Sid Meier's Civilization V

Sid Meier's Civilization V

Advanced Faith
42 Comments
Justin 17 Jun, 2024 @ 12:20pm 
could probably use an update but thanks for uploading
SuperJedi224 30 Aug, 2019 @ 6:57pm 
Why does this have the vanilla tag?
Dyna1One 27 Jan, 2019 @ 12:01am 
Miss using this mod, wish it would sometime ever get an update to not get locked out of the game with the "Choose Great Person" option mentioned in older comments :(
NeonNobility 2 Aug, 2017 @ 8:08pm 
Caused me a gamebreaking bug where I would always get stuck on the "Choose Great Person" button when constructing the Leaning Tower or finishing the Liberty tree. The UI for choosing the GP wouldn't appear, so I had to reload and not contruct the LToP or get my last Liberty policy
Petition Signer 24 Dec, 2016 @ 4:54pm 
The AI won't use their great persons and they just end up doing nothing the whole time and may even participate in wars. It doesn't seem to be compatible with the capture great persons mod by RJ815. Note:I was using this mod with only modded civilizations. I was only stuck with great prophets when choosing a great person when building the leaning tower of pisa or finishing the liberty policies.
trans rights 21 May, 2016 @ 2:49pm 
This isn't just regular faith. it's ADVANCED faith!
Porthoseah 6 Dec, 2015 @ 3:52am 
Does not work with a new game. If ran with new game, when you have chosen a policy that gives a great person it does not alow you to pick a great person and game is then stuck.
Danny 3 Oct, 2015 @ 5:34am 
Hmm I feel this a bit OP.
Great people with faith can give you insane advantage over others.
You could try lowering a little bit but not too much and maybe lower the incremental costs on more great people?

Although buying units, you should have the faith cost be as much as the hammer costs so it's actually a decent fair price. XD
braindead pyro. 1 Oct, 2015 @ 9:11am 
Are the costs raising per buy ?
If you, could you do a mod without raising costs?
Dartmor  [author] 1 Aug, 2015 @ 6:00am 
I have no idea why, mod is quite simple, will try to figure it out
Klauss Marcellus 21 Jul, 2015 @ 10:25am 
This mod glitches the Mayan Long Count system and when you unlock all 'Liberty' tree it glitches the ''Choose a Great Person of your choice ''.
axatoramus 16 Jul, 2015 @ 3:22pm 
ah wait, the costs increase with time??

