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This article lists and discusses the various religions and denominations of the world.

Religion map Edit

Map religions

Religion by province in 1356.

Legend:

Christian
Catholic
Protestant
Orthodox
Reformed
Calixtine/
Hussite
Chaldean
Dualist/
Gnostic
Miaphysite/
Coptic
Judaic
Jewish
Muslim
Sunni
Shi'ite
Druze
Ibadi
Wahhabi
Dharmic
Hindu
Jain
Sikh
Zoroastrian
Taoic
Theravada
Vajrayana
Mahayana
Confucian
New World Pagan
Native American Spiritualist
South American Spiritualist
Inti
Toltecayotl/
Nahuatl
Mayan/
Mesoamerican religion
Old World Pagan
Adi Dharam
Animist
Atua
Fetishist
Shamanist
Shinto
West African Polytheist
European Polytheists
Asatru/
Norse
Hellenic
Rodnoverie/
Slavic pagan
Romuva
Ukonusko

Religions details and effects Edit

ChristianEdit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Calixtine/
Hussite
Bohemia, England
14-15c
Yes
  • -10% admin tech cost
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • +10% land morale
  • -10% global tax
Catholic Western Europe, European colonies
Start
Yes: Archbishop [1]
  • Holy Lands (Jerusalem),
  • Crusades,
  • Papal Influence,
  • College of Cardinals,
  • Reform Desire
  • +1% global missionary strength
  • +1 diplomatic relations
  • +1 possible advisor
  • +1 max promototed cultures
  • +2 yearly interest
  • +5% admin tech cost
Chaldean Iraq, Persia, India
Minorities
Yes Holy Lands (Ctesiphon)
  • +1% global missionary strength
  • +25% improve relations
  • +1 tolerance of heathens
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
Dualist/
Gnostic
Bulgaria, Serbia
Minorities
Yes Church Aspects (by event, needs improvement)
  • +1% global missionary strength
  • +1 tolerance of heretics
  • -1 global unrest
  • +1 diplomatic reputation
  • -5% admin tech cost
  • -0.5 yearly army tradition
Miaphysite/
Coptic
Ethiopia, Armenia, Syria
Start
Yes: Catholicos [2] Holy Lands (Catholicates)
  • +1% global missionary strength
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • +25% improve relations
  • +1 tolerance of heretics
Orthodox Eastern Europe, Anatolia
Start
Yes: Patriarch/ Metropolitan [2] Holy Lands (Patriarchates)
  • +1% global missionary strength
  • +0.5 yearly prestige
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • -0.025 monthly global autonomy change
Protestant Northern Europe
16c
Yes Church Aspects (via event)
  • +1% global missionary strength
  • +2.5% production efficiency
  • -0.05 monthly global autonomy change
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • -5% idea cost
  • -5% tech cost
  • -1 tolerance of the true faith
Reformed Northern Europe
16c
Only theocracies Church Aspects (via event)
  • +1 merchants
  • +5% land morale
  • +1 tolerance of the true faith
  • -1 tolerance of heretics
  • -5% religious unity

Judaic Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Jewish Semien (Ethiopia)
Start
Yes
  • +1 possible advisor
  • -2 yearly interest
  • +1 merchant
  • +10% trade efficiency
  • -1 diplomatic reputation

Muslim Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Druze Syria
Minorities
Only theocracies
  • -1% global missionary strength
  • +2 tolerance of heretics
  • +2 tolerance of heathens
  • +10% land morale
  • -1 yearly prestige
Ibadi Oman
Start
Yes: Imam
  • +100% chance of new heir
  • +1 tolerance of heathens
  • +1 tolerance of heretics
  • -10% fort maintenance
  • +25% hostile core-creation cost on us
  • -1 diplomatic relations
Shi'ite Yemen, Persia
Start/15c
Yes: Imam Holy Lands,
Dhimmi System
  • +1% global missionary strength vs heretics
  • +100% chance of new heir
  • +10% land morale
Sunni Middle East, North Africa, Central Asia, India, Indonesia
Start
Possible: Sheikh-ul-Islam/Caliph [3] Holy Lands,
Dhimmi System
  • +1% global missionary strength
  • +100% chance of new heir
  • +1 tolerance of the true faith
  • +1 tolerance of heretics
  • +10% trade steering
  • -0.25 yearly legitimacy
  • -0.5 yearly republican tradition
  • -0.1 yearly horde unity
  • -0.1 yearly devotion
Wahhabi Arabia
18c
Yes
  • +1% global missionary strength
  • +1% global missionary strength vs heretics
  • +1 tolerance of the true faith
  • +15% land morale
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • +100% chance of new heir
  • -1 tolerance of heathens
  • -1 tolerance of heretics
  • +10% admin tech cost

