Pantheon
Dance of the Aurora
Holy Site districts get +1 Faith from adjacent flat Tundra tiles.
Holy Site districts get +1 Faith from adjacent flat Tundra tiles.
Holy Site districts get +1 Faith from adjacent Tundra tiles.
Desert Folklore
Holy Site districts get +1 Faith from adjacent Desert tiles.
Holy Site districts get +1 Faith from adjacent Desert tiles.
Holy Site districts get +1 Faith from adjacent Desert tiles.
Sacred Path
Holy Site districts get +1 Faith from adjacent Rainforest and Woods tiles.
Holy Site districts get +1 Faith from adjacent Rainforest and Woods tiles.
Holy Site districts get +1 Faith from adjacent Rainforest tiles.
River Goddess
Rivers give +1 Faith adjacency to Holy Site Districts. +1
Amenities and +1
Housing to cities if they have a Holy Site district adjacent to a River.
Rivers give +1 Faith adjacency to Holy Site Districts. +1
Amenities and +1
Housing to cities if they have a Holy Site district adjacent to a River.
+2 Amenities and +2
Housing to cities if they have a Holy Site district adjacent to a River.
Monument to the Gods
+20% Production towards wonders.
+20% Production towards wonders.
+15% Production towards Ancient and Classical era wonders.
Divine Spark
+1 Great Person point for Holy Site (
Great Prophet), Campus (
Great Scientist) and Industrial Zone (
Great Engineer) districts, Amphitheater (
Great Writer) building.
+1 Great Person point for Holy Site (
Great Prophet), Campus (
Great Scientist) and Industrial Zone (
Great Engineer) districts, Amphitheater (
Great Writer) building.
+1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
Lady of the Reeds and Marshes
+1 Production from Marsh, Oasis, and Floodplains.
+1 Production from Marsh, Oasis, and Floodplains.
+2 Production from Marsh, Oasis, and Desert Floodplains.
God of the Sea
+1 Production from Fishing Boats.
+1 Production from Fishing Boats.
+1 Production from Fishing Boats.
God of the Open Sky
+1 Culture from Pastures.
+1 Culture from Pastures.
+1 Culture from Pastures.
Goddess of the Hunt
+1 Food and +2
Gold from Camps.
+1 Food and +2
Gold from Camps.
+1 Food and +1
Production from Camps.
Stone Circles
+1 Production and +1
Faith from Quarries.
+1 Production and +1
Faith from Quarries.
+2 Faith from Quarries.
Religious Idols
+3 Faith and +3
Gold from Mines over Luxury and Bonus resources.
+3 Faith and +3
Gold from Mines over Luxury and Bonus resources.
+2 Faith from Mines over Luxury and Bonus resources.
God of Craftsmen
+1 Production and +1
Faith from improved Strategic resources.
+1 Production and +1
Faith from improved Strategic resources.
+1 Production and +1
Faith from improved Strategic resources.
Goddess of Festivals
+1 Culture from Plantations.
+1 Culture from Plantations.
+1 Culture from Plantations.
God of the Forge
+30% Production toward Ancient and Classical military units.
+30% Production toward Ancient and Classical military units.
+25% Production toward Ancient and Classical military units.
Initiation Rites
When chosen receive a Warrior in your Capital. Receive 30% of a non-civilian unit's production value in
Faith when produced.
When chosen receive a Warrior in your Capital. Receive 30% of a non-civilian unit's production value in
Faith when produced.
+50 Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
Goddess of Tides
+1 Culture from Fishing Boats.
+1 Culture from Fishing Boats.
Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
God of War and Plunder
+1 Great Person point for Encampment (
Great General), Harbor (
Great Admiral), and Commercial Hub (
Great Merchant) districts.
+1 Great Person point for Encampment (
Great General), Harbor (
Great Admiral), and Commercial Hub (
Great Merchant) districts.
Bonus Faith equal to 50% of the strength of each combat unit killed within 8 tiles of a Holy Site district. (on Standard Speed)
Fertility Rites
+1 Food for
Cattle,
Rice,
Wheat, and
Maize resources.
+1 Food for
Cattle,
Rice,
Wheat, and
Maize resources.
When chosen receive a Builder in your capital. City growth rate is 10% higher.
Religious Settlements
+20% Production towards Settlers.
Border expansion rate is 50% faster and new cities get 2 free tiles on foundation.
+20% Production towards Settlers.
Border expansion rate is 50% faster and new cities get 2 free tiles on foundation.
When chosen receive a Settler in your capital. Border expansion rate is 15% faster.
City Patron Goddess
+40% Production toward all
districts in cities without a specialty
district.
+40% Production toward all
districts in cities without a specialty
district.
+25% Production toward districts in cities without a specialty district.
