Difference between revisions of "Religions"

From Old World Wiki
Jump to navigation Jump to search
(Created page with "'''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 esta...")
 
(Fixed statements about national religions.)
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
'''Religions''' in Old World are divided into 2 categories:
'''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.
* 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.


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.
==National Religions==
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).


==Global Religions==
==World 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="300px" | Requirement to found
! width="200px" | Condition to found
! width="100px" | Chance to spread
! width="100px" | Chance to spread
! width="400px" | Unique Wonder
|-
|-
| Zoroastrianism
| Zoroastrianism
| 2 [[Specialist|Acolytes]]
|
| 10% / turn
* [[Tech Tree|Divination]] technology
* 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
|
* 2 [[Specialist|Ranchers]]
* [[Tech Tree|Labor Force]] technology
| 10% / turn
* 2 [[Specialist|Ranchers]] Specialists
| 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
| 15% / turn
| 10% / 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|Monsticism]] technology
* [[Tech Tree|Monasticism]] technology
* 2 global Zoroastrianism cities
* 2 global Zoroastrianism cities
* 2 global Christianity cities
* 2 global Christianity cities
| 15% / turn
| 10% / 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.
===Tier 1 Theologies===
cost 200{{icon|civics}}civics
{| class="wikitable sortable"
{| class="wikitable sortable"
! width="30px" | Tier
! width="80px" | Name
! width="80px" | Name
! width="150px" | Cost
! width="300px" | Effects
! width="200px" | Effects
|-
|-
| 1
| Legalism
| Legalism
| 200 {{icon|civics}}civics
|
|  
* -10%{{icon|Maintenance}} Maintenance in all cities
* +2{{icon|civics}} for every [[Improvements|Monastery]]
* +20 Opinion from [[Laws|Centralization]] law
|-
|-
| 1
| Mythology
| Mythology
| 200 {{icon|civics}}civics
|
|  
* +2{{icon|culture}} culture for every [[Improvements|Shrine]]
* +4{{icon|culture}} for every [[Improvements|Monastery]]
* +20 Opinion from [[Laws|Polytheism]] law
|-
|-
| 1
| Veneration
| Veneration
| 200 {{icon|civics}}civics
|
|  
* -5% Rebel chance.
* +20{{icon|money}} for every [[Improvements|Monastery]]
* +40 Opinion from [[Laws|Iconography]] law
|}
 
===Tier 2 Theologies===
cost 400{{icon|civics}}civics
{| class="wikitable sortable"
! width="80px" | Name
! width="300px" | Effects
! width="80px" | Required Tech
|-
|-
| 2
| Revelation
| Revelation
| 400 {{icon|civics}}civics
|
|  
* Extra 20% increase in chance to spread
* +0.5{{icon|orders}} for every [[Improvements|Temple]]
* +30 opinion from [[Laws|Orthodoxy]] law
| Labor Force
|-
|-
| 2
| Gnosticism
| Gnosticism
| 400 {{icon|civics}}civics
|  
|  
* +2{{icon|civics}} for every [[Projects|Archive]] project
* +1{{icon|science}} in every [[Improvements|Temple]] for every Urban specialist
* +20 opinion from [[Laws|Monotheism]] law
| Drama
|-
|-
| 2
| Dualism
| Dualism
| 400 {{icon|civics}}civics
|
|  
* +1{{icon|science}} in each city for every religion it follows
* -1{{icon|discontent}} from every [[Improvements|Temple]]
* +30 opinion from [[Laws|Tolerance]] law
| Rhetoric
|}
 
===Tier 3 Theologies===
cost 600{{icon|civics}}civics
{| class="wikitable sortable"
! width="80px" | Name
! width="400px" | Effects
! width="80px" | Required Tech
|-
|-
| 3
| Redemption
| Redemption
| 600 {{icon|civics}}civics
|  
|  
* +20% output for mines, quarries and lumbermills in cities with a [[improvements|Cathedral]]
* +20% output for harbors and hamlets
* +40 opinion from [[laws|Pilgrimage]] law
| Metaphysics
|-
|-
| 3
| Enlightement
| Enlightement
| 600 {{icon|civics}}civics
|  
|  
* -3{{icon|discontent}} from every Monk
* +1{{icon|growth}} for every citizen in cities with a [[improvements|Cathedral]]
* +40 opinion from [[laws|Philosophy]] law
| Forestry
|}
|}
[[Category:Game Concepts]]

Latest revision as of 04:51, 22 January 2024

Religions are founded in a 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.

National Religions[edit]

A national religion (such as Assyrian Paganism, Roman Paganism, etc.) is founded when the first 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[edit]

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 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 Growth.pnggrowth 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)


Name Condition to found Chance to spread Unique Wonder
Zoroastrianism 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 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
  • Metaphysics technology
  • City with followers of Judaism and at least 12 citizens
10% / 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
  • Monasticism technology
  • 2 global Zoroastrianism cities
  • 2 global Christianity cities
10% / 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[edit]

These tenets of belief can be added to a global religion, adopted as a state religion, by a 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[edit]

cost 200Civics.pngcivics

Name Effects
Legalism
Mythology
Veneration

Tier 2 Theologies[edit]

cost 400Civics.pngcivics

Name Effects Required Tech
Revelation
  • Extra 20% increase in chance to spread
  • +0.5Orders.png for every Temple
  • +30 opinion from Orthodoxy law
Labor Force
Gnosticism Drama
Dualism
  • +1Science.png in each city for every religion it follows
  • -1Discontent.png from every Temple
  • +30 opinion from Tolerance law
Rhetoric

Tier 3 Theologies[edit]

cost 600Civics.pngcivics

Name Effects Required Tech
Redemption
  • +20% output for mines, quarries and lumbermills in cities with a Cathedral
  • +20% output for harbors and hamlets
  • +40 opinion from Pilgrimage law
Metaphysics
Enlightement
  • -3Discontent.png from every Monk
  • +1Growth.png for every citizen in cities with a Cathedral
  • +40 opinion from Philosophy law
Forestry