Sid Meier's Civilization VI

Sid Meier's Civilization VI

[DEPRECATED] Soli Deo Gloria
171 Comments
kalveni 27 Jan, 2023 @ 11:24pm 
When I use this mod with Wondrous Wonders, the national wonders that mod adds to the Holy Site are mutually exclusive with any of the final tier of buildings there (Cathedral, Pagoda, etc.). Does anyone know what I'd have to edit to fix that?
axatoramus 22 Mar, 2022 @ 4:51pm 
Apostles should evangelize beliefs
DB  [author] 1 Jul, 2021 @ 8:18am 
Just a quick note to say that this mod is now deprecated but the idea lives on as a Game Option in DB's Civ VI Gold .
DB  [author] 4 May, 2021 @ 4:50am 
Hi jtdice!

Glad to hear it! Yeah, I changed the Demeter pantheon in the last update and didn't even think that maize would make things incompatible with earlier versions. That should be an easy fix.

Kind regards,
DB
jtdice 3 May, 2021 @ 7:44pm 
Great mods overall btw
jtdice 3 May, 2021 @ 7:44pm 
Yup, that solved it. And I'll wait eagerly for the update since I love the Olympic Pantheons option.

Notes on OP:
- The last time I used it where relevant, olives weren't showing the bonus for Athena pantheon
- For the Poseidon pantheon, I've never seen a map location where there were enough Ocean
tiles to make a different, so I'd advocate for either extend that to Coast, or tiles with fishing
boats, or something.
DB  [author] 3 May, 2021 @ 6:40pm 
Hi jtdice!

Now we're off to a good start! That error probably comes from the Demeter pantheon in the Olympic Pantheons game setup option. Try creating a game with only SDG again, but this time uncheck the OP game option.

I'll create a workaround for Maize in my next update.

Kind regards,
DB
jtdice 3 May, 2021 @ 5:22pm 
...where with only SDG enabled, the game won't start because of a mod error
jtdice 3 May, 2021 @ 5:21pm 
With only SDG enabled, I get the following as "error" from a clean database.log

[884851.408] [Gameplay] ERROR: FOREIGN KEY constraint failed
[884851.408] [Gameplay] ERROR: FOREIGN KEY constraint failed
[884851.408] [Gameplay]: Validating Foreign Key Constraints...
[884851.408] [Gameplay] ERROR: Invalid Reference on TypeTags.Type - "RESOURCE_MAIZE" does not exist in Types
DB  [author] 3 May, 2021 @ 1:23pm 
Hi jtdice!

Wow. There are a lot of errors here. If you open Database.log and ctrl-F for "error" you'll see 51 hits. You have 140 mods/dlc enabled.

What you'll need to do is disable all your mods, and then enable 1 and start a new game. Then check Database.log for errors. If none, enable another and start another new game and check for errors. That's unfortunately the only way to find conflicts. Judging by the mod names, there are some likely conflicts. "Lady of the Reeds and Marshes++" is probably trying to modify a pantheon belief that doesn't exist in SDG. "Religion Expanded", "More Prophet", "JFD's RwF: Revised Policies", and "LOC_RELIGIOUS_COMBAT_MOD_TITLE" are also potential conflicts with SDG. But it's also likely there are conflicts among your non-religious mods, too.

Speaking for my mods... you should unsubscribe to "Religious Units Only 2 Movement" and "Cathedrals Can Hold a Relic or Music" because both of them are bundled in SDG.

Kind regards,
DB
DB  [author] 3 May, 2021 @ 12:39pm 
If you could zip the whole folder and post a link here to a dropbox, onedrive, google drive link that would be best. The folder is found at:

\Documents\My Games\Sid Meier's Civilization VI\Logs
jtdice 3 May, 2021 @ 10:10am 
Hi DB, tried that, still fails. Which log file(s) would you like, and how shall I send them to you?
DB  [author] 2 May, 2021 @ 8:33pm 
Hi jtdice!

Please try a new game with SDG as your only mod and see if that works for you. If not, send me the log files and I'll let you know what the errors mean.

Kind regards,
DB
jtdice 1 May, 2021 @ 5:48pm 
This mod is not working for me on Mac (neither is Olympic Pantheons, doesn't matter if both are enabled or one/the other). Rise+Fall and Gathering Storm, *not* Frontier Pass. 40+ other mods. Tips?
Bakkagami 26 Apr, 2021 @ 10:38am 
Thought I'd put this here since it works well for me.

