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[[File:Icon Religion.png|110px|right]] {{#ev:youtube|8-dKrzVw5qo|450|right}} By accumulating {{Faith}} [[Faith]] and [[Holy Site]] districts, a Civilization can found a Pantheon and eventually a full Religion. In turn, spreading a founded Religion can bring many benefits to a Civilization, and even win the game with a [[Religious Victory]]. == Progression == As a Pantheon/Religion progresses, it also acquires Beliefs---bonuses granted by that Religion. Note that: * Once a Belief is chosen, it cannot be chosen again by ''any'' Religion. * A Religion may only have up to one Belief of any category. === Founding a Pantheon === Accumulating 25 {{Faith}} [[Faith]] (on Normal speed) allows a Civilization to found a Pantheon---a sort of proto-Religion. This allows the selection of a Pantheon Belief. Pantheons are tied to Civilizations rather than Religions---all cities owned by a Civilization automatically have that Civilization's Pantheon. === Founding a Religion === Acquiring a [[Great Prophet]] allows a Civilization to found a Religion at a Holy Site district or the [[Stonehenge]] Wonder (which grants a Great Prophet for free). This allows the selection of a Follower Belief, plus one other Belief of another category. Note that the number of Great Prophets is limited, so not every Civilization may be allowed to found a religion. The total number of Great Prophets is half the number of Civilizations, rounded up. [[Arabia]] will automatically receive the last Great Prophet when the next-to-last-one is claimed, if they have not claimed one already. === Evangelizing a Belief === Up to two Apostles may be expended to add one additional Belief each; they must have at least three charges (the base starting number) left to do so. === Launching an Inquisition === An Apostle with at least three remaining charges may also be expended to unlock the purchase of [[Inquisitor]]s with {{Faith}} [[Faith]]. These defensive Religious units have a bonus to Religious Strength in friendly territory and can eliminate other religions from friendly cities. === Losing Your Religion === If another civilization's religion is the majority in one of your cities, you will not be able to purchase religious units of your own in that city. If you do not have a majority in any of your cities you will not be able to purchase ANY religious units. So be careful to not let other religions take over all of your cities! Since Dec.2019 the mechanic has been changed somewhat. It is possible to "reanimate a dead religion" via a Rock Band with a specific perk. If a city is converted to another religion you can hire religions units from the new majority. In very rare cases it is possible by losing religious fights with your religious units (but with the foreign belief) to lower the support of the foreign religion in adjacient cities and gain back the majority of your religion. With the May.2020 addition of the Vatican City religious City State, it is now also possible to "reanimate a dead religion" if you founded one by using Great People to release bursts of religious pressure from your founded religion on your cities. == Beliefs == === Pantheon === {| class = "wikitable" ! Belief || Effect |- | [[Dance of the Aurora]] || The [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]] gets +1 {{Faith}} [[Faith]] from adjacent [[Tundra]] [[Tiles]]. |- | [[Desert Folklore]] || The [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]] gets +1 {{Faith}} [[Faith]] from adjacent [[Deserts]] [[Tiles]]. |- | [[Divine Spark]] || +1 {{Great People}} [[Great Person]] [[Points|Point]] from {{Holy Site}} [[Holy Site]] ({{Great Prophet}} [[Great Prophet]]), {{Campus}} [[Campus]] ({{Great Scientist}} [[Great Scientist]]), and {{Theater Square}} [[Theater Square]] ({{Great Writer}} [[Great Writer]]) [[Districts]] |- | [[Fertility