1cKlz . Just for gags, not asking anything. Cheers.
Atlas  [author] 24 Mar, 2018 @ 8:54am 
@pauloel7 I'll take a look. I could definitely have forgotten it. Thanks!
pauloel7 23 Mar, 2018 @ 9:12pm 
I'm struggling with lots of random malfunctions because of mac&vanilla with mods... martyr thing must be due to that then. Regarding Papal Primacy, yes, I'm pickiing on your brains to find out more, 'cause its (vanilla) mechanics is not too clear for me. On another note, I just noted in the file AtlasMoreInterestingReligionAtlas.xml, for reliquaries modifiers, YieldType (third step) is missing for religious art and artifacts, which could cause malfunction? If misplaced, forgive my remark. Thanks!
Atlas  [author] 22 Mar, 2018 @ 3:22pm 
@pauloel7 Re: Reliquaries - the last time I tested it (before R&F), it was working. Re: Papal Primacy - are you talking about the normal base game implementation of Papal Primacy? The one that gives +50% to envoy bonuses? That doesn't effect the special Suzerain bonuses, and I also didn't change that part from vanilla. Furthermore, I think R&F changed Papal Primacy heavily, so I have no idea if my changes are working correctly or not.
pauloel7 22 Mar, 2018 @ 2:15am 
2. Papal Primacy: about that 50% bonus to city states suzerainity special bonus... did not see anything in the code. Is that on or... also how exactly does it work? For instance, Toronto would regional bonus for entertainement and industrial districs would extend to what, 11, 12? Kandy would buff to 75% faith on relics, for real? What about CS that do not bear a numeric bonus?
pauloel7 22 Mar, 2018 @ 2:15am 
1. The AtlasMoreInterestingReligionText.xml files has a line for reliquaries description that says "If you found this religio, your apostles receive the martyr ability". The problem is that I already did a campaign with this mod in which I did found a religion, did get "Reliquaries" for a belief, but got no martyr promotion for "free". Martyr would sometimes pop up as one of the two alternatives, until I built the Mont St. Michel when they started to get it for free. Also, I could not find any reference in the remainder files for martyr to reliquaries.
pauloel7 22 Mar, 2018 @ 2:14am 
Ok, thanks. I managed to tweak what I wanted into your mod files, which raised two doubts:
Eden Elvis 16 Mar, 2018 @ 9:51am 
@Zeofar @Atlas do you know what number the mod file is?
Atlas  [author] 15 Mar, 2018 @ 8:16pm 
@stevenhixon Technically, both mods should run without breaking. However, some of the tooltips will be wrong (whether mine overwrite Religion Expanded or vice versa) and some of the abilities will be wrong (whether our changes add up or replace each other or somehow break entirely), and there is no way to be sure what ways they are wrong without a ton of effort from at least one of the modders.

As this mod of mine is currently outdated due to the R&F patch and I still have a long way to go before releasing the R&F version, I recommend you just use the other mod (assuming theirs IS compatible with R&F. If not, use whichever you prefer) and check back when I've released my new version. Sorry!
stevenhixon 11 Mar, 2018 @ 5:04pm 
Quick question, is this mod compatable with the Religion Expanded mod?
Atlas  [author] 3 Mar, 2018 @ 9:15am 
@pauloel7 I have not specified a load order in my mod, so I cannot be sure of their load order. The game seems to be somewhat inconsistent with load order. I also don't know what parts conflict exactly. The description will almost certainly be one or the other, but the Reliquaries ability may actually end up being some weird amalgamation of the 2. I'd have to look at the other mod's code to be sure.