Earth Goddess
+1 Faith from tiles with Charming or better Appeal.
+1 Faith from tiles with Charming or better Appeal.
+1 Faith from tiles with Breathtaking Appeal.
Fire Goddess
+3 Faith from Geothermal Fissures and Volcanic Soil.
+3 Faith from Geothermal Fissures and Volcanic Soil.
+2 Faith from Geothermal Fissures and Volcanic Soil.
Follower
Divine Inspiration
All world wonders provide +6 Faith.
All world wonders provide +6 Faith.
All world wonders provide +4 Faith.
Feed the World
Shrines provide +2 Food and +1
Housing. Temples provide +4
Food and +1
Housing.
Shrines provide +2 Food and +1
Housing. Temples provide +4
Food and +1
Housing.
Shrines and Temple provide +3 Food and +2
Housing each.
Jesuit Education
May purchase Campus and Theater Square district buildings with Faith. Reduce purchase cost for Campus and Theater Square buildings by 15%.
May purchase Campus and Theater Square district buildings with Faith. Reduce purchase cost for Campus and Theater Square buildings by 15%.
May purchase Campus and Theater Square district buildings with Faith.
Reliquaries
Relics have triple yield of both
Faith and
Tourism.
Relics have triple yield of both
Faith and
Tourism.
Relics have triple yield of both
Faith and
Tourism.
Religious Community
International Trade Routes provide +2
Gold if the origin city has a Holy Site and an additional +2
Gold for every building in the Holy Site district.
International Trade Routes provide +2
Gold if the origin city has a Holy Site and an additional +2
Gold for every building in the Holy Site district.
International Trade Routes provide +2
Gold to cities with Holy Sites and an additional +2
Gold for every building in the Holy Site district .
Work Ethic
Shrines and Temples provide Production equal to their intrinsic
Faith output.
Shrines and Temples provide Production equal to their intrinsic
Faith output.
+1% Production for each citizen following this religion in the city.
Zen Meditation
+1 Amenity in cities with a specialty district.
+1 Amenity in cities with a specialty district.
+1 Amenity in cities with 2 specialty districts.
Choral Music
Shrines and Temples provide Culture equal to their intrinsic
Faith output.
Shrines and Temples provide Culture equal to their intrinsic
Faith output.
Shrines and Temples provide Culture equal to their intrinsic
Faith output.
Warrior Monks
Allows spending Faith to train Warrior Monks, land combat units with a unique promotion tree. May be purchased in a city with a Shrine in its Holy Site. Culture Bomb adjacent tiles when completing a Holy Site.
Allows spending Faith to train Warrior Monks, land combat units with a unique promotion tree. May be purchased in a city with a Shrine in its Holy Site. Culture Bomb adjacent tiles when completing a Holy Site.
Allows spending Faith to train Warriors Monks (A land combat unit) and Culture Bomb adjacent tiles when completing a Holy Site.
Founder
Lay Ministry
Each Holy Site or Theater Square district in a city following this Religion provides +2 Faith or +2
Culture respectively.
Each Holy Site or Theater Square district in a city following this Religion provides +2 Faith or +2
Culture respectively.
Each Holy Site or Theater Square district in a city following this Religion provides +1 Faith or +1
Culture respectively.
Papal Primacy
When you send an Envoy to a City-State it adds 200 Religious pressure to that City-State.
When you send an Envoy to a City-State it adds 200 Religious pressure to that City-State.
When you send an Envoy to a City-State it adds 200 Religious pressure to that City-State.
Pilgrimage
+2 Faith for each city following this Religion. Gain an additional +1
Faith with Theology.
+2 Faith for each city following this Religion. Gain an additional +1
Faith with Theology.
+2 Faith for each city following this Religion.
Stewardship
Each Campus or Commercial Hub district in a city following this Religion provides +2 Science or +2
Gold respectively.
Each Campus or Commercial Hub district in a city following this Religion provides +2 Science or +2
Gold respectively.
+1 Science or +1
Gold from each Campus or Commercial Hub district respectively for each city following this Religion.
Tithe
+2 Gold for each city following the Religion. Gain an additional +1
Gold with Theology.
+2 Gold for each city following the Religion. Gain an additional +1
Gold with Theology.
+3 Gold for each city following the Religion.
World Church
+1 Culture for every 3 followers of this Religion in other civilizations.
+1 Culture for every 3 followers of this Religion in other civilizations.
+1 Culture for every 5 followers of this Religion in other civilizations.
Cross-Cultural Dialogue
+1 Science for every 3 followers of this Religion in other civilizations.
+1 Science for every 3 followers of this Religion in other civilizations.
+1 Science for every 5 followers of this Religion in other civilizations.
