Sid Meier's Civilization V

Sid Meier's Civilization V

Kiang's Fire Emblem Religions
54 Comments
SachiDomainsNaomi 15 Nov, 2023 @ 7:31pm 
why an anime girl in Civ 5? So anachronistic, at least you should have made a Priestess of the Sacred Crow.
Kiang  [author] 26 Mar, 2023 @ 4:34pm 
@Grozm: Hello, thank you for commenting and I am so sorry to hear that you're having such a game-breaking issue. I do have some ideas on what could be going wrong. I would strongly recommend that your hop into our Discord server, where we can help you in real-time and with screenshots and everything: https://discord.gg/sRrqEzdP

Otherwise, I would first try validating the integrity of the game files: 1. Open your Game Library on Steam. 2. Right-click on your game. 3. Select Properties from the menu. 4. In the Properties menu, select 'Local Files' from the left-hand panel. 5. On the Local Files page, select 'Verify integrity of game files'

This, followed by deleting and reinstalling this mod, should clear up anything strange going on. Just make sure you aren't using EUI. If problems persist after that, you'll have to take it to the Discord.

Thanks again for commenting and for your patience!
Grozm 20 Mar, 2023 @ 1:23pm 
Hi! I dont know if you still support this Mod, but i cant get it to work. It's my only Mod that i use, and it seems i cant select my settler or any other Unit to give it Orders.
Do you know why?
L3xandr3 6 Jan, 2021 @ 3:10pm 
M'k, thanks. I'll get to that soon.
Kiang  [author] 6 Jan, 2021 @ 3:08pm 
@L3xandr3 : Feel free to make that mod! I always meant to do a religions-only version, but I never got around to it. Thanks! :)
L3xandr3 5 Jan, 2021 @ 6:46pm 
Hey, Kiang. Would you make a version of this with only the Religions and Wonders? I.e. No buildings/beliefs/units.

If not, would you mind terribly if I made it? I'll give you full kudos and a link to this page.
nicovallejos 21 Sep, 2020 @ 5:27am 
Happy 10th anniversary of Civilization V!
Kiang  [author] 21 Aug, 2020 @ 5:31pm 
@RoxyRiku94: From a cursory look, I'm not seeing anything that would cause conflicts. With only RtP Sovereignty enabled, you ought to be A-Ok.
RoxyRiku94 21 Aug, 2020 @ 2:39pm 
@Kiang For JFD's Rise to Power, I'm considering to use Sovereignty only, no custom UI mods (aka EUI)
Kiang  [author] 21 Aug, 2020 @ 1:23pm 
@RoxyRiku94: Enlightenment Era yes, RtP no; to be specific, it depends which modules of RtP you choose to enable (iirc, RtP is no longer a single mod but instead a series of small packages).
RoxyRiku94 21 Aug, 2020 @ 2:13am 
Is this mod compatible with Pouakai's Enlightenment Era and JFD's new Rise to Power Mod?
nicovallejos 9 May, 2019 @ 9:18am 
To all anyone who plays the Fire Emblem component mods, please be advised; JFD's Conflict Resolution Patch mod is not compatible with Kiang's Fire Emblem Religions.

Reason: Historical infos in Technologies in Civilopedia might be likely missing
cmarinos51 23 Apr, 2019 @ 9:50pm 
@Kiang Thank you very much. Sorry for the trouble.
Kiang  [author] 23 Apr, 2019 @ 5:33pm 
cmarinos51 21 Apr, 2019 @ 7:35pm 
Got a direct download link? It's not showing up in my mod menu. Apologies.
Kiang  [author] 9 Apr, 2019 @ 11:07am 
@Blaze: Yeah, that's fair. I might release a religion-only version of the mod in the future. Thanks for checking out my work.
Blaze 7 Apr, 2019 @ 3:03am 
I won't lie, I kinda wish there was a way to get this without the extra units and stuff it adds. The flavor of having the extra Religion icons/names is cool, and I love that Fire Emblem Civ mods are supported to have their Preference among them, but I don't necessarily want the rest of the overhaul...
Lunar Magister 14 Mar, 2019 @ 1:00pm 
This seems to change the meta to getting early faith -> early religion to get covens and thus witches. You can spam pretty strong paratrooping units long before any one else has a comparable force and you get happiness, culture and faith as well from the covens, not just the units.
nubilien 21 Sep, 2018 @ 5:04am 
@Kiang thank you for the assistence =)
Kiang  [author] 15 Sep, 2018 @ 5:23pm 
@nubilien: It is impossible to make KFER's UI component's work with VP. This is because VP includes EUI, and EUI rewrites the same UI files that KFER overwrites. Therefore, only one of the two mods can have their UI active at any one given time, and if both of the mods are loaded into a game, they will both try to overwrite the same UI files and the game will crash.