If anyone runs into the compatibility issue with District Expansion: Spirituality, the easiest method I've found is to go into .modinfo and add 70+ to any load order over 200 to make it higher than DE: Spirituality (which is 261-262).

Just make sure to add the same number to all of the load orders so SDG maintains it's own action order.
coloredearth 25 Apr, 2021 @ 12:42pm 
Hi DB - glad to see you're on top your game as usual :D Thanks for the quick reply and explanation!
DB  [author] 25 Apr, 2021 @ 12:27pm 
Hi coloredearth!

Missionaries, apostles, and gurus need to be on/adjacent-to a boat to enter water tiles. And if they aren't on/adjacent-to a boat at the end of any turn (while on a water tile) they will drown.

The reason for this is so that players can't park religious units on the sea to spy on their enemies (without at least making a legit naval unit to do so).

There is an advanced game setup option that controls this behavior.

Kind regards,
DB
coloredearth 25 Apr, 2021 @ 12:08pm 
I'm playing Kupe, and my missionary's can't enter water tiles (you start with shipbuilding so all units can embark and enter ocean tiles). Anyone know anything about this?
DB  [author] 5 Mar, 2021 @ 4:59am 
Hi Zigurd!

I don't have a Linux machine, so unfortunately I can't help you.

Kind regards,
DB
Zigurd 5 Mar, 2021 @ 3:33am 
how do i get this to work ? i have tried disabling all other mod except the requirement, and i disable frontier pass. does this mod require some windows specific feature? im linux user. the game loads fine but i cannot select or open the religion menu which means my game simply gets stuck when im founding a religion.
DB  [author] 1 Feb, 2021 @ 7:57am 
Hi BlueishTigerDK!

The error is in JNR's mod and I posted the details in a comment over there. Thanks for the great bug report!

Kind regards,
DB
WolfDK 1 Feb, 2021 @ 6:58am 
This mod is incompatible with District Expansion: Spirituality as of 01-02-2021. If both are loaded then the error seen on the image below happens in Database.log and the game throws the player back to the menu on attempted start. If only one of the two is loaded, then the game loads fine. Image of the modlist can be seen on the link below the error.

Error Image [i.imgur.com]
Modlist Image [i.imgur.com]
DB  [author] 23 Jan, 2021 @ 1:03am 
Hi Stuff,

With my latest update, Double Beliefs is a game setup option in the Advanced section. You don't need the direct download anymore.

Kind regards,
DB
DB  [author] 18 Jan, 2021 @ 2:46pm 
Hi Stuff!

I deleted it. Just cleaning up mods that I don't use or maintain.

Kind regards,
DB
76561198148577520 18 Jan, 2021 @ 2:36pm 
thanks for the direct download, but what happened to the steam page for that mod?
DB  [author] 18 Jan, 2021 @ 9:27am 
Hi Stuff!

Here you go. Unzip this file into \Documents\My Games\Sid Meier's Civilization VI\Mods

https://drive.google.com/file/d/1aY-BXwRPaANYa2l1lfV9GkXCbgF6hLIy/view?usp=sharing

Kind regards,
DB
76561198148577520 18 Jan, 2021 @ 9:16am 
what happened to the double beliefs sub mod?
jojobe 27 Nov, 2020 @ 8:22am 
Thank you i see them.
DB  [author] 27 Nov, 2020 @ 8:19am 
Hi Stuff!

Yes, the Great Sermons were removed a year ago. As noted in the changelog:

Update: Nov 7, 2019 @ 5:04pm
- No more Great Sermons
- Great Prophets now act like religious Great Generals (+1 movement and +5 Combat Strength to nearby religious units)

Kind regards,
DB
DB  [author] 27 Nov, 2020 @ 8:16am 
Hi jojobe!

Correct, I removed the Warrior Monk belief and make monks purchasable by anyone with a Temple. I updated the item's description above to explain this.

Kind regards,
DB
76561198148577520 26 Nov, 2020 @ 9:58am 
there used to be like with building a great sermon give +1 faith to a tile, but it seems that got removed at some point
jojobe 26 Nov, 2020 @ 6:10am 
I dont see an option to get monks.
Ender 21 Nov, 2020 @ 7:39pm 
That's what I currently have them do, go out to the ocean and sleep. It's annoying how much space they take up but I understand not having a clean way to let them retire. It would be appreciated if you gave them some way to disappear other than dying. Great mod either way though!
DB  [author] 21 Nov, 2020 @ 7:11pm 
Unfortunately there's no clean way to do that. Great Prophets can't retire like other Great People (except for the original Found Religion command). I could give them a build charge and the ability to build like, 1 road... but that's sort of silly. So you can just send them off to explore and not-care if they die. Or maybe they all congregate in the middle of the ocean.
Ender 21 Nov, 2020 @ 1:19pm 
That makes sense, but I would appreciate some way to get rid of them without having to send them into an enemy military unit to die. It would be nice :)
DB  [author] 21 Nov, 2020 @ 12:45pm 
Not a bug at all. Those prophets are religious great generals who give your religious units a strength bonus for their theological combat. Furthermore, the prophet will die if an enemy military unit (e.g. a scout, warrior, or galley) comes onto its tile.
Ender 20 Nov, 2020 @ 9:05pm 
So this question may have been answered before but once I get my 2nd and further great prophet there's no way to delete or remove them, so I just have like 10 prophets taking up space and not doing anything. Is this a bug or am I missing something?
Faysal 14 Nov, 2020 @ 4:21pm 
Awesome mod :)
Te 28 Oct, 2020 @ 10:04am 
Hi! I've loved this mod forever -- I consider it to be essential to gameplay -- but I've been having an issue with it since New Frontier dropped and I started playing regularly again. Basically, my great prophets max out at 16, with the number of religions allowed by the Religion Expanded mod. I tried disabling that mod, but I haven't had time to play a full test game to see if all the later-game prophets are back. Am I... on the right track here? Any help would be appreciated. Thank you for your time and all your hard work.
Faysal 25 Sep, 2020 @ 1:45pm 
Hi DB,

It is 'Take Your Time Ultimate'

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2176927489

A very awesome mod. Actually should just work fine, but... guess it doesnt.
DB  [author] 23 Sep, 2020 @ 7:58am 
Hi Faysal!

Glad to hear you figured out the issue! Would you mind linking that mod here in the comments so that other players can be aware of the conflict?

Kind regards,
DB
Faysal 23 Sep, 2020 @ 7:23am 
Very awesome! Will have a check immediately :) So actually, the problem is on my side. I am playing with a mod which is slowing tech, policy and accumulation of great people points down a lot.
DB  [author] 21 Sep, 2020 @ 9:18am 
DB  [author] 20 Sep, 2020 @ 5:38pm 
Great prophet points. I'll create a video tomorrow so you can see what I see.
Faysal 20 Sep, 2020 @ 1:27pm 
Hmm ok bro. How do you generate new prophets?
DB  [author] 19 Sep, 2020 @ 3:38pm 
6) Subscribe to Soli Deo Gloria and Tomatekh's Historical Religions

See if the game works for you. If it does, add a few more mods. If it doesn't, let me know and take some screenshots.

Kind regards,
DB
DB  [author] 19 Sep, 2020 @ 3:37pm 
1) Make all your subscribed mods as favorites:
>> scroll to the top of this webpage
>> then click the "Workshop" tab
>> then find the "Your Workshop Files--Your Files" drop-down (right column of the "Workshop" page) and select "Subscribed items" from that drop-down list
>> open each item and make sure they're favorites

2) Go back to that "Subscribed items" page and "Unsubscribe from all"

3) Open up Windows Explorer and go to this folder: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070

(Your folder path might be different if you picked a different download location... find that info in the Steam Client >> View Menu >> Downloads >> Steam Library Folders.)

If there's anything in this folder, delete it. (That's the folder that has all the mods, we're going to download all fresh versions of the mods after re-installing.)

4) Uninstall Civ 6 from the Steam client. (Your saved games shouldn't be deleted.)

5) Install Civ 6 from the Steam client.
DB  [author] 19 Sep, 2020 @ 3:37pm 
Hi Faysal! Thanks for the DLC! That was super generous. However, after 2 hours of starting several games with all the New Frontier content enabled, I cannot find anything wrong with this mod. I get a free prophet with my first city, and I can make plenty more prophets after I found a religion. Each subsequent prophet creates beliefs just like they're supposed to.

In the past, when I've had fluky things happen with Civ 6 mods (like what you're describing) I've usually been able to fix them by uninstalling Civ 6 and unsubscribing to the Civ 6 mods... followed by re-installing and re-subscribing. Basically, this has been standard operating procedure for me after each patch update.

Here's the detailed step-by-step:
Faysal 19 Sep, 2020 @ 7:45am 
Done DB