Dharmic Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Hindu India, Indonesia
Start
Yes: High Priest Caste System
  • +1 tolerance of heretics
  • +2 max promoted cultures
  • +0.5 yearly legitimacy
  • -15% advisor costs
  • -1 possible advisor
Jain India
Minorities
Yes: High Priest
  • +0.5% global missionary strength
  • -10% idea cost
  • +10% trade efficiency
  • +1 tolerance of heathens
  • +1 tolerance of heretics
  • -5% national manpower modifier
Sikh Punjab (India)
16c
Possible: Gurus [4]
  • +1 yearly army tradition
  • +10% land morale
  • +1 tolerance of heathens
  • +1 tolerance of heretics
  • -0.25 yearly legitimacy
Zoroastrian Persia, Gujarat (India)
Minorities
Yes
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • +0.5 yearly prestige
  • +5% global tax
  • -10% advisor costs
  • +5% admin tech cost

Taoic Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Confucian China, Korea
Start
Yes: Minister of Rites Tolerance System
  • -1% global missionary strength
  • +1 tolerance of heretics
  • +1 tolerance of heathens
  • +1 possible advisor
  • -25% advisor costs
  • -1 global unrest
  • -10& AE impact
  • +25% improve relations
  • -0.25 yearly legitimacy
  • -0.5 yearly republican tradition
  • -0.5 yearly horde unity
  • -0.1 yearly devotion
  • -1 tolerance of the true faith
Mahayana Japan, Vietnam, Korea
Start
Yes [2]
  • +1 tolerance of heretics
  • +1 tolerance of heathens
  • +0.5 yearly prestige
  • -10% idea cost
  • +1 leader without upkeep
  • +0.05 monthly global autonomy change
Theravada Southeast Asia, Sri Lanka
Start
Only theocracies
  • +1% global missionary strength
  • +1 yearly prestige
  • +1 tolerance of heretics
  • +2 tolerance of heathens
  • -20% mercenary cost
  • +5 years of seperatism
Vajrayana Tibet, Central Asia
Start
Yes [2]
  • +0.5 yearly legitimacy
  • +0.25 yearly republican tradition
  • +0.25 yearly horde unity
  • +1 yearly devotion
  • +1 tolerance of heretics
  • -1 global unrest
  • -5% national manpower modifier

New World Pagan Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Inti Incas (Peru)
Start
Yes: High Priest Syncretism,
Religious Reforms
  • +2% global missionary strength vs heretics
  • +1 tolerance of heretics
  • +1 tolerance of heathens
  • -5 years of seperatism
  • -1 diplomatic relations
  • +5% local missionary strength
Mayan/
Mesoamerican religion
Mayas (Mexico)
Start
Yes: High Priest Syncretism,
Religious Reforms
  • +2% global missionary strength vs heretics
  • +1 yearly prestige
  • +100% enemy core-creation cost on us
  • +5% local missionary strength
Native American Spiritualist North America
Start
Only theocracies Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +2 tolerance of heathens
  • +1 land leader maneuver
South American Spiritualist Brazil
Start
Only theocracies Syncretism,
Religious Reforms
Toltecayotl/
Nahuatl
Aztecs (Mexico)
Start
Yes: High Priest Syncretism,
Religious Reforms
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +10% land morale
  • +1 yearly army tradition
  • +25% income from vassals
  • -1 diplomatic relation

