Editing Religions

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
'''Religions''' are founded in a [[cities|city]] of major [[nations]], becoming the ''Holy City'' of that religion. Religions can spread to other cities & tribal sites and be adopted by individual characters, families, tribes and whole nations. The religion's [[opinion]] towards a nation affects the discontent in cities with followers of that religion. Some [[laws]] (like Orthodoxy or Divine Rule) change the way religions are spread and adopted. Other laws (like Monotheism or Holy war) add to the benefits of having followers in cities.
'''Religions''' in Old World are divided into 2 categories:
* 4 Global Religions - Founded by the first nation to complete a certain goal, '''can''' recruit disciples and establish Theologies.
* National Paganism - Founded when the first shrine in each nation is built, '''cannot''' recruit disciples and establish Theologies.


==National Religions==
Once founded in a certain city, a religion will passively spread to neighbouring cities. The religion's opinion towards each nation affects the discontent in cities that contain followers of that religion. Cities with followers of a global religion can use {{icon|growth}}growth to produce [[Disciple|Disciples]] - civilian [[Units|unit]] that can spread religion to other cities & tribal sites, as well as establishing theologies and building unique improvements of that religion.
A national religion (such as Assyrian Paganism, Roman Paganism, etc.) is founded when the first [[improvements|shrine]] of each nation is built. It spreads to other cities only by building shrines of that religion in them. National Religions '''cannot''' recruit disciples or establish Theologies under any circumstances. National religions may be adopted as a State Religion (using Divine Rule law).


==World Religions==
==Global Religions==
World Religions are founded when:
* The first nation completes the required condition for founding the religion (detailed below) , or
* A Nation founds the Clerics' Family Seat (only available for [[Assyria]], [[Egypt]] & [[Persia]] in the base game), or
* Through a cultural or other [[events|event]] ("''Moses''" event, for example, founds Judaism)
 
 
Once founded in a certain city, these religions passively spread to nearby cities and tribal sites (the larger the map is, the higher the chance to spread - +2% per size). Cities with followers of a world religion can use its {{icon|growth}}growth output to produce Disciples - civilian [[Units]] that can perform these actions:
* Build unique [[improvements]] in cities with followers - Temple, Monastery, Cathedral
* Build the unique "Wonder" of each religion in its Holy City
* Spread the religion by traveling to a city with no followers (consumes the unit)
* Establish a Theology, if adopted as State Religion (consumes the unit)
 
{| class="wikitable sortable"
{| class="wikitable sortable"
! width="100px" | Name
! width="100px" | Name
! width="200px" | Condition to found
! width="300px" | Requirement to found
! width="100px" | Chance to spread
! width="100px" | Chance to spread
! width="400px" | Unique Wonder
|-
|-
| Zoroastrianism
| Zoroastrianism
|
| 2 [[Specialist|Acolytes]]
* [[Tech Tree|Divination]] technology
| 10% / turn
* 2 [[Specialist|Acolytes]] Specialists
| 5% / turn
| ''The Adur Burzen-Mihr''
* +2 Victory Points, +20 religion opinion
* Create disciple every 20 turns
* +20% culture, -2 stone per turn
* cost: 200 stone and 200 civics
|-
|-
| Judaism
| Judaism
|
|* [[Tech Tree|Labor Force]] technology
* [[Tech Tree|Labor Force]] technology
* 2 [[Specialist|Ranchers]]
* 2 [[Specialist|Ranchers]] Specialists
| 10% / turn
| 5% / turn
| ''The Temple of Solomon''
* +2 Victory Points, +20 religion opinion
* Create disciple every 20 turns
* +20% culture, -2 stone per turn
* cost: 200 stone and 200 civics
|-
|-
| Christianity
| Christianity
|
|* [[Tech Tree|Metaphysics]] technology
* [[Tech Tree|Metaphysics]] technology
* City with followers of Judaism and at least 12 citizens
* City with followers of Judaism and at least 12 citizens
| 10% / turn
| 15% / turn
| ''The Church of the Holy Sepulchre''
* +2 Victory Points, +20 religion opinion
* Create disciple every 20 turns
* +20% culture, -2 stone per turn
* cost: 200 stone and 200 civics
|-
|-
| Manichaeism
| Manichaeism
|
|
* [[Tech Tree|Monasticism]] technology
* [[Tech Tree|Monsticism]] technology
* 2 global Zoroastrianism cities
* 2 global Zoroastrianism cities
* 2 global Christianity cities
* 2 global Christianity cities
| 10% / turn
| 15% / turn
| ''The Cao'an''
* +2 Victory Points, +20 religion opinion
* Create disciple every 20 turns
* +20% culture, -2 stone per turn
* cost: 200 stone and 200 civics
|}
|}


==Theologies==
==Theologies==
These tenets of belief can be added to a global religion, adopted as a state religion, by a [[Units|disciple]] following that religion. Only 1 theology of each tier may be added. Adding a theology also increases the chance for the religion to spread by 5% per year.  
These tennets of belief can be added to a global religion, adopted as a state religion, by a [[Units|disciple]] following that religion. Only 1 theology of each tier may be added. Adding a theology also increases the chance for the religion to spread by 5% per year.  


