Pantheon
Dance of the Aurora
Holy Site districts get +1 Faith from adjacent Tundra tiles.
Holy Site districts get +1 Faith from adjacent 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 tiles.
Holy Site districts get +1 Faith from adjacent Rainforest tiles.
Holy Site districts get +1 Faith from adjacent Rainforest tiles.
River Goddess
+2 Amenities and +2
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.
+2 Amenities and +2
Housing to cities if they have a Holy Site district adjacent to a River.
Monument to the Gods
+15% Production towards Ancient and Classical era wonders.
+15% Production towards Ancient and Classical era wonders.
+15% Production towards Ancient and Classical era wonders.
Divine Spark
+1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
+1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
+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
+2 Production from Marsh, Oasis, and Desert Floodplains.
+2 Production from Marsh, Oasis, and Desert 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 +1
Production from Camps.
+1 Food and +1
Production from Camps.
+1 Food and +1
Production from Camps.
Stone Circles
+2 Faith from Quarries.
+2 Faith from Quarries.
+2 Faith from Quarries.
Religious Idols
+2 Faith from Mines over Luxury and Bonus resources.
+2 Faith 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
+25% Production toward Ancient and Classical military units.
+25% Production toward Ancient and Classical military units.
+25% Production toward Ancient and Classical military units.
Initiation Rites
+50 Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
+50 Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
+50 Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
God of Healing
Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
God of War
Bonus Faith equal to 50% of the strength of each combat unit killed within 8 tiles of a Holy Site district. (on Standard Speed)
Bonus Faith equal to 50% of the strength of each combat unit killed within 8 tiles of a Holy Site district. (on Standard Speed)
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
When chosen receive a Builder in your capital. City growth rate is 10% higher.
When chosen receive a Builder in your capital. City growth rate is 10% higher.
When chosen receive a Builder in your capital. City growth rate is 10% higher.
Religious Settlements
When chosen receive a Settler in your capital. Border expansion rate is 15% faster.
When chosen receive a Settler in your capital. Border expansion rate is 15% faster.
When chosen receive a Settler in your capital. Border expansion rate is 15% faster.
City Patron Goddess
+25% Production toward districts in cities without a specialty district.
+25% Production toward districts in cities without a specialty district.
+25% Production toward districts in cities without a specialty district.
Earth Goddess
+1 Faith from tiles with Breathtaking Appeal.
+1 Faith from tiles with Breathtaking Appeal.
+1 Faith from tiles with Breathtaking Appeal.
Fire Goddess
+2 Faith from Geothermal Fissures and Volcanic Soil.
+2 Faith from Geothermal Fissures and Volcanic Soil.
+2 Faith from Geothermal Fissures and Volcanic Soil.
Follower
Divine Inspiration
All world wonders provide +4 Faith.
All world wonders provide +4 Faith.
All world wonders provide +4 Faith.
Feed the World
Shrines and Temple provide +3 Food and +2
Housing each.
Shrines and Temple provide +3 Food and +2
Housing each.
Shrines and Temple provide +3 Food and +2
Housing each.
Jesuit Education
May purchase Campus and Theater Square district buildings with Faith.
May purchase Campus and Theater Square district buildings with Faith.
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 to cities with Holy Sites 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 .
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
Holy Site district’s Faith adjacency bonus provides
Production as well.
Holy Site district’s Faith adjacency bonus provides
Production as well.
Holy Site district’s Faith adjacency bonus provides
Production as well.
Zen Meditation
+1 Amenity in cities with 2 specialty districts.
+1 Amenity in cities with 2 specialty districts.
+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 Warriors Monks (A land combat unit) and 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.
Allows spending Faith to train Warriors Monks (A land combat unit) and Culture Bomb adjacent tiles when completing a Holy Site.
Founder
Lay Ministry
+1 Faith or +1
Culture from each Holy Site or Theater Square district respectively for each city following this Religion.
+1 Faith or +1
Culture from each Holy Site or Theater Square district respectively for each city following this Religion.
+1 Faith or +1
Culture from each Holy Site or Theater Square district respectively for each city following this Religion.
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.
+2 Faith for each city following this Religion.
+2 Faith for each city following this Religion.
Stewardship
+1 Science or +1
Gold from each Campus or Commercial Hub district respectively for each city following this Religion.
+1 Science or +1
Gold from each Campus or Commercial Hub district respectively for each city following this Religion.
+1 Science or +1
Gold from each Campus or Commercial Hub district respectively for each city following this Religion.
Tithe
+3 Gold for each city following the Religion.
+3 Gold for each city following the Religion.
+3 Gold for each city following the Religion.
World Church
+1 Culture for every 4 followers of this Religion.
+1 Culture for every 4 followers of this Religion.
+1 Culture for every 4 followers of this Religion.
Cross-Cultural Dialogue
+1 Science for every 4 followers of this Religion.
+1 Science for every 4 followers of this Religion.
+1 Science for every 4 followers of this Religion.
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 +5 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.
Combat units gain +5 Combat Strength when within the borders of friendly cities that follow this Religion.
Holy Order
Missionaries and Apostles are 30% cheaper to purchase.
Missionaries and Apostles are 30% cheaper to purchase.
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 +10 Combat Strength when within the borders of foreign cities that follow this Religion.
Combat units gain +10 Combat Strength when within the borders of 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 religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
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 religious art).
Allows construction of Cathedrals (+3 Faith, 1 slot for religious art).
Allows construction of Cathedrals (+3 Faith, 1 slot for religious art).
Gurdwara
Allows construction of Gurdwaras (+3 Faith, +2
Food, +1
Housing).
Allows construction of Gurdwaras (+3 Faith, +2
Food, +1
Housing).
Allows construction of Gurdwaras (+3 Faith, +2
Food, +1
Housing).
Meeting House
Allows construction of Meeting Houses (+3 Faith, +2
Production).
Allows construction of Meeting Houses (+3 Faith, +2
Production).
Allows construction of Meeting Houses (+3 Faith, +2
Production).
Mosque
Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.
Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.
Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.
Pagoda
Allows construction of Pagodas (+3 Faith, +1
Diplomatic Favor per turn.).
Allows construction of Pagodas (+3 Faith, +1
Diplomatic Favor per turn.).
Allows construction of Pagodas (+3 Faith, +1
Diplomatic Favor per turn.).
Synagogue
Allows construction of Synagogues (+5 Faith).
Allows construction of Synagogues (+5 Faith).
Allows construction of Synagogues (+5 Faith).
Wat
Allows construction of Wats (+3 Faith, +2
Science).
Allows construction of Wats (+3 Faith, +2
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, +1 additional
Faith for each era since constructed or last repaired. 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.).
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.).