Religious Unity
+1 Envoy at each City-State when it first adopts this Religion, in addition to any envoy from a City-State quest.
+1 Envoy at each City-State when it first adopts this Religion, in addition to any envoy from a City-State quest.
+1 Envoy at each City-State when it first adopts this Religion, in addition to any envoy from a City-State quest.
Sacred Places
+2 Science,
Culture,
Gold, and
Faith for each city following this Religion that has a World Wonder.
+2 Science,
Culture,
Gold, and
Faith for each city following this Religion that has a World Wonder.
+2 Science,
Culture,
Gold, and
Faith for each city following this Religion that has a World Wonder.
Enhancer
Defender of the Faith
Combat units gain +3 Combat Strength when within the borders of friendly cities that follow this Religion.
Combat units gain +3 Combat Strength when within the borders of friendly cities that follow this Religion.
Combat units gain +5 Combat Strength when within the borders of friendly cities that follow this Religion.
Holy Order
Missionaries and Apostles are 25% cheaper to produce
Missionaries and Apostles are 25% cheaper to produce
Missionaries and Apostles are 30% cheaper to purchase.
Itinerant Preachers
Religion spreads to cities 30% further away.
Religion spreads to cities 30% further away.
Religion spreads to cities 30% further away.
Crusade
Combat units gain +5 Combat Strength near foreign cities that follow this Religion.
Combat units gain +5 Combat Strength near foreign cities that follow this Religion.
Combat units gain +10 Combat Strength when within the borders of foreign cities that follow this Religion.
Missionary Zeal
Religious units ignore Movement costs of terrain and features.
Religious units ignore Movement costs of terrain and features.
Religious units ignore Movement costs of terrain and features.
Monastic Isolation
Your Religion's pressure never drops due to losses in Theological Combat.
Your Religion's pressure never drops due to losses in Theological Combat.
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 is researched.
Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing is researched.
Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing is researched.
Religious Colonization
Cities start with this Religion in place if founded by a player who has this as their majority Religion.
Cities start with this Religion in place if founded by a player who has this as their majority Religion.
Cities start with this Religion in place if founded by a player who has this as their majority Religion.
Holy Waters
Increases Healing of your units by +20 within the borders of cities that follow your religion.
Increases Healing of your units by +20 within the borders of cities that follow your religion.
Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
Worship
Cathedral
Allows construction of Cathedrals (+3 Faith, 1 slot for Great Work of any type).
Allows construction of Cathedrals (+3 Faith, 1 slot for Great Work of any type).
Allows construction of Cathedrals (+3 Faith, 1 slot for religious art).
Gurdwara
Allows construction of Gurdwaras (+3 Faith, +3
Food, +1
Housing).
Allows construction of Gurdwaras (+3 Faith, +3
Food, +1
Housing).
Allows construction of Gurdwaras (+3 Faith, +2
Food, +1
Housing).
Meeting House
Allows construction of Meeting Houses (+3 Faith, +3
Production).
Allows construction of Meeting Houses (+3 Faith, +3
Production).
Allows construction of Meeting Houses (+3 Faith, +2
Production).
Mosque
Allows construction of Mosques (+3 Faith, grants 1 free Missionary of that city's majority Religion when constructed, Missionaries and Apostles created here have +2 spreads).
Allows construction of Mosques (+3 Faith, grants 1 free Missionary of that city's majority Religion when constructed, Missionaries and Apostles created here have +2 spreads).
Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.
Pagoda
Allows construction of Pagodas (+3 Faith, +1
Influence Point per turn).
Allows construction of Pagodas (+3 Faith, +1
Influence Point per turn).
Allows construction of Pagodas (+3 Faith, +1
Diplomatic Favor per turn.).
Synagogue
Allows construction of Synagogues (+9 Faith).
Allows construction of Synagogues (+9 Faith).
Allows construction of Synagogues (+5 Faith).
Wat
Allows construction of Wats (+3 Faith, +3
Science).
Allows construction of Wats (+3 Faith, +3
Science).
Allows construction of Wats (+3 Faith, +2
Science).
Stupa
Allows construction of Stupas (+3 Faith, +1
Amenity).
Allows construction of Stupas (+3 Faith, +1
Amenity).
Allows construction of Stupas (+3 Faith, +1
Amenity).
Dar-e Mehr
Allows construction of Dar-e Mehrs (+3 Faith, +3
Culture. Cannot be pillaged by natural disasters).
Allows construction of Dar-e Mehrs (+3 Faith, +3
Culture. Cannot be pillaged by natural disasters).
Allows construction of Dar-e Mehrs (+3 Faith, +1 additional
Faith for each era since constructed or last repaired. Cannot be pillaged by natural disasters.).