@Zeofar Interesting! Maybe they renamed it in the base game files. Thank you for this; it will help me narrow down the search. And I'm glad you enjoy the mods!
Zeofar 2 Mar, 2018 @ 1:52pm 
@Emperor Eden @arrioch Correct, AtlasMoreInterestingReligion_Text.xml is the file. I just removed the offending row entry entirely in the <BaseGameText> block and stopped there since it was the quick-and-dirty fix I was looking for to keep the mod playing smoothly.
arrioch 2 Mar, 2018 @ 9:45am 
@Emperor Eden I think @Zeofar is referring to AtlasMoreInterestingReligion_Text.xml, but I'm not sure. I'm interested in whether he completely removed the string or edited it in some way.
Eden Elvis 1 Mar, 2018 @ 11:18am 
@Zeofar what is the file name?
Zeofar 25 Feb, 2018 @ 4:07pm 
Hello, with a little digging I was able to find the cause of the description bug! The Database.log file indicated that it didn't like the tag "LOC_BUILDING_DAR_E_MEHR_DESCRIPTION" in your text xml. After removing this from the xml, the rest of the descriptions work perfectly. This is one of my favorite series of mods, so I hope this saves you some time in troubleshooting while you develop an update.
pauloel7 24 Feb, 2018 @ 8:53pm 
Monument to the Gods amenity +1 bonus is not cummulative, is it? Like if you had several wonders in a single city, will amenity effect add up or it'd only count once?
pauloel7 24 Feb, 2018 @ 12:24pm 
Compatible with Better Beliefs? There is an overlap with conflicting configs for reliquaries. If I load Better Beliefs after this mod, will Better Beliefs config superseed this mods? Thanks again.
pauloel7 24 Feb, 2018 @ 12:23pm 
R&F fix list does mention it, thanks.
Atlas  [author] 24 Feb, 2018 @ 8:03am 
@JJ With the expansion patch, now the descriptions/tooltips no longer work. The mod should still work. Do you have a different problem?

@pauloel7 No, it does not. However, the expansion patch supposedly fixed that bug, as far as I know
pauloel7 21 Feb, 2018 @ 3:12am 
Hi! Does this mod fix the Kandy bug, where loosing suzerainity breaks the reliquaries boost? For reference: https://www.reddit.com/r/civ/comments/5ojn78/losing_suzerain_status_of_kandy_causes/
Eden Elvis 12 Feb, 2018 @ 2:55am 
Thanks
Atlas  [author] 11 Feb, 2018 @ 4:11pm 
@Emperor Eden I have added my current list of beliefs to the description of this mod. Note these are only the *changed* beliefs.
Eden Elvis 11 Feb, 2018 @ 3:30am 
Do you have a comprehensive list of the beliefs? becasue looksing through the screenshots is a pain and some of them are out of date. I'm with R&F so I can't see them while picking them.
Chrizzly Bear 8 Feb, 2018 @ 4:42pm 
Yeah that's fine, I'm happy it still works at least! I was using the beliefs that give envoys/influence per turn and culture/science/faith from wonders and they still work. :D I think you'll have a lot to play around with the new dedications/emergencies/loyalty systems.
Atlas  [author] 8 Feb, 2018 @ 4:35pm 
@Chrizzly Bear Thanks for the bug report. They must've changed how text works. That will take me a significant time to figure out then fix, at which point I might as well just completely revamp the mod for Rise & Fall.

So I'm glad to hear that the mod "works" with Rise & Fall. I will continue with my previous plan to learn how the base game is intended to work, and then develop a new version of this mod with that in mind. Hopefully there are some more interesting things I can do with the new mechanics =)
Chrizzly Bear 8 Feb, 2018 @ 10:38am 
Actually, something interesting is that all the changes still work but the descriptions are still the vanilla descriptions!
Chrizzly Bear 7 Feb, 2018 @ 11:02pm 
For some reason, the religion changes don't show with Rise and Fall. :( I really like this mod so I'm hopeful for an update!
Atlas  [author] 14 Jan, 2018 @ 12:35pm 
@Telruna Thanks for the praise! I do intend to update after the release of R&F, though it may take some time. I intend to try out the game without any mods for awhile to get the feel of how the game is intended to work, and then see how much of the current mods I've made should get ported over, how much should be reworked, and what new mechanics I can make. If it turns out that the mods somehow don't work with R&F *at all* then I'll try to port them over ASAP and change them later. Hopefully that shouldn't happen and people can continue to use these mods as-is.