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.).