Follower

Divine Inspiration

All world wonders provide +4 Faith.

Feed the World

Shrines and Temple provide +3 Food and +2 Housing each.

Jesuit Education

May purchase Campus and Theater Square district buildings with Faith.

Reliquaries

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 .

Work Ethic

Holy Site district’s Faith adjacency bonus provides Production as well.

Zen Meditation

+1 Amenity in cities with 2 specialty districts.

Choral Music

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.

Founder

Lay Ministry

+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.

Pilgrimage

+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.

Tithe

+3 Gold for each city following the Religion.

World Church

+1 Culture for every 4 followers of this Religion.

Cross-Cultural Dialogue

+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.

Sacred Places

+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.

Holy Order

Missionaries and Apostles are 30% cheaper to purchase.

Itinerant Preachers

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.

Missionary Zeal

Religious units ignore Movement costs of terrain and features.

Monastic Isolation

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 Colonization

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.

Worship

Cathedral

Allows construction of Cathedrals (+3 Faith, 1 slot for religious art).

Gurdwara

Allows construction of Gurdwaras (+3 Faith, +2 Food, +1 Housing).

Meeting House

Allows construction of Meeting Houses (+3 Faith, +2 Production).

Mosque

Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.

Pagoda

Allows construction of Pagodas (+3 Faith, +1 Diplomatic Favor per turn.).

Synagogue

Allows construction of Synagogues (+5 Faith).

Wat

Allows construction of Wats (+3 Faith, +2 Science).

Stupa

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.).