Old World Pagan Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Adi Dharam India
Minorities
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • -0.05 monthly global autonomy change
  • +100% chance of new heir
  • -1 global unrest
  • -1 diplomatic relation
Animist South Africa
Start
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +100% chance of new heir
  • +2 tolerance of heretics
  • +2 tolerance of heathens
  • -1 yearly prestige
Atua Polynesia
Start
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +1 tolerance of heathens
  • -10% diplo tech cost
  • -10% naval maintenance
Fetishist Africa
Start
Yes Syncretism,
Religious Reforms
Shamanist Central Asia
Start
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +5% local missionary strength
  • +25% loot amount (?)
Shinto Japan
Minorities
Only theocracies (needs improvement) Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +0.25 yearly legitimacy
  • +0.5 yearly prestige
  • +10% land morale
  • -5% global tax
West African Polytheist West Africa
Start
Yes Syncretism,
Religious Reforms

European Polytheists Edit

Religion Usual Location / Appears Head Special Mechanics Country modifiers
Asatru/
Norse
Scandinavia
Fantasy
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +10% land morale
  • +2 tolerance of heretics
  • +25% colonial range
  • -1 diplomatic reputation
  • +0.5 global unrest
Hellenic Greece
Fantasy
Yes Syncretism,
Religious Reforms
  • -0.5% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +0.2 yearly republican tradition
  • +2 tolerance of heretics
  • -10% admin tech cost
  • +0.5 yearly prestige
  • -1 tolerance of the true faith
Rodnoverie/
Slavic pagan
Russia
Minorities
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +1% local missionary strength
  • +1 tolerance of heretics
  • +1 tolerance of heathens
  • +1 tolerance of the true faith
  • +5 years of seperatism
Romuva Lithuania
Start
Yes Syncretism,
Religious Reforms
  • -0.5% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +10% land morale
  • +1 tolerance of heathens
  • +2 tolerance of heretics
  • -5% stability cost modifier
  • +3 yearly interest
  • +0.025 monthly global autonomy change
Ukonusko Finland
Minorities
Yes Syncretism,
Religious Reforms
  • -1% global missionary strength
  • +2% global missionary strength vs heretics
  • +5% local missionary strength
  • +2 tolerance of heretics
  • +1 diplomatic reputation
  • +25% prestige from land battles
  1. If your country does not control the papacy OR control benefices in your country, you will have one appointed for you by the Pope.
  2. If your country does not control a province with one of these religious leaders, you will have one appointed for you by your religious leader (assigned by location).
  3. Sunni countries do not start with a religious head, but can gain one either by appointing a Sheikh-ul-Islam by decision, or gaining control over the Caliph. If a Sunni ruler has declared himself Caliph, he will be treated like a theocracy for the purpose of this mechanic.
  4. Sikhs only gain religious heads while the Gurus are alive. If the Sikhs have declared the line of Gurus to be over, they do not have religious heads.

Mechanics common to most religions: Edit

Church Influence (all religions) Edit

  • All religions have a trait called Church Influence which can be seen on the religion screen by hovering over the arrow icons.
  • Church Influence is a measure of how much power and influence your religion has over the state.
  • It has global effects (over your entire country) and local ones (over provinces of your state religion only).
  • The effects are both positive (more/stronger missionaries) and negative (lower taxes, more expensive ADM technology)
  • It is rated from 0% to 100%. Most countries will start around 50%, although this depends on your government and religion.
  • Church Influence changes slowly, mostly due to decisions players make. It is calculated every two years based on the amount of land owned by the Church, its presence in your government and education system, and the laws about religion in your country.
  • The simplest way to change it is to give or seize land from the Church.

Piety (all religions) Edit

  • All religions have a trait called Piety which can be seen on the religion screen. For Catholics, you will need to hover over the arrow icons.
  • Piety is a measure of how much your people care about religion.
  • It has global effects (over your entire country).
  • Positive piety will help you with tolerance of the true faith and morale, while negative piety will help you with tolerance of heretics and heathens.
  • Piety also affects how often religious events happen to you and how powerful religious modifiers will be, such as the bonuses from owning a holy land, the effects of a religious head, or the penalties from a religious scandal.
  • Piety is rated from -100% to +100%, with most countries starting between 0-20%.
  • Piety changes slowly, mostly due to the idea groups countries choose. Each religious group increases piety by 40%, while each secular idea group reduces it by 20-40%.
  • Your ruler's personal piety also has an impact on this, by up to +/- 20%. You will have one opportunity to change your ruler's piety when he or she takes the throne.

Head of Religion (most religions) Edit

  • Many but not all religions (see chart, above) have access to a religious head, a religious leader who adds a personal touch to the state religion.
  • Each religious head has a personality which gives the country a modifier for his lifetime, which is around 18 years. In a theocracy, the lifetime of your religious head is the lifetime of your ruler.
  • Each personality also gives countries access to several religious events:
Corrupt Hostile Obedient Theologian Zealous Controversial
Religious Mob Criticism of the King Divine Right of Kings Reaching out to Heretics Criticism of the King ALL EVENTS POSSIBLE
Just War The King's Excommunication Just War Ecclesiastical Writings Condemning Heresy
Defrocked Cleric Pacifism Ecclesiastical Writings Pacifism Holy War Declared
Religious Power Struggle Defrocked Cleric Religious Power Struggle Inspirational Preacher Inspirational Preacher

Special rules for pagans

  • Global
    • Great Temple (Cathedral, Mosque, Synagogue)
    • Holy Lands
    • Declining Relgion
  • Christian
    • Catholic
      • Papacy
      • Archbishop
      • Ecumenical Council
      • Schism
      • Lollard Heresy
      • Reformation
      • Events
    • Orthodox
      • Patriarchy
      • Mending Western Schism
      • Mending Eastern Schism
    • Chaldean
      • Patriarchy
    • Miaphysite
      • Patriarchy
    • Dualist
    • Calixtine
    • Protestant
      • Church Aspects
    • Reformed
      • Church Aspects
  • Muslim
    • Sunni
    • Shi'ite
    • Druze
    • Ibadi
    • Wahhabi
  • Taoic
    • Theravada
    • Confucianism
    • Mahayana
    • Vajrayana
  • Dharmic
    • Hinduism
    • Sikhism
    • Jain
    • Zoroastrain
  • Jewish
  • New World Pagans
    • Mayan
    • Inti
    • Native American Spiritualist
    • Toltecayotl
    • Pantheist
  • European Pagans
    • Romuva
    • Ukonusko
    • Rodnoverie
    • Asatru
    • Hellenic
  • Old World Pagans
    • Adi
    • Shinto
    • Animist
    • West African Spiritualist
    • Shamanist
    • Atua

Voluntary religious conversion effects: Edit

Converting to another religion using the dedicated button in the religious menu often carries a cost in stability, to simulate the court, clergy and population being outraged at such a large shift in a country. For countries that are already accustomed to another religion switching will be cheap, and can in some cases even benefit stability.

The first stability effect in the tooltip is influenced by how much of your population already has the target religion, it's less harsh to switch when you're already mostly of that religion. The percentage of a religion in a country can be calculated by counting together all the minority parts in provinces and dividing them by the total religious parts of all provinces (province count * 11):

  • 0-25% of that religion: -2 stability  
  • 25-50% of that religion: -1 stability  
  • 50-75% of that religion: neutral  
  • 75-100% of that religion: +1 stability

The second one is church influence, high church influence means that the state church is firmly entrenched in the country's administration and has a lot of power to stir up unrest when the state church is evicted in favour of a new one:

  • 100-75 church influence: -2 stability  
  • 75-50 church influence: -1 stability  
  • 50-0 church influence: neutral

The third one depends on the current ruler's administrative skill and if the capital country has already embraced the new religion:

  • Ruler has 3-4 adm skill: +1 stability  
  • Ruler has 5-6 adm skill: +2 stability  
  • Capital province has embraced that religion officially (main province religion): +1 stability

(these are two different stab gain effects that add up, but are used together for tooltip purposes)

There are also additional effects that are only mentioned in the tooltip if they apply:

  • Having a theologian advisor: +1 stability
  • Having been of that religion previously: +1 stability
  • Having converted from another religion recently: +1 stability
  • The religion has not been officially unlocked yet: -1 stability

(again, different stab gain effects so they all add up)