This is a mod to make religion a bit more realistic in the game. No more Hindus eating Cows, Jews and Muslims eating Pigs, Jewish missionaries, etc.
Obviously fiddling with religion invites controversy, but I attempt to make each faith distinct without making any one of them "better" or "worse" than any other. I've tried to stay away from "this is a militant religion" or "this is a peaceful religion" as stereotypes; the closest thing to this is that I portray Taoism as anti-state, which helps warmongers some of the time and hurts them other times. As I continue to play the mod, I'll tinker with play balance, so if you find one religion always becomes dominant then post here.
Here is a summary of changes in this mod: 1. Confucianism is replaced by Zoroastrianism. Confucianism is much more of a philosophy of ethics than a theology per se, so I've replaced it with the immensely influential Zoroastrianism. This is the faith that pioneered a dualistic monotheism, and it influenced nearly every other major world religion. Wikipedia has a pretty good summary of the faith, which was once the state religion of the sprawling Persian Empire, but is now limited to a few hundred thousand to a few million adherents. Zoroastrian Cathedrals are Fire Temples and their Shrine is Adur Burzen-Mihr, their holiest fire. 2. Renamed Missionary units. What would we call someone who went into an area where a faith was not established and started teaching others? In some faiths, there are words for those who are spreading the faith to those who don't know it. Other religions have special words for teachers of the faith. Christianity = Missionary Islam = Imam Hinduism = Swami Taoism = Sage Zoroastrianism = Magi Buddhism = Acariya Judaism = Rabbi (BUT cannot be constructed; see below) 3. Added advantages and disadvantages to each religion. These generally involve spread speed, missionary units, and adding effects to Temples to change how resources affect a civ. Judaism Disadvantages: No benefit from Pigs, Crabs, and Clams: Jewish Temples produce -1 health for each of these resources (since access to these things produces +1 health, this means the Temple merely "cancels out" the food benefits of the resources; it does not punish the player for having them and hence there is no need to pillage them if you start building Jewish Temples). Cannot build Jewish Missionaries (it's just not a missionary faith). Advantages: (unleavened) Wheat, (kosher) Cows, and (gefilte) Fish produce an extra health in cities with Jewish Temples. Much faster rate of spread (There may not be missionaries, but there is a diaspora, and this helps simulate that.) Spread rate = 133 instead of 100, which is really quite a bump. Post if it seems to spread out of control (or if it seems to not spread quickly enough, given the lack of missionaries); I'm actively tweaking this value. Islam Disadvantage: No benefit from Pigs and Wine: Pigs produce -1 health and Wine produces -1 happiness in cities with Islamic Temples. I also removed the free missionary unit (Imam) because of the advantageous spread rate I gave Islam. Finally, Islam's ban on usury leads to a small amount of economic inefficiency: -15% trade route income in cities with Islamic Temples. Advantage: Extra health from (halal) Cows and Sheep in cities with Islamic Temples. Increased spread rate (Islam spread incredibly quickly after its founding): Right now I have it set to 133, which is a major boost from the default of 100. Holy City produces extra three commerce (to simulate the hajj). Hinduism Disadvantage: Cows produce -1 food in cities with Hindu Temples. Advantage: Cows produce +1 happiness in cities with Hindu Temples. Zoroastrianism I can think of many ideas for advantages, but few for disadvantages. Offerings of fragrant woods like sandalwood or incense are sometimes made in the Fire Temples, so perhaps incense could generate extra happiness. There are no specific dietary rules for this faith. Disadvantage: Keeping an eternal flame lit is expensive in the ancient world. Zoroastrian Temples and Fire Temples cost 20% more than other faiths' Temples. Advantage: To represent its influence on culture and faith, Zoroastrianism adds culture to a city even when it is not the state religion. Fire Temples increase cultural output by 60% instead of 50%. Taoism Taoism is in many ways an anti-state belief system, focused on the individual. Of course, it could be promoted by the state like any other faith, but it often coexisted uneasily with beliefs about proper social roles (such as Confucian philosophy). Moreover, Taoist beliefs were often kept secret by families and small shrines might be hidden from the authorities. Disadvantage: Because the faith is anti-state, it becomes harder to mobilize people for state efforts. Right now, this means that each city with a Taoist Temple experiences +10% war weariness. This helps to keep the faith from becoming a warmonger's religion, given the advantage below. In addition, Taoist Cathedrals do not generate extra happy faces if Taoism is the state religion. Advantage: Taoist Temples (but not other buildings) survive capture of a city, unlike any other religion's Temples. In addition, they make the period of anarchy following a city's capture twice as long as it would otherwise be. It's hard for the state to use Taoism to generate compliance. Finally, Taoist Cathedrals generate one happy face, regardless of the state religion. Christianity The most striking feature of Christianity is its missionary nature. Disadvantage: -75% spread rate (I think: I set it to 25 instead of 100, which I think reduces the chance by a factor of 4 = 25% of originial chance) Advantage: Christian Temples allow Missionary building, Missionaries are 50% cheaper, and a player may have up to 10 Missionaries at once instead of 3. Buddhism Disadvantage: Buddhism spreads slowly, except for periods when Missionaries (Acariya) are built (Example = Rule of Ashoka's Mauryan Empire in India): Slower spread rate (70 instead of 100, which seems to be around 30% less spread). Advantage: The image of the "laughing Buddha" is designed to remind believers of the path to happiness. Buddhist Temples produce + 1 happy face for Stone and Marble (think of the giant carved Buddhas in Afghanistan that were destroyed by the Taliban). This mod does not modify your existing files in any way. Just unzip to your mods folder (the default is C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods). Everything is in a folder called abbamouse; if you get tired of the mod just delete the abbamouse folder. To update a previous version of the mod, just overwrite the old files with the new ones. LATEST VERSION: 1.09 Changes: * Used updated files from 1.09 patch * Added Spanish, French, Italian, German text, although my translations are probably laughable. The "new" names for missionaries have not been translated. * Mod now contains altered Sid's tips, replacing Confucian references with Zoroastrian ones and mentioning that Rabbis cannot be constructed. Known issues: * I lack a unique graphic for the Zoroastrian Temple or Monastery, so I reuse the graphics from the Zoroastrian Fire Temple and Adur Burzen-Mihr. * It would also be nice to have a proper Zoroastrian Missionary skin, although the Confucian one is adequate since Zoroastrianism did indeed briefly spread to parts of China. * All religions' missionary units are still called "missionary" or its equivalent in non-English languages * Harbors will still give bonuses from Crabs and Clams even if the player's state religion is Judaism, and Grocers still give a health bonus for Wine even if the state religion is Islam. * The description of Zoroastrianism in the Civilopedia is English-only; non-English versions will still see the old description of Confucianism. Under consideration: * Perhaps Judaism should come with a number of Rabbis but then spread slowly * Perhaps Zoroastrianism should come a bit earlier than Code of Laws * I'm still looking for a better Islamic Missionary name than Imam. Mullah is too high-ranking for the purpose. I need a name for an ordinary teacher of the faith.
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