===Tier 1 Theologies===
===Tier 1 Theologies===
cost 200{{icon|civics}}civics
cost 200{{icon|civics}}civics
{| class="wikitable sortable"
{| class="wikitable sortable"
Line 88: Line 50:
| Mythology
| Mythology
|
|
* +2{{icon|culture}} culture for every [[Improvements|Shrine]]
* +2{{icon|culture}} culture for every [[improvements|shrine]]
* +4{{icon|culture}} for every [[Improvements|Monastery]]
* +4{{icon|culture}} for every [[Improvements|Monastery]]
* +20 Opinion from [[Laws|Polytheism]] law
* +20 Opinion from [[Laws|Polytheism]] law  
|-
|-
| Veneration
| Veneration
Line 96: Line 58:
* -5% Rebel chance.
* -5% Rebel chance.
* +20{{icon|money}} for every [[Improvements|Monastery]]
* +20{{icon|money}} for every [[Improvements|Monastery]]
* +40 Opinion from [[Laws|Iconography]] law
* +40 Opinion from [[Laws|Iconography]] law  
|}
|}


Line 104: Line 66:
! width="80px" | Name
! width="80px" | Name
! width="300px" | Effects
! width="300px" | Effects
! width="80px" | Required Tech
|-
|-
| Revelation
| Revelation
|
|
* Extra 20% increase in chance to spread
* Extra 20% increase in chance to spread
* +0.5{{icon|orders}} for every [[Improvements|Temple]]
* +0.5{{icon|orders}} for every [[Improvements|temple]]
* +30 opinion from [[Laws|Orthodoxy]] law
* +30 opinion from [[Laws|Orthodoxy]] law
| Labor Force
|-
|-
| Gnosticism
| Gnosticism
|  
|  
* +2{{icon|civics}} for every [[Projects|Archive]] project
* +2{{icon|civics}} for every [[Projects|Archive]] project
* +1{{icon|science}} in every [[Improvements|Temple]] for every Urban specialist
* +4{{icon|culture}} in every [[Improvements|temple]] for every Elder specialist
* +20 opinion from [[Laws|Monotheism]] law
* +20 opinion from [[Laws|Monotheism]] law
| Drama
|-
|-
| Dualism
| Dualism
|
|
* +1{{icon|science}} in each city for every religion it follows
* +1{{icon|science}} in each city for every religion it follows
* -1{{icon|discontent}} from every [[Improvements|Temple]]
* -1{{icon|unrest}} from every [[Improvements|temple]]
* +30 opinion from [[Laws|Tolerance]] law
* +30 opinion from [[Laws|Tolerance]] law
| Rhetoric
|}
|}


Line 133: Line 91:
! width="80px" | Name
! width="80px" | Name
! width="400px" | Effects
! width="400px" | Effects
! width="80px" | Required Tech
|-
|-
| Redemption
| Redemption
|  
|  
* +20% output for mines, quarries and lumbermills in cities with a [[improvements|Cathedral]]
* +20% output for mines, quarries and lumbermills
* +20% output for harbors and hamlets
* +20% output for harbors and hamlets in cities with a [[improvements|Cathedral]]
* +40 opinion from [[laws|Pilgrimage]] law
* +40 opinion from [[laws|Pilgrimage]] law
| Metaphysics
|-
|-
| Enlightement
| Enlightement
|  
|  
* -3{{icon|discontent}} from every Monk
* -1{{icon|unrest}} from every Elder Monk
* +1{{icon|growth}} for every citizen in cities with a [[improvements|Cathedral]]
* +1{{icon|growth}} for every citizen in cities with a [[improvements|Cathedral]]
* +40 opinion from [[laws|Philosophy]] law
* +40 opinion from [[laws|Philosophy]] law
| Forestry
|}
|}


[[Category:Game Concepts]]
[[Category:Game Concepts]]

Please note that all contributions to Old World Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Old World Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Template used on this page: