
Originally Posted by
jpbar81
The one mod replaces the Monastery belief building with a new one, the Mandir, which is balanced alongside the other types. Monasteries were reverted back to a generic building again and become available at Theology; it adds another tier onto the religious group of buildings (Shrine and Temple). The only change is that it doesn't "require" Wine and Incense to be built, but it still provides bonuses if they exist (like a Granary).
The Gardens were moved to Philosophy (I suppose it fits the flavor: great people/greath "thinkers"), and the Temple and Oracle were moved a tech column earlier to a new tech, Mysticism, to separate it more from the Monastery. Some older civs had this tech as a prereq (or close to a prereq) for Philosophy, and the Temple and Oracle's flavor fits nicely with the tech, so it seems to work out well.
I used this because it didn't feel right having the Stave Church replace the Temple, I wanted more of a Medieval building. The Stave Church loses the Incense/Wine bonus, costs a bit less, adds +1 Happiness, and instead of a maintenance of 2 gold it gives +2 gold.