This mod splits off all religions from their original technologies into their own. For example, if you research Meditation, you now have to spend an additional turn or two to research Buddhism... if you want that religion.
Once ANY civilization, including the barbarians, researches a religion tech, that tech is freely given to all other surviving civilizations behind the scenes, so you can't research it anymore. There's no point!
You may not have noticed, but this mod has a nice side benefit. If you are a modder, can use use this as a basis for expanding the tech tree as you see fit, without juggling with religion.
There is one additional bonus feature. If you want to simulate a basic religion war, you can 'cheat' and give your (and other) civ a missionary unit to start with. Use that unit to spread religion to your first city - this act founds the religion and sets that city as the holy city.
History
=-=-=-=
v1.00 :
Initial Release
v1.01 :
Dropped 'Tech' from the mod's name. Tidied, rebuilt the python scripts. Implemented easy merging structure.
v1.10 :
Uses SdToolKit.
Once ANY civilization, including the barbarians, researches a religion tech, that tech is freely given to all other surviving civilizations behind the scenes, so you can't research it anymore. There's no point!
You may not have noticed, but this mod has a nice side benefit. If you are a modder, can use use this as a basis for expanding the tech tree as you see fit, without juggling with religion.
There is one additional bonus feature. If you want to simulate a basic religion war, you can 'cheat' and give your (and other) civ a missionary unit to start with. Use that unit to spread religion to your first city - this act founds the religion and sets that city as the holy city.
History
=-=-=-=
v1.00 :
Initial Release
v1.01 :
Dropped 'Tech' from the mod's name. Tidied, rebuilt the python scripts. Implemented easy merging structure.
v1.10 :
Uses SdToolKit.
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