I have worked around this by putting compatibility guidelines in the KFER_Main.lua folder in this mod's Lua folder. If you follow the instructions, your healing units will automatically use their healing ability at the start of every turn without using any movement points. You won't be able to trigger the ability manually. This is the same script that the AI uses for its healers. However, the game will be compatible with EUI.
nubilien 8 Sep, 2018 @ 6:21am 
Is it possible for you to make the UI elements compatible with Vox Populi? When i play with both mods enabled i can't see the ui at all unless i delete the lua Files in the folder "Replace"
i'm also not sure if any of the healing units work either due to this us conflict.
nicovallejos 23 Aug, 2018 @ 11:07pm 
@Kiang

Looks like TheMH06's Roy of the Lycian Alliance needs a mod support from it. Lycia's religion is Elimine. It needs a hotfix, or otherwise, the AI might consider Catholicism as Lycia's religion
nicovallejos 13 Aug, 2018 @ 9:12am 
I have no problems using this mod, thus, it should work fine.

@Scarto

Are there any mod conflicts? Is it prevent you from building courthouse in occupied city?
Scarto 11 Aug, 2018 @ 6:07am 
I've come across a bug that prevents me from building courthouses. They can be purchased or build. But the same turn when they should be constructed they don't excist in the city and i can rebuild it or purchase it.
Kiang  [author] 2 Aug, 2018 @ 5:13pm 
@EmperorQ: Thanks again for your thorough bug reporting! There are a number of different approaches I could take to salvage the belief, and I'm still not sure which is the right one. Right now, yes, if it's in your capital then you get the effects of the belief, regardless of how many other cities are following it. No capital, no researchers. Since it's already kind of strong for a follower belief, I'll update the text to reflect these changes and hopefully the limitation (needing to be the majority in the capital) will help balance things out.
Lunais 2 Aug, 2018 @ 2:58am 
Never mind. I tried my code and it doesn't work for some reason...
Lunais 2 Aug, 2018 @ 1:49am 
Something like this:

for pCity in pPlayer:Cities() do
local iGetsLM = 0
if kferCityHasBelief(pCity, lightMagicBelief) then
iGetsLM = 1
end
pCity:SetNumRealBuilding(lightMagicDummy, iGetsLM)
if iGetsLM == 1 then
break
end
end
Lunais 2 Aug, 2018 @ 1:30am 
Wow, you work fast! So SpecialistYieldChanges IS a global change then.

I see you moved the light magic belief check out of the pCity loop and now only checks the civ's capital city. But if I do not found my religion in my capital, or if I do not spread my religion to a foreign civ's capital the bonus will not apply (for me or for them, respectively). In that case, would it not be better to keep the check inside the pCity loop but add a variable to block further looping once a city with the belief is found?
Lunais 1 Aug, 2018 @ 6:33pm 
In any case, Light Magic feels more like a follower belief than a founder belief. I mean, right now I have 2 foreign cities (city-states) following my religion, but they don't contribute to the science boost, which means there's not really any reason to spread it outside my civ.
Lunais 1 Aug, 2018 @ 6:07pm 
Or it could be because Building_SpecialistYieldChanges is a global change (affects all cities in civ) instead of a local change (affects only the city with the building), in which case the 10 dummy buildings, 1 per city, gives a +20 global increase. But I don't think it is.
Lunais 1 Aug, 2018 @ 5:58pm 
There's a bug with the Light Magic founder belief (+2 Science from Priest specialists). Well, I think it's a bug anyway.

Instead of giving 1 instance of the light magic dummy building to cities in my (ie. the founder's) civ following my religion, if I have x cities in my civ following my religion I get x instances of the dummy building to all x cities.