Rites]] || City growth rate is 10% higher. |- | [[God of Craftsmen]] || +1 {{Production}} [[Production]] from [[File:Icon Mine.png|16px]] [[Mine]]s over Strategic [[Resources]]. |- | [[God of Healing]] || Increases healing by +30 in your [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]], or any adjacent [[Tiles]]. |- | [[God of the Forge]] || +25% {{Production}} [[Production]] toward [[Ancient Era|Ancient]] and [[Classical Era|Classical]] military [[Units]]. |- | [[God of the Open Sky]] || +1 {{Culture}} [[Culture]] from [[File:Icon Pasture.png|16px]] [[Pasture]]s. |- | [[God of the Sea]] || +1 {{Production}} [[Production]] from [[File:Icon Fishing Boats.png|16px]] [[Fishing Boats]]. |- | [[God of War]] || Bonus {{Faith}} [[Faith]] for each enemy [[Unit]] killed within 8 tiles of a [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]] you own equal to 50% of their strength. |- | [[Goddess of Festivals]] || +1 {{Food}} [[Food]] from [[File:Icon Resource Wine.png|16px]] [[Wine]], [[File:Icon Resource Incense.png|16px]] [[Incense]], [[File:Icon Resource Chocolate.png|16px]] [[Cocoa]], [[File:Icon Tobacco.png|16px]] [[Tobacco]], [[File:Icon Resource Coffee.png|16px]] [[Coffee]], and [[File:Icon Resource Tea.png|16px]] [[Tea]] [[File:Icon Plantation.png|16px]] [[Plantation]]s. |- | [[Goddess of the Harvest]] || Harvesting a [[Resource]] or removing a feature receives {{Faith}} [[Faith]] equal to the other yield's quantity. |- | [[Goddess of the Hunt]] || +1 {{Food}} [[Food]] from [[File:Icon Camp.png|16px]] [[Camp]]s. |- | [[Initiation Rites]] || +50 {{Faith}} [[Faith]] for each [[Barbarians|Barbarian]] [[Outposts]] cleared. |- | [[Lady of the Reeds and Marshes]] || +1 {{Production}} [[Production]] from [[Marsh]], [[Oasis]], and [[Floodplains]]. |- | [[Monument to the Gods]] || Construct [[Ancient Era|Ancient]] and [[Classical Era|Classical]] [[Wonders]] 15% faster. |- | [[Oral Tradition]] || +1 {{Culture}} [[Culture]] from [[File:Icon Resource Bananas.png|16px]] [[Bananas]], [[File:Icon Resource Citrus.png|16px]] [[Citrus]], [[File:Icon Resource Cotton.png|16px]] [[Cotton]], [[File:Icon Resource Dyes.png|16px]] [[Dyes]], [[File:Icon Resource Silk.png|16px]] [[Silk]], [[File:Icon Resource Spices.png|16px]] [[Spices]], and [[File:Icon Resource Sugar.png|16px]] [[Sugar]] [[File:Icon Plantation.png|16px]] [[Plantation]]s. |- | [[Religious Idols]] || +1 {{Faith}} [[Faith]] from [[File:Icon Mine.png|16px]] [[Mine]]s over Luxury and Bonus [[Resources]]. |- | [[Religious Settlements]] || Border expansion rate is 15% higher. |- | [[River Goddess]] || +1 [[File:Icon Amenities.png|16px]] [[Amenities|Amenity]] to cities if they have a [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]] adjacent to a [[Rivers|River]]. |- | [[Sacred Path]] || The [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[District]] gets +1 {{Faith}} [[Faith]] from adjacent [[Rainforests]] [[Tiles]]. |- | [[Stone Circles]] || +2 {{Faith}} [[Faith]] from [[File:Icon Quarry.png|16px]] [[Quarry|Quarries]]. |} An easy way to remember which resources go with Goddess of Festivals or Oral Tradition: is it psychoactive? * Yes: Goddess of Festivals. (Including Incense.) * No: Oral Tradition. (Including Spices---they are not of the Dunean variety.) === Follower === Any City with a majority religion benefits from that religion's Follower Belief, regardless of whether its owner founded that religion. Exactly one Follower Belief must be chosen when founding a religion, plus one other Belief. {|class = "wikitable" ! Belief !! Effect |- | [[Divine Inspiration]] || All world [[Wonders]] provide +4 {{Faith}} [[Faith]]. |- | [[Feed the World]] || [[Shrine]]s and [[Temple]]s provide {{Food}} [[Food]] equal to their intrinsic {{Faith}} [[Faith]] output. |- | [[Jesuit Education]] || May purchase [[File:Icon Campus.png|20px]] [[Campus]] and [[File:Icon Theater Square.png|20px]] [[Theater Square]] [[District]] [[Buildings]] with {{Faith}} [[Faith]]. |- | [[Religious Community]] || [[Shrine]]s and [[Temple]]s each provide +1 {{Housing}} [[Housing]]. |- | [[Reliquaries]] || {{Relic}} [[Relics]] have triple yield of both {{Faith}} [[Faith]] and {{Tourism}} [[Tourism]]. |- | [[Work Ethic]] || +1% {{Production}} [[Production]] in cities for each follower of the Religion in that city. |- | [[Zen Meditation]] || +1 [[File:Icon Amenities.png|16px]] [[Amenity]] in cities with 2 specialty [[Districts]]. |} === Founder === Unlike other Beliefs, the benefits of Founder Beliefs accrue solely to the Civilization that founded that Religion. {| class = "wikitable" ! Belief !! Effect |- | [[Church Property]] || +2 {{Gold}} [[Gold]] for each city following this Religion. |- | [[Lay Ministry]] || Each [[File:Icon Holy Site.png|20px]] [[Holy Site]] or [[File:Icon Theater Square.png|20px]] [[Theater Square]] [[District]] in a city following this Religion provides +1 {{Faith}} [[Faith]] or +1 {{Culture}} Culture respectively. |- | [[Papal Primacy]] || Type bonuses from [[City-States]] following your Religion are 50% more powerful. |- | [[Pilgrimage]] || +2 {{Faith}} [[Faith]] for every city following this Religion in other [[Civilizations]]. |- | [[Stewardship]] || Each [[File:Icon Campus.png|20px]] [[Campus]] or [[File:Icon Commercial Hub.png|20px]] [[Commercial Hub]] [[District]] in a city following this Religion provides +1 {{Science}} [[Science]] or +1 {{Gold}} [[Gold]] respectively. |- | [[Tithe]] || +1 {{Gold}} [[Gold]] for every 4 followers of this Religion. |- | [[World Church]] || +1 {{Culture}} [[Culture]] for every 5 followers of this Religion in other [[Civilizations]]. |} === Enhancer === Enhancer Beliefs help a Religion spread... sometimes by force. {|class = "wikitable" ! Belief !! Effect |- | [[Crusade]] || Combat [[Units]] (of the founder) gain +10 {{Combat Strength}} Combat Strength near foreign cities that follow this Religion. |- | [[Defender of the Faith]] || Combat [[Units]] (of the founder) gain +10 {{Combat Strength}} Combat Strength near friendly cities that follow this Religion. |- | [[Holy Order]] || [[Missionary|Missionaries]] and [[Apostle]]s are 30% cheaper to Purchase. |- | [[Itinerant Preachers]] || Religion spreads to cities 30% further away. |- | [[Missionary Zeal]] || Religious [[Units]] ignore [[File:Icon Movement.png|16px]] Movement costs of [[Terrain]] and features. |- | [[Monastic Isolation]] || Your Religion's pressure never drops due to losses in [[Theological Combat]]. |- | [[Scripture]] || Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once {{Printing}} [[Printing]] is researched. |} === Worship === These Beliefs grant the ability to construct, or purchase with Faith, a third building in Holy Site districts after the [[Shrine]] and [[Temple]]. All Worship buildings give at least +3 {{Faith}} [[Faith]], plus some other benefit (which may include more {{Faith}} [[Faith]]). [[Saladin]]'s special ability reduces the {{Faith}} [[Faith]] cost of the building by 90%. {|class = "wikitable" ! Belief/Building !! +3 {{Faith}} [[Faith]] !! Other effects |- | [[Cathedral]] || +3 {{Faith}} [[Faith]] || +1 {{Faith}} [[Faith]] (additional), 1 slot for [[Great Works|Religious Art]] |- | [[Gurdwara]] || +3 {{Faith}} [[Faith]] || +2 {{Food}} [[Food]] |- | [[Meeting House]] || +3 {{Faith}} [[Faith]] || +2 {{Production}} [[Production]] |- | [[Mosque]] || +3 {{Faith}} [[Faith]] || [[Missionary|Missionaries]] and [[Apostle]]s +1 Spread Religion charge |- | [[Pagoda]] || +3 {{Faith}} [[Faith]] || +1 {{Housing}} [[Housing]] |- | [[Synagogue]] || +3 {{Faith}} [[Faith]] || +2 {{Faith}} [[Faith]] (additional) |- | [[Wat]] || +3 {{Faith}} [[Faith]] || +2 {{Science}} [[Science]] |} == Spreading Religion == === Followers === Each {{Citizens}} Citizen in each city may follow a Religion, or no religion. If a majority of {{Citizens}} Citizens in a city follow the same religion, the city is considered to follow that religion. === Religious pressure === Cities exert religious pressure on other nearby cities. Over time, this may convert {{Citizens}} Citizens to the same religion. Conjecture: Each city also has an internal pressure that affects only that city, which is determined by how much Spread Religion power has been spent in that city. === Theological Combat === If one religious unit destroys another in Theological Combat, all nearby cities get +250 power for the religion of the winning side and -250 power to the religion of the losing side. == Religious units == * Unlike other units they heal only when on or adjacent to a Holy Site of their own Civilization (?). * They can enter foreign territory without Open Borders, which can allow them to function as spies and scouts in peacetime. * All religious units are tied to the religion their city had at the time they were purchased. * The cost of religious units increases for each one of that unit purchased. {|class = "wikitable" |+ Religious unit summary ! Unit !! Base {{Faith}} [[Faith]] cost !! {{Religious Strength}} Religious Strength !! Notes |- | Missionary || 75 {{Faith}} [[Faith]] || 100 || Cannot initiate Theological Combat |- | Apostle || 200 {{Faith}} [[Faith]] || 110 || Starts with a choice of one of two random Promotions |- | Inquisitor || 75 {{Faith}} [[Faith]] || 75 || +35 {{Religious Strength}} Religious Strength in friendly territory<br/>Eliminates other Religions when spreading religion in a friendly city |} === Great Prophet === [[File:Icon_unit_great_prophet.png|20px|link=Great Prophet]] [[Great Prophet]]s are used solely to found a Religion. After this they play no further part in the game. === Missionary === [[File:Icon_unit_missionary.png|20px|link=Missionary]] [[Missionary|Missionaries]] are a cheap way to spread religion when unopposed. However, they may not initiate Theological Combat and have relatively low Religious Strength, and are therefore easily destroyed by Apostles. === Apostle === [[File:Icon_unit_apostle.png|20px|link=Apostle]] The most important religious unit (other than the Great Prophet), [[Apostle]]s serve a variety of functions: * They are the only unit that can Evangelize Belief or Launch Inquisition. * They are the only religious unit that can launch effective attacks into hostile religious territory. * With a choice between two random promotions on purchase, they have the possibility of being able to perform additional functions. === Inquisitor === [[File:Icon_unit_inquisitor.png|20px|link=Inquisitor]] [[Inquisitor]]s may be purchased only after an Apostle is expended to Launch Inquisition and act as defensive units. They eliminate all other religions in friendly cities when spreading religion. While all but useless on the offensive due to their very low base Religious Strength, they gain a large bonus in friendly territory. == Theological Combat == Religious units may attack other religious units (but not regular Combat units) even if the two civilizations are not at war. This works just like conventional combat. Religious units do not benefit from {{Combat Strength}} Strength bonuses that specifically apply to Combat units, but they do benefit from {{Combat Strength}} Strength bonuses that are not specific to Combat units. Religious units are immediately destroyed if attacked by a Combat unit, including [[Barbarians]]. Combat units may not attack Religious units unless they are at war. ==[[Religious Victory]]== To win a [[Religious Victory]] a Civilization needs to found a Religion, then have a majority of cities in every Civilization following that religion. [[Category:Religion]]
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