Pantheon Beliefs [Contents]
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Name | Description |
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Dance of the Aurora | Holy Site districts get +1 Faith from adjacent Tundra tiles. |
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Desert Folklore | Holy Site districts get +1 Faith from adjacent Desert tiles. |
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Divine Spark | +1 Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts. |
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Fertility Rites | City growth rate is 10% higher. |
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God of Craftsmen | +1 Production from Mines over Strategic Resources. |
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God of Healing | Increases Healing by +30 in your Holy Site district, or any adjacent tiles. |
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God of the Forge | +25% Production toward Ancient and Classical military units. |
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God of the Open Sky | +1 Culture from Pastures. |
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God of the Sea | +1 Production from Fishing Boats |
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God of War | Bonus Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own. |
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Goddess of Festivals | +1 Food from Wine, Incense, Cocao, Tobacco, Coffee, and Tea Plantations. |
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Goddess of the Harvest | Harvesting a Resource or removing a Feature receives a Faith equal to the other yields quantity. |
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Goddess of the Hunt | +1 Food from Camps. |
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Initiation Rites | +50 Faith for each Barbarian Outpost cleared. |
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Lady of the Reeds and Marshes |
+1 Production from Marsh, Oasis, and Floodplains. |
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Monument to the Gods | +15% Production towards Ancient and Classical era wonders. |
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Oral Tradition | +1 Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations. |
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Religious Idols | +1 Faith from Mines over Luxury and Bonus resources. |
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Religious Settlements | Border expansion rate 15% higher. |
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River Goddess | +1 Amenity to cities if they have a Holy Site district adjacent to a River. |
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Sacred Path | Holy Site districts get +1 Faith from adjacent Rainforest tiles. |
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Stone Circles | +2 Faith from Quarries. |
Worship Beliefs [Contents]
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Name | Description |
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Cathedral | Allows construction of Cathedrals (+3 Faith, 1 slot for religious art). |
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Gurdwara | Allows construction of Gurdwaras (+3 Faith, +2 Food). |
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Meeting House | Allows construction of Meeting Houses (+3 Faith, +2 Production). |
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Mosque | Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread. |
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Pagoda | Allows construction of Pagodas (+3 Faith, +1 Housing). |
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Synagogue | Allows construction of Synagogues (+5 Faith). |
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Wat | Allows construction of Wats (+3 Faith, +2 Science). |
Follower Beliefs [Contents]
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Name | Description |
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Divine Inspiration | All world wonders provide +4 Faith. |
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Feed the World | Shrines and Temples provide Food equal to their intrinsic Faith output. |
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Jesuit Education | May purchase Campus and Theater Square district buildings with Faith. |
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Religious Community | Shrines and Temples each provide +1 Housing. |
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Reliquaries | Relics have triple yield of both Faith and Tourism. |
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Work Ethic | +1 Production for each follower. |
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Zen Meditation | +1 Amenity in cities with 2 specialty Districts. |
Founder Beliefs [Contents]
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Name | Description |
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Church Property | +2 Gold for each city following this Religion. |
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Lay Ministry | Each Holy Site or Theater Square district in a city following this Religion provides +1 Faith or +1 Culture respectively. |
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Papal Primacy | Type bonuses from city-states following your Religion are 50% more powerful. |
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Pilgrimage | +2 Faith for every city following this Religion in other civilizations and City-States. |
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Stewardship | Each Campus or Commercial Hub district in a city following this Religion provides +1 Science or +1 Gold respectively. |
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Tithe | +1 Gold for every 4 followers of this Religion. |
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World Church | +1 Culture for every 5 followers of this Religion in other civilizations. |
Enhancer Beliefs [Contents]
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Name | Description |
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Crusade | Combat units gain +10 Combat Strength near foreign cities that follow this Religion. |
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Defender of the Faith | Combat units gain +10 Combat Strength when within the borders of friendly cities that follow this Religion. |
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Holy Order | Missionaries and Apostles are 30% cheaper to purchase. |
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Itinerant Preachers | Religion spreads to cities 30% further away. |
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Missionary Zeal | Religious units ignore Movement costs of Terrain and Features. |
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Monastic Isolation | Your Religion’s pressure never drops due to losses in Theological Combat. |
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Scripture | Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing is researched. |