Additional denominations
- See also: Religion
Dharmic[edit]
Hindu [edit]

One of the oldest religions in the game, Hinduism primarily exists in India and parts of South East Asia, where it has been losing ground to Buddhism and Islam.
All Hindu nations receive:
+1 Tolerance of the True Faith
+1 Tolerance of heathens
+20% Brahmins influence with the
Dharma DLC
- Possible heresies: Bhaktis
With the Wealth of Nations DLC, Hindu rulers are allowed to pick their deity through the Religion screen. This choice lasts for the life of the ruler or until an event changes it. All Hindu rulers have unique special event paths that allow them to improve the ruler's base Monarch power generation as well as other positive effects.
Each deity also grants two bonuses to the nation:
A Hindu Republic chooses a new deity every time a new leader is elected (3–9 years depending on republic type and choice). Such countries can rapidly change their status to adjust to game circumstances.
Sikh [edit]

No province or country starts with Sikh religion in the game but it will likely appear some decades from the start.
Sikhism can appear by event from 1480 in a cluster of up to three provinces each of which either is Hindu and borders a Muslim province, or vice versa. It is more likely to appear in Panjabi-culture provinces and Doaba in particular. After 1515, it can appear from time to time in individual provinces in northern Indian, Tibetan, Mashriq and Arabia regions at different times up to 1550. The event will convert up to 3 provinces and give religious zeal
All Sikh nations receive:
All Sikh provinces receive:
−1% Local missionary strength[1]
- Sikh gurus
- Main article: Sikh events
Nations following the Sikh faith gain access to events related to the succession of Sikh Gurus. Each event gives a predetermined national modifier and clears the modifier for the previous guru.
Other denominations[edit]
A few additional religions exist at the start date of 1444 that do not fit into any of the other main religious groups. These include Judaism and Zoroastrianism, both of which are confined to a small number of provinces at the start date with no nation having them as their state religion. They can, however, be played through releasing vasals, by going bankrupt while only owning provinces of that religion, or through the use of the custom nation designer. While a few unique decisions and events exist for nations of these religions, they are far less fleshed out than the more major religions in the game, such as the Catholic and Sunni faiths.
Jewish [edit]

By the start of the game the Jewish faith is a minority faith in most of the world and only exist in the small provinces of Semien and Dembiya in Ethiopia.
All Jewish countries receive:
All Jewish provinces receive:
−2% Local missionary strength[1]
NB: Semien and Dembiya, owned by Ethiopia in 1444, are the only Jewish provinces at the start of the campaign. The event "Surge of Sephardic Migrants" can generate the religion in the Selanik province. The religion may also appear as a Jewish Tribal Kingdom as part of a scenario in the RNW.
Zoroastrian [edit]

By the start of the game Zoroastrianism has been in decline for centuries following the Islamic conquest of Iran and apart from a concentration around the province of Yazd they exist only as minorities in India and Persia not represented in the game.
Modifiers for being Zoroastrian are:
All Zoroastrian provinces receive:
−2% Local missionary strength[1]
NB: Yazd, owned by the Timurids in 1444, is the only Zoroastrian province, and only until 1504 when it changes to Sunni.
References[edit]
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |