Sid Meier's Civilization V

Sid Meier's Civilization V

Race for Religion (BNW)
185 Comments
you but cooler 27 Jun, 2021 @ 10:17am 
Is there no pantheon that benefits ivory?
The Grimwar 17 Jan, 2020 @ 10:44am 
Hey Machiavelli, I think the Swords to Plowshares tenet should be expanded so that all units who enter a city's borders with that belief get the Golden Age points for kills, that one becomes slightly neutered when I get a crapton of melee units before accepting it.
Waves 2 Jul, 2019 @ 5:27am 
Is there a way to increase the max # of allowed religions?
Alexanaxela 16 Feb, 2019 @ 9:41pm 
Don't like that the pressure distance is reduced to 6 when enhancing. Feels like you're being punished twice for enhancing: (1) Not only are you losing out on the ability to spread your religion, but (2) your religion now only spreads to cities that overlap with each other so I ended up disabling that folder

But the bigger issue I'm getting is that one of the Civ's religions seems to have a very very high pressure. They are somehow putting 50+ pressure on a lot of cities all over the map, the highest I have seen is 60 pressure even though there aren't 10 cities with that religion within 10 tiles. One of my cities is getting 12 pressure from their religion even though there's only 1 city with their religion within 10 tiles. Meanwhile I have 2 cities with my religion within 10 tiles and i'm only exerting 8 pressure somehow. Their religion has the following beliefs if it helps: Religious Community, World Church, Equestrian Mythology, Holy Order, Religious Art
Machiavelli  [author] 9 May, 2018 @ 4:49pm 
Try redownloading the mod or deleting your cache folder.
Weeeeedddlleee 9 May, 2018 @ 3:12pm 
mhh sry but for me this isnt doing anything i dont know why but its not wroking
jamie_van 26 Jul, 2017 @ 11:08pm 
kinda liked the goddes of the hunt pantheon food bonus as it was before.
VICTOR 20 Jul, 2017 @ 8:53am 
Hi, are you still interested in working on CIV5 MODs?
Sebrim 9 Mar, 2017 @ 9:11am 
this has a "religion victory" option or I need another mod for that?
Alexanderjac 2 Apr, 2016 @ 3:35pm 
The Stone Circles Pantheon says you get +1 faith from steon and +2 faith from marble, when in fact you only get the bonus from the improved version of the resource. Fix the wording?
Dr. Oz The Great And Powerful 15 Feb, 2016 @ 1:22pm 
I wish sacred path still affected culture
Ka1tos Kelevra 6 Feb, 2016 @ 9:51am 
Indeed. I'm sorry I didn't check without any other extra mod.. It works flawless without any other extra mod outside 'really advanced setup' and 'ige'. The must be something else triggering the error about eras and losing my spy if didn't reach Renaissance. Thanks a lot Machiavelli! Great mod and the others at your shop also! :D
Machiavelli  [author] 2 Feb, 2016 @ 4:32pm 
That is odd behavior. Did you have any other mods enabled? I can take a look into seeing if I can reproduce the issue but I won't have much time until the weekend.
Ka1tos Kelevra 2 Feb, 2016 @ 1:24pm 
If I select "Underground Sect" and get my extra spy before Renaissance it loads on game and I can use it.. but if I save my game before Renaissance and load it later on.. the spy is gone and doesn't even come back when triggering the normal spy granted era by Renaissance (normal game-play)... but if I wait to save my game until Renaissance and load it later.. the extra spy by Underground Sect does appear... Are people having this problem also? Because not all the time could play until the Renaissance era... just for not loosing my extra spy..
YABLOKO_MOLOKO 9 Sep, 2015 @ 6:26am 
OK, then I just delete that mod, and use only yours. It would be easier this way
Machiavelli  [author] 8 Sep, 2015 @ 4:02pm 
Disclaimer: I can't promise the two mods will work correctly together without taking a much closer look at the details of the implementation of the other mod. You may end up with Race's tooltips but some of the game play effects of the other mod may remain in effect. I aimed to make Race play nice with other mods as well as possible but using two belief altering mods is an area where incompatibility is almost guaranteed.
Machiavelli  [author] 8 Sep, 2015 @ 3:58pm 
To force the other mod to load before Race for Religion you'll need to add a reference from Race to the other mod.

To do this, use notepad to edit Race's .modInfo file (which can be found in "Sid Meier's Civilization 5/MODS/Race for Religion(v X)". Search for the "<References>" section. You'll need to add another entry which should look like:

<References>
<Mod id="5f36d178-6435-4a05-897b-4224ed58a079" minversion="0" maxversion="999" title="Reform and Rule (BNW)" />
<Mod id="XXX" minversion="0" maxversion="999" title="YYY" />
</References>

Replace XXX with the id of the other mod (which can be found in its modInfo file at the top). YYY can be whatever you want but generally would be the name of the other mod.
YABLOKO_MOLOKO 8 Sep, 2015 @ 12:36am 
Alright, so what I need to do, to make your mod load last? Just cancel the subscription and then subscribe again?
Machiavelli  [author] 7 Sep, 2015 @ 5:26pm 
Jolteon, it is highly likely that if you are playing with Race for Religion and that other mod, the two mods will clobber each other (overwrite each other's changes). Which ever mod loads second would overwrite the mod that loads first.
YABLOKO_MOLOKO 7 Sep, 2015 @ 3:30pm 
Scholaticism didn't appear in may game. Maybe Some other beliefs too, but I noticed only this, because particularly look forward to it. Can it be a result of using this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=243693178
?
axatoramus 20 Aug, 2015 @ 6:24am 
Thnnx! Will do asap.
Machiavelli  [author] 19 Aug, 2015 @ 3:30pm 
Here is how to enable logging. [forums.civfanatics.com] I'm interested in the lua.log and database.log. You can send them to me via private message on CivFanatics, or something like a dropbox link if you don't want to create an account on the forum.
axatoramus 18 Aug, 2015 @ 2:35pm 
Hi Machiavelli!

Thank you very much for your reply.

I will answer your questions one by one.

1. Sorry, you are right. I mistook existing units for newly built ones. Awsome!

2. Yes, it really happened. China got a great general, and I got the points. :(

3. I would be glad to, but I dont know how... could u explain to me plz how I can send u the files? (I know where to find them, but the mechanism of sending them to u I mean).

4. No other belief mods are activated.

Thank you in advance!
Machiavelli  [author] 17 Aug, 2015 @ 3:44pm 
For Swords to Plowshares, only newly built units (in cities that have that religion as the majority) will have the promotion that gives Golden Age points on kill. Are you seeing that promotion on your units?

As for Warrior Monk's faith on Great General birth, the code only looks at the player who owns the Great General. So it shouldn't give faith for other player's Great Generals.

Can you provide your database and lua log? If either of those beliefs are malfunctioning that log will help me identify why. Also, are there any other mods you are using? Do any of those mods touch beliefs?
axatoramus 17 Aug, 2015 @ 9:41am 
Swords into Plowshares doesnt work. No golden age pts per kill.
axatoramus 17 Aug, 2015 @ 9:29am 
I am getting faith points cause |China has generated a great general.

I dont get 2 science and 2 food per cathedral...

I think this mod is seriously broken
axatoramus 3 Aug, 2015 @ 4:58pm 
All religions get created very early in game, even harder to compete. Dont like it, thanks though
Smeghead 25 Apr, 2015 @ 9:33am 
By 'Vanilla' I mean the ones that come with the game unmode. None of them appear in-game with just this mod activated.
As for the behaviour: No that doesn't match it. Even if the city was of my religion; the city tool-tip only said they gave +25% great person generation (but when picking it when founding/enhancing my religion the tool tip displayed the normal bonuses the buildings should produce.) which is also weird as that was never something those buildings were meant to do.
Machiavelli  [author] 25 Apr, 2015 @ 7:16am 
As for the pagodas, most of their bonuses "turn off" if the city they are in has a majority religion that isn't the religion that can build pagodas. For example, the +1 happiness for pagodas goes away if the city switchs from Buddhism(has pagodas) to Christian. You can identify what effects "turn off" in the belief description. They will be on a separate bullet point and use the phrase "Pagodas in cities with this belief provide +1 Happiness".

Does this align with the behavior you have been seeing in game?
Machiavelli  [author] 25 Apr, 2015 @ 7:11am 
Smeghead, I'm not sure I understand what you mean by "vanilla belief". There are a couple (3 or so) beliefs that this mod removes and doesn't use (The salt boosting pantheon and capital boosting pantheon). Are those the ones you are expecting to see but are not?

A screenshot may communicate this more easily but wwhat you should see in game should match the pictures of beliefs at the top of the workshop page.
Smeghead 25 Apr, 2015 @ 1:03am 
I really like this mod, but I keep running into strange problems with it, After the last update at; at first the vanilla religious buildings (pagoda etc.) stopped working, only giving 25% great person generation instead. Now I was running several mods at the time, so maybe it was a conflict. But having turned all other mods off and reinstalled the game (and only installing this mod) another problem appeared. As long as this mod is on; all vanilla beliefs are gone from the game (they don't show up when founding/enhancing a religion), but turning this mod off fixes the problem.
Faysal 31 Mar, 2015 @ 2:25pm 
This awsome mod edits the follower and other beliefs too, so I should be able to change the amount of active religions in the game, shouldnt I?

Whats the maximum of religions I should be able to add?

Thnx in advance!

Machiavelli  [author] 23 Mar, 2015 @ 4:12pm 
Pseudo, the spy pressure works (I've tested it and looked in the c++ code) but it does not show up in the city UI. My guess is that Fraxis didn't want people to be able to deduce where spies were by looking at the religious pressure, but it does create the impression that spy pressure doesn't work.
pseudocalm 23 Mar, 2015 @ 3:45am 
Underground sects is fun, but +12 pressure when having a spy in a city with atleast 1 follower does not appear to be happening for me. Is this only for city states? I tested vs civs both as diplomat and spy and neither show a +12 modifier. Is the modifier hidden? Will it only kick in once someone actually gets into the renaissace era?
krawiecalex 7 Mar, 2015 @ 9:14am 
Ah thanks. I must have missed it with it being so different.
Machiavelli  [author] 7 Mar, 2015 @ 9:11am 
Jungles and plantation boosts got moved to follower beliefs, specifically +1 faith from Jungle tiles and +2 Sci from Plantations.
krawiecalex 7 Mar, 2015 @ 5:42am 
Why'd you take out the pantheons for jungle and plantations? You left in a revised tundra and desert pantheon.
Zaco 7 Jan, 2015 @ 11:55am 
Additionally, you might consider swapping the name of "Swords into Plowshares" to "Plowshares into Swords" because it's focused on military might instead of peace and pacifism. Just a small aesthetic change to consider.
Zaco 7 Jan, 2015 @ 11:51am 
Question: Does "Underground Sect" award a spy immedietly, or when spies are unlocked? because having a spy in the Classical age seems a tiny bit broken. Looks great otherwise though. Installing.
BaddestnewsBears 5 Jan, 2015 @ 7:16pm 
ok thanks for telling me
Machiavelli  [author] 5 Jan, 2015 @ 5:42pm 
The Earth Mother pantheon is removed by the mod in part because Salt is so good it doesn't need any boosts.
BaddestnewsBears 5 Jan, 2015 @ 2:52pm 
What happened to the Earth Mother pantheon or did I just miss it and you can go into the mod files and delete some changes you hate and delete them. Overall very Good mod
NocturnalEye 6 Dec, 2014 @ 9:14pm 
a shame this mod and the 'religion-beliefs expansion pack' don't get along. these are two of the best belief expansion mods and I would have loved to combine these with the obelisks. if not, I would recommend adding beliefs that give great person points
Gehenna 1 Dec, 2014 @ 7:58pm 
Also, does "The Radiant City" mean that the religious pressure in the capitol doubles? because it's not seeming to stack with the grand temple. maybe that's for balance reasons, which i could understand, but it kind of seems like a ripoff.
Gehenna 1 Dec, 2014 @ 7:55pm 
I have an idea for a belief: pilgrimage (holy city provides +10% tourism to civlizations with this religion as a majority)
also, it would be really cool if the great prophets had names like the other great people, i.e. Moses, Muhammad, Siddhartha Gautama, etc. Maybe that's too much to ask for, but idk.
whitemage_of_doom 17 Aug, 2014 @ 11:16am 
One constant thorn in my side is that if i don't have any terrain based pantheon beliefs that work, with the computer always grabbing monument to the gods there simply are no good pantheon beliefs for tall civilizations.

Also i would never take things like usury ban which give a tiny +1 happiness and +2 gold in what is probably a single city of my empire.

Finally the reformation beliefs, while it's nice that they all follow the same formula (Spend faith for stuff), the fact is things like jesuit education, prosperity theology, puritan work ethic, and to the glory of god just beat out the new buildings really hard because honestly all of those buildings other than pagoda are rather weak generally offering a single specialist slow vs. basicially making my tech buildings free.
Espicially cathedrals, which require me to have excess great works of art to even do anything.
The Zen Viking 14 Aug, 2014 @ 6:56am 
Great idea to implement faith generation in every single pantheon.
snackerfork 13 Aug, 2014 @ 5:49pm 
And when it had 78 there were no cities giving out pressure, only one trade route from the capital and the 12 bonus pressure from the spy
snackerfork 13 Aug, 2014 @ 5:42pm 
Here's a link to the save file and the logs, hope these help: https://drive.google.com/file/d/0B36UuNNd1KPfaG81ZnJJN1FrVFk/edit?usp=sharing

I somehow forgot to mention - this is a hotseat game that I'm playing with my brother, using Advanced Set-Up to play Hotseat with mods. I'm also playing the Kievan Rus' custom civ which has +2 Influence for city-state trade routes as a unique ability. I'm not sure how either of those could be causing this but you never know
Machiavelli  [author] 13 Aug, 2014 @ 3:23pm 
Dr No, that pressure amount looks incorrect. Assuming standard speed and nothing modifying the values, it should be 6 pressure per city with the religion within 6 or 10 tiles. It only looks like there is one city with the religion near by. It could be that something has gone crazy with the distance religion spreads and the religion is spreading at something like 100 instead of 10. Is there 78/6=13 cities with the religion in the game? (or 11 cities since 12 of that pressure would be caused by the spy).

As a first step do you think you could send me your database.log and lua.log?

Also, hang on to a copy of the save and a list of all the mods you are using as I may want to load up the game myself so I can take a look if the logs don't provide enough information.