Difference between revisions of "Religions"

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(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...")
 
(→‎Theologies: short description, seperated tables by tiers, effects, category)
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==Theologies==
==Theologies==
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===
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
|-
|-
| 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
|-
|-
| 2
| Gnosticism
| Gnosticism
| 400 {{icon|civics}}civics
|  
|  
* +2{{icon|civics}} for every [[Projects|Archive]] project
* +4{{icon|culture}} in every [[Improvements|temple]] for every Elder specialist
* +20 opinion from [[Laws|Monotheism]] law
|-
|-
| 2
| Dualism
| Dualism
| 400 {{icon|civics}}civics
|
|  
* +1{{icon|science}} in each city for every religion it follows
* -1{{icon|unrest}} from every [[Improvements|temple]]
* +30 opinion from [[Laws|Tolerance]] law
|}
 
===Tier 3 Theologies===
cost 600{{icon|civics}}civics
{| class="wikitable sortable"
! width="80px" | Name
! width="400px" | Effects
|-
|-
| 3
| Redemption
| Redemption
| 600 {{icon|civics}}civics
|  
|  
* +20% output for mines, quarries and lumbermills
* +20% output for harbors and hamlets in cities with a [[improvements|Cathedral]]
* +40 opinion from [[laws|Pilgrimage]] law
|-
|-
| 3
| Enlightement
| Enlightement
| 600 {{icon|civics}}civics
|  
|  
* -1{{icon|unrest}} from every Elder Monk
* +1{{icon|growth}} for every citizen in cities with a [[improvements|Cathedral]]
* +40 opinion from [[laws|Philosophy]] law
|}
|}
[[Category:Game Concepts]]

Revision as of 08:51, 4 July 2021

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.

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 Growth.pnggrowth to produce Disciples - civilian unit that can spread religion to other cities & tribal sites, as well as establishing theologies and building unique improvements of that religion.

Global Religions

Name Requirement to found Chance to spread
Zoroastrianism 2 Acolytes 10% / turn
Judaism * Labor Force technology 10% / turn
Christianity * Metaphysics technology
  • City with followers of Judaism and at least 12 citizens
15% / turn
Manichaeism
  • Monsticism technology
  • 2 global Zoroastrianism cities
  • 2 global Christianity cities
15% / turn

Theologies

These tennets 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

cost 200Civics.pngcivics

Name Effects
Legalism
Mythology
Veneration

Tier 2 Theologies

cost 400Civics.pngcivics

Name Effects
Revelation
  • Extra 20% increase in chance to spread
  • +0.5Orders.png for every temple
  • +30 opinion from Orthodoxy law
Gnosticism
Dualism
  • +1Science.png in each city for every religion it follows
  • -1No Icon Found from every temple
  • +30 opinion from Tolerance law

Tier 3 Theologies

cost 600Civics.pngcivics

Name Effects
Redemption
  • +20% output for mines, quarries and lumbermills
  • +20% output for harbors and hamlets in cities with a Cathedral
  • +40 opinion from Pilgrimage law
Enlightement
  • -1No Icon Found from every Elder Monk
  • +1Growth.png for every citizen in cities with a Cathedral
  • +40 opinion from Philosophy law