Sid Meier's Civilization VI

Sid Meier's Civilization VI

[DEPRECATED] Soli Deo Gloria
DB  [developer] 11 Apr, 2019 @ 10:40am
WidowGasm's Feedback
Hi Widow!

Thanks for the great feedback! I'll respond point-by-point.

If you are looking for more detailed feedback, after ~2 full games with this mod in singleplayer, here are my thoughts:
1. Maybe consider impementing mod that makes religious units require open borders treaty to enter other civ's lands? I'm not sure how this will affect multiplayer aspect, but it is really good limitation to AI's spam on higher difficulties, and IMO you should not be able to convert civs that have denounced you (as you cannot sign open borders pact with them). This mod is already present in workshop and works like a charm with your mod, but maybe you'll find a way to tweak this restriction to better suit your goals.


Interesting concept! I hadn't thought about this before. My gut says it would significantly hurt the viability of religious strategies since you would basically have to declare war for your missionaries to spread. As it is right now I feel that (in multiplayer) religion is close to par with domination and science victories, and that restriction would upset the balance. (this balance also assumes using the a la carte options marked with a +) I'll give it some more thought, though.

2. Due to huge number of available beliefs it is hard to distinguish "selfish" from "applies to all" ones. In Olympic pantheons you made quck indicators before the text for every pantheon, so it is easy to tell what it does without reading full descritpion over and over. Maybe we can get something similar for beliefs so I can be sure that particular bonuses will not apply to my enemy that follows the same religion

Yes, the belief list can be overwhelming at first. I did use icons to differentiate belief categories... the military ones have the crossed swords, the culture ones have the open book, etc.

My goal for all religious beliefs is to actually make them all "shareable" and NOT "selfish". I know from the point of view of a selfish civ leader that doesn't make sense, but from a game design perspective I think it adds a cool dynamic to the religious bonuses. Do I want to spread my religion to get a religious victory, or try to horde a bunch of bonuses for just my civ? (But even passive pressure from cities will eventually spread it...)

Compared to other great people, the prophets give you the best bonuses. And they're the most flexible because you can choose what you need. This is balanced by the downside that you have to share them with your enemies when they follow your religion. So the guy who does nothing with religion can still get a free ride with all the cool bonuses of his neighbor's religion. But, of course, the freeloader doesn't get to choose the religion's bonuses. The founder is going to select bonuses for his own strategies, but inherently creates competition in that space from his neighbors.

My favorite example here are the Crusade beliefs. We grant +6 combat in the borders of foreign cities that follow this religion. Well, as soon as I convert my neighbor to my religion, he can start using those combat bonuses in my territory against me!

Unfortunately, the mechanics of the SQL modifiers don't let me make them all shareable. For example, "Oktoberfest" was originally the pantheon "Goddess of the Harvest", and its modifier was created as a "founder belief" for only that purpose. I would love to have Oktoberfest apply only to cities that follow the religion, rather than apply to the founder of that belief, but I don't see a way to make that happen. Maybe there will be some future updates that make things like this more mod-able.

Kind regards,
DB
Last edited by DB; 11 Apr, 2019 @ 10:41am
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Showing 1-3 of 3 comments
Ausländer 12 Apr, 2019 @ 12:09am 
Thank you for this reply! It is actually a very good point about balancing powerful beliefs, and I really overlooked this aspect, makes much more sense now.
As for open-borders requirement, what you said about war is pretty historically accurate :) However, I played a lot of Civ 5 multiplayer and understand that changes like that may shift the balance too much. But I just can't help myself playing on immortal most of the time and dealing with endless waves of AI's apostles/missionaires. It is not a problem to fight them really, it is just annoying and tedious for me to micromanage ~10 inquisitiors/apostles to fight them, so that fix was really just for my liking
YAOTOME 22 Apr, 2019 @ 8:13pm 
Hey DB,

Currently I just working on tons of religion mod. This mod and Religion Expanded mod are my favorite. I have some little idea about this mod.

This game seems like having a rule that when we set up our religion, we can choose only Follower believes in the first round (no matter what the adoption order number is). And no matter how many Worship belief you choose, you can build only one type of worship building in a city and you can never make change once you build it.

So indeed the Worship belief should be chosen first to maximize the utility since we can use this mod to choose multiple believes for other type. In this mod, the first belief we can choose is just a blank one. It is kind of a waste and it take longer time to develop your religion. Maybe you can try to switch the type between Worship and Follower. So we can choose one (and only one) Worship belief first without conflicting the further round (since all Worship believes are eliminated from the list).

And I know if you make this change, it may have an issue when the number of founded religion is larger then the total number of Worship believes. There is an easy way to solve it. That is, copy all the Worship believes several times. It is reasonable since I believe some religions do use same type of religion architecture (e.g. cathedral) in real world.

In fact I am planning to make a religion mod similar to this one with Chinese translation. These ideas are the basic concepts I have come up with. No matter you consider these ideas or not, I still appreciate this mod as always!
DB  [developer] 22 Apr, 2019 @ 9:16pm 
Hi 小松殿!

Thanks for the detailed feedback! It's a good idea, and it might work if you take the Worship beliefs and turn them into Follower beliefs. (You have to actually have Follower Beliefs or it won't create Great Prophets. If you only have, say, 9 follower beliefs, it will only create the first 9 prophets.)

Personally, I always play with All HS3 Buildings Available which gets rid of the worship beliefs altogether and lets players build any of those buildings. I like the flexibility that brings rather than having to commit to just one type of worship building.

Best of luck with your religion mod!

Kind regards,
DB
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