nvm , great mod!!!
axatoramus 16 Jul, 2015 @ 3:21pm 
u must make the great peepz much more expensive... like 4 fold, this is ruining the game
DarkvoidTV 14 Jul, 2015 @ 9:20am 
Great mod
Dartmor  [author] 24 May, 2015 @ 8:52am 
Guys i am currently making another modifications, is it okay with Advanced Faith? I can make some quick changes if needed, you will not loose your saved game anyway. It can be loaded properly.
Thalia 20 May, 2015 @ 3:52am 
In addition, I might make it so that you start with a pantheon belief, that will always give you faith in some way, in addition to something else. These pantheon beliefs might be centered on resources, probably gaining +1 faith and +1 something else for two luxury resources each pantheon. Temples will rather be a religious building. The reason for the early pantheon is that I don't think it make sense for people to start being unbelievers.
There will also be balancing for everything else.
Thalia 20 May, 2015 @ 3:52am 
I have an idea for a mod (that I might make myself):
It doesn't make sense for a religion to have no building or two buildings. Thus I would make it so you can only choose one building and one other follower belief. Each building will give +1 faith, +1 culture and +1 happiness, and one specialist slot, unique for each building. This will be amazing if you get the right buildings. You will begin to generate extra great person points if you put specialists there. I think these great person points will work better than purchasing great people by faith.
Dartmor  [author] 19 May, 2015 @ 11:04pm 
Or i can simply reduces income of faith by changing beliefs :))
Dartmor  [author] 19 May, 2015 @ 10:54pm 
So it's maximum of 200 faith per turn in late game, right?
I've set basic faith cost to 400, so as i guess it should be at least 1000 late game ( it increases automatically as i know with ages ). All i need is to make early Great People less powerful and late Great People instead more powerful ( and with higher faith cost ) to balance my mode i guess.
Thalia 19 May, 2015 @ 10:49pm 
It depends which nation I'm playing and what I'm going for. Normally around 6-12 early game, 20-30 mid game and 40-50 late game. If I go for a religious civ, religious religion traits and piety I would say fourth times that.
Dartmor  [author] 19 May, 2015 @ 10:44pm 
I will think about what you've told and how to do that. It's interesting to give faith buildings specialists slots :)
And balance beliefs / make them more fun is useful too.
How much faith are you generating and with how much cities?
Thalia 19 May, 2015 @ 10:39pm 
Some other possible faith buildings are Jinjas (Shinto shrines), Hofs (Norse), Daoguans (Taoism), Gurdwaras (Sikhism), Basilicas (Roman Catholism) and Mandirs (Hinduism)
Thalia 19 May, 2015 @ 10:35pm 
By the way, for a better looking picture, you just have to take a picture using F12, and then just use some kind of photo editing software to resize it to only showing the great people. It looks kind of unprofesional.
Thalia 19 May, 2015 @ 10:35pm 
The biggest reason for my comments was that I disagree with the "it's not very useful" that you wrote. It is useful, through I think that it is unbalanced, and not really fun. Making something overpowered doesn't make it fun. Of course, it is your mod, and I don't have to use it. Do whatever you want with it. I'm just commenting.
Thalia 19 May, 2015 @ 10:35pm 
I just through of a way to fix all of that (it might not be easy, so you don't have to do it.) What if we gave faith buildings specialist slots, or great person points. This would buff faith without making it overpowered, and while they will matter om the middle game, in the late game they will only be a few more points. We can increase the number of faith buildings to the number of great people, and have specialists that corresponds to each of them. Artists for cathedrals, musicians for monastery, scientists for synagogue, engineers for mosques, writers for pagodas and merchants for gurdwaras?
Thalia 19 May, 2015 @ 10:35pm 
The main problem with this mod, is that it makes faith something only there for increasing itself and for purchasing great people. Why would you purchase a missionary when you gain great people for about twice the cost (early game). Great scientists and engineers are amazing people, and if I for once actually focus on faith, I would be able to put them out every other turn. Everything would go a lot faster. Before, the reformation belief for purchasing great people was one of the only reasons to go piety. As it was amazing. Another problem is that it is very good in the early game with pantheon beliefs, and very good late game for scientists and faith buildings for happiness (in case you are conquering or growing your cities). However, in the mid game it doesn't do enough, which is the opposite of what it should be. This mod doesn't fix that, and rather makes all ages better, making religion in the late game very overpowered.
Thalia 19 May, 2015 @ 10:35pm 
My idea is just to balance out the religion traits, as there are some that are a lot better than others. When you pick the founder belief, you basically have to pick tithe or church taxes. The problem with this is that you basically have to go for faith, which you easily can do without suffering something else. I always have a lot of faith in my empire, as I love pagodas for the happiness. To the point were I had no problem to purchase the great people before. A lot of them. I don't understand what makes it hard to gain a lot of faith, as there are a lot of faith wonders which are not too difficult to get.
Dartmor  [author] 19 May, 2015 @ 10:00pm 
Ok, i've changed basic value of Faith Cost to 400. And 600 for Great General. Now it will be more balanced and fair to play.
Dartmor  [author] 19 May, 2015 @ 1:22pm 
Even if you don't like it, i am sure there is a way how to improve your expirience with faith resource in the game, the way to make it more useful and fun. If you don't like my idea, what is yours?
Dartmor  [author] 19 May, 2015 @ 1:22pm 
I don't feel this way. You need to build buildings, wonders, to spawn missionaries, spread religion - and all this because of few beliefs and few restricted great people of certain class ( only after finishing policy tree ) ? This is what i call unbalanced.
The idea is great and even logical. Faith affects how many talented people you will have. And you are able to choose different Great People depending on what you need, and it will be more than few ones whole game.
I agree my mode isn't balanced yet, i will probably up faith cost at least to 400 in Renaissance. And also i agree that spawning too much Great People units is unbalanced, that's why i am thinking about how to divide them into several levels of power.
But telling here that few beliefs with tiny improvements and restricted certain Great People units that costs too much is fun - think a little is it?
Thalia 19 May, 2015 @ 12:02pm 
This basically makes faith overpowered. Faith is not hard at all to get, and religion can do a lot. Faith buildings are very practical, and you can purchase great people for an actually fair cost if you finish corresponding policy trees. Tradition for engineer, honor for general and rationalism for scientist. At default they cost 670, and increases to 1000 for the next one (of the same type), and to 1500 for the third, continuing. They are still easy to get. Also, this mod makes it stupid to pick anything other than "Holy Warriors", through religion is already unbalanced. In addition, you can get a lot of gold from Tithe or Church Tax. And all that is a lot when you consider that you can generate a lot of faith without even focusing on it.
My point is that faith is an useful resource, and at least in my opinion, it is already fun.
Dartmor  [author] 18 May, 2015 @ 10:37pm 
Ok, i've found out that Faith Cost increases automatically with ages. At least until Renaissance. It starts with 160/200 Faith Cost ( like in picture ), and it's 250/300 in Renaissance. I guess it increases further. So basically, your problem is solved already :) I am still not sure how it increases after Renaissance, but if it will be not enough - i am gonna just change basic value and it will be increased with ages automatically.
Starfoth The Burgundy Silk Rug 18 May, 2015 @ 8:29pm 
I found out that in the unmodded game, you can buy great people for huge prices.

Although, i like where you're going with your mod better than the game did it.

Way better.
Dartmor  [author] 18 May, 2015 @ 7:21pm 
And maybe Legendary People should be available only if you have Reformation Belief: "To the Glory of God", that is useless at the moment because of my modification. But if i do that, you can be in situation when you have 200 faith per turn, no Reformation Belief ( because you've spent policies differently ), and all you have is Great People ( with 500 faith cost for example ). Through i find quite interesting the idea of using - Reformation Belief: "To the Glory of God" - to open Legendary People, it can turn bad.
Dartmor  [author] 18 May, 2015 @ 7:14pm 
Maybe it's better to divide Great People to several levels. For example: Talented People, Great People, Legendary People. While Talented provides smaller bonus and are available early because of low faith cost, Great People becomes effective in Mid Ages when player gather more faith per turn, and finally Legendary People will cost as you said around 1500 faith, so they will be more at use later in the game.
Dartmor  [author] 18 May, 2015 @ 7:10pm 
Well, you have the point, but let's think a little. If i make 1500, smaller civs will have to work hard to get a single Great People unit. And by the way, isn't it actually logical to spawn more Great People if you actually have more Faith because of a large empire? It would be strange if a small civilization will spawn exactly the same amount of Great People as an enormous one, which logically should spawn more ( you have more cities > more units > more gold > more faith > more great people ). But i understand what you want to tell here. I will think about increasing faith cost, about increasing it during time somehow ( for example, as you proposed, when you enter new era or, for example, the more great people you spawn - the more faith you need for next one ), and about overall balance how to manage faith as a small/enormous civilization.
Starfoth The Burgundy Silk Rug 18 May, 2015 @ 6:11pm 
Well, eventually you end up racking up ~200 faith per turn on marathon/huge.
Dartmor  [author] 18 May, 2015 @ 1:09pm 
Yes, that's right. I was thinking about increasing faith cost anyway. This is just first version, so i will balance it. But why increasing faith cost with each era? Isn't it more logical to have more faith with time and more talents ( = Great People ) too? And if it starts with 1500 faith cost, you will need 150 turns to generate enough Faith for ONE Great People unit. It would be quite long. I was thinking more about 300-400 faith.
Starfoth The Burgundy Silk Rug 18 May, 2015 @ 9:56am 
Just my opinion. I'm not saying "you have to" or even "you absolutely should", just giving my critique.
Starfoth The Burgundy Silk Rug 18 May, 2015 @ 9:56am 
Can there be a different flavor that increases faith costs to about 1500 for great people? Or have it increase by 500 with each era?
Dartmor  [author] 18 May, 2015 @ 3:50am 
Good question. But does it matter if you will have the same option right from the start?
rawitra 18 May, 2015 @ 3:37am 
What would the Reformation Belief:To the Glory of God - do now?