So like, right now I have 10 cities in my civ following my religion, and all 10 cities get +20 Science from Priests (instead of +2)...

Currently checking your lua code
Kiang  [author] 24 Jun, 2018 @ 8:50pm 
@JDP-Craft: Thanks for your bug report. This issue has been fixed in the most recent patch (4.0)!
JDPCraftAndLunala 24 Jun, 2018 @ 10:53am 
Umm, theres a bug with the shrine maidens, when I use the heal ability they don't lose all of their movement points even though they are supposed to?
Hat 20 Jun, 2018 @ 6:27am 
@Kiang xD Ahahaha I'm so sorry! Not sure how I missed that xD
Kiang  [author] 19 Jun, 2018 @ 6:13pm 
@SirPenguinth: This is a known bug and has been addressed in the workshop description since launch. Please see the blue text located just above the commenting box for the instructions about how to make this mod work with user interface mods. Thank you for your bug report and your interest in my work. :)
Hat 19 Jun, 2018 @ 3:56pm 
Hi! Just wanted to let you know that the mod has a bug with Improved User Interface. When the mod is active it makes the unit panel on the lower left hand corner disappears. I have seen this happens with other mods that changes said panel in anyway.
JDPCraftAndLunala 13 Jun, 2018 @ 4:38pm 
This seems very interesting, i mean, i DID get introduced to this game by Mangs' Civ V FE playthroughs, so i mean, FE FOR THE WIN!
BobQ 12 Jun, 2018 @ 6:47pm 
i believe Rabid Mongoose was trying to say it was Cool Ass Shit
nicovallejos 11 Jun, 2018 @ 5:25am 
Don't forget; It will not be compatible with JFD's Rise to Power as well, aside from Gazebo's Community Patch.
Rabid Mongoose 10 Jun, 2018 @ 11:21pm 
still its cool as shit... not like shit shit but like cool shit like not shit but THE SHIT anyways you get the picture :)
Kiang  [author] 10 Jun, 2018 @ 5:26pm 
@Rabid Mongoose: Thank you for the bug report -- however, this mod was not designed with Vox Populi compatibility in mind. If you follow the instructions in the workshop description for using this mod with EUI, there's the possibility it will *might* with Vox Populi, but Frie Emblem Religions really wasn't designed to be played with Vox Populi and I don't plan on adding specific mod support for Vox Populi in the near future.
Fnnid 10 Jun, 2018 @ 6:49am 
"i kill you now so pray to one of big men in sky" - ferdick. fier embelm wokening
Rabid Mongoose 8 Jun, 2018 @ 11:18pm 
glitch with vox all religiouns are founded turn 1
☯~Shady Divider~☯ 8 Jun, 2018 @ 10:01pm 
Glad to see you're still at this!
Keep it up, i'm following you! :Diplomat:
nicovallejos 7 Jun, 2018 @ 11:24pm 
Thanks to Kiang, Fire Emblem religions is here; with all of vanilla religions system got overhauled. Can't wait to play it alongside with another mod related to religion, New Beliefs Pack by Emperor of Awesomeness.

Excellent work.
Miath 6 Jun, 2018 @ 6:43pm 
Actually my dear, they work fine together! I run Machivelli's Race to Religion and they are compatible!
Kiang  [author] 6 Jun, 2018 @ 1:42pm 
@A Most Sovereign Lady: That's definitely the case for other mods that change the pre-existing beliefs. If they just add new religions and nothing else, they're compatible. New tech should be compatible too *unless* the mod changes the tech tree in any of the same three places that this mod does.

@literal trash: This mod includes compatibility with all current FE Civ mods as of the posting of this comment. Mods that are released from here on out may or may not be compatible. It's up to the author of that mod to include support for FE Religions.

@Rabid Mongoose: If you follow the instructions about EUI compatibility, this mod will *probably* work with Vox Populi. However, it also probably won't be balanced at all.
Rabid Mongoose 6 Jun, 2018 @ 12:00pm 
Does this work with Vox populi?
Majorian 6 Jun, 2018 @ 10:06am 
Does this mod include compatability with all FE Civ mods?
Miath 6 Jun, 2018 @ 9:26am 
I may safely assume this works entirely on its own due to the addition of new things and I can't use anything that screws with the tech tree or with religion, yes?