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.).