Religion

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The religion that a nation follows and how tolerant it is of other faiths is an important aspect of gameplay in EUIV. The religion of a nation will confer specific benefits, enable different mechanics, and affect diplomatic actions as nations of mutually accepted religions have a better chance of reaching agreements with one another. Religion is also connected to unrest and provinces of non-tolerated religions are more rebellious. The player has some control over religion by having the option to change the state religion, send missionaries to convert heathen or heretic provinces to the state religion, and carry out religious decisions. In the top left corner of the religion tab, there is a icon of a catholic cross with an arrow, click on that and then you can choose an available religion to convert to. Take over territories of desired religion, let them take some territories and give into their demands of changing the state religion.

Religions and denominations[edit | edit source]

Religion by province in 1444. For more details use the navigation box (legend) above.

Since EU4 first came out many of its featured religions have been further developed and fleshed out with unique mechanics.

The following table details which religions are expanded by which DLC (in order of appearance).

DLC Expanded mechanics
Wealth of Nations.png Wealth of Nations
  • Reformed.png Reformed
  • Hinduism Hindu
  • Norse.png Norse
El Dorado.png El Dorado
  • Inti.png Inti
  • Mayan.png Mayan
  • Nahuatl.png Nahuatl
Common Sense.png Common Sense
  • Protestantism Protestant
  • Mahayana.png Mahayana
  • Theravada.png Theravada
  • Vajrayana.png Vajrayana
The Cossacks.png The Cossacks
  • Tengri Tengri
Rights of Man.png Rights of Man
  • Coptic.png Coptic
  • Fetishist Fetishist
Mandate of Heaven.png Mandate of Heaven
  • Confucianism Confucian
  • Shintoism Shinto
Third Rome.png Third Rome
  • Orthodoxy Orthodox
Cradle of Civilization.png Cradle of Civilization
  • Sunni Islam Sunni
  • Shiite Islam Shia
  • Ibadi Islam Ibadi
Rule Britannia.png Rule Britannia
  • Anglican.png Anglican
Emperor Emperor
  • Hussite Hussite
  • Catholicism Catholic
Leviathan.png Leviathan
  • Alcheringa.png Alcheringa
  • Totemism Totemist
  • Zoroastrianism.png Zoroastrian
  • Sikhism Sikh
Origins.png Origins
  • Jewish.png Jewish

Religious unity[edit | edit source]

Religious unity.png Religious unity is the percentage of a country's development provided by provinces that follow the state religion or a positively tolerated heretic or heathen religion.

In addition:

  • Provinces assigned to trade companies are not considered when calculating religious unity.
  • Likewise, certain estate privileges (“Guaranteed [estate] Autonomy”) cause provinces of the relevant religions to be disregarded.
  • Provinces of the state religion always contribute 100% unity regardless of tolerance.
  • Provinces of a heretic or heathen religion contribute a percentage determined by how tolerated they are.

The effects of tolerance on religious unity per province are as follows:

Tolerance Contribution
< 0 +0%
0 +25%
1 +50%
2 +75%
3 +100%

For example, suppose a Catholic country has a 10 development Catholic province, a 4 development Protestant province, and a 16 development Sunni province. If heretic tolerance is +1 and heathen tolerance is −2, the country's religious unity will be (100% * 10 + 50% * 4 + 0% * 16) / (10 + 4 + 16) = 40%.

Ideas and policies which increase religious unity:

Religious unity.png Traditions Ideas Bonuses Policies
+50%
  • Bengali idea 1: Bengali Hindu-Sufi Syncretism
  • California Native idea 5: Kuksu Cult
  • Gujarat Sultanate idea 1: Garba!
  • Indian Sultanate idea 1: Tolerate the Idol Worshipers
  • Jaunpuri idea 3: Sants and Sufis
+33%
  • South Indian traditions
+30%
  • Sami traditions
+25%
  • Bosnian traditions
  • Granadan traditions
  • Israeli traditions
  • Papal traditions
  • Punjabi traditions
  • Horde government idea 3: Mandate of the Khan
  • Bahmani idea 2: Legacy of Gisu Daraz
  • Eora idea 3: Enduring Culture
  • Ferraran idea 1: Papal Recognition
  • Hessian idea 3: Welcome the Reformers
  • Jolof idea 2: Adherents of Islam
  • Kazani idea 1: Steppe Tolerance
  • Malvi idea 2: Malvi Art & Architecture
  • Permian idea 6: Komi Tolerance
  • Samoan idea 6: Fa'avae I Le Atua Samoa
  • Urbinate idea 4: A Humanist Court
  • Zaporozhian idea 6: Steppe Tolerance
  • Humanist-Aristocratic: Enlightened Aristocracy
  • Religious-Diplomatic: Policy of Calculated Delay
+20%
  • Humanist idea 5: Humanist Tolerance
  • Aboriginal idea 6: Dreamtime
  • Bamberger idea 1: Bishop of Bamberg
  • Burmese idea 3: Nat Worship
  • East Frisian idea 3: Center of Religious Thought
  • Javan idea 1: Candi Shrines
  • Karamanid idea 6: Home of the Whirling Dervishes
  • West African idea 4: Ancestors and Crescent
  • Religious-Offensive: The Anti-Heresy Act
+15%
  • Luccan idea 1: Mending the Papal Schisms
  • Smolenskian idea 1: Smolenskian Resolve
+10%
  • Ansbach idea 3: Franconian Reformers
  • Bayreuther idea 4: Franconian Reformers
  • Gond idea 2: Tribal Religion
  • Highlander idea 4: Episcopalianism
  • Pueblo idea 6: Clown Societies

Additional modifiers:

  • +25% from the Brahmins.png"Brahmin Legitimacy to Rule" privilege
  • +15% from the tier 3 Government tribal.png "Religious Societies" government reform
  • +25% upon taking the "Edict de Nantes" decision as Flag of France France


Religious unity directly affects the following:

  • for each percentage point of religious unity:[1]
Monthly fervor.png +0.01% Monthly fervor
Maximum absolutism +0.05% Maximum absolutism
Clergy loyalty equilibrium.png +0.05% Clergy loyalty equilibrium
Brahmins loyalty equilibrium.png +0.05% Brahmins loyalty equilibrium
Yearly harmony increase.png +0.01% Yearly harmony increase
  • for each percentage point of religious unity below 100%:[2]
Stability cost modifier.png +1.0%00 Stability cost modifier
National unrest.png +0.030% National unrest
Church power.png −1.0%00 Church power
Yearly devotion.png −0.010% Yearly devotion
Yearly corruption +0.001% Yearly corruption

Tolerance[edit | edit source]

Countries have three tolerance values. These tolerance values are national, but have provincial effects depending on the province's religion, relative to the state religion.

Each point of positive tolerance gives:[3]

Local unrest.png −1 Local unrest

Each point of negative tolerance gives:[4]

Local unrest.png +1.25% Local unrest
Local tax modifier.png −10%.00 Local tax modifier
Local goods produced modifier −10%.00 Local goods produced modifier

Additionally, positive tolerance of heretics and heathens allows those provinces to contribute to Religious unity.png religious unity (see above). Penalties from negative tolerance, and any contribution to religious unity whether positive or negative, are ignored in provinces assigned to trade companies.

Note that there are some national ideas which remove all penalties for having negative tolerance.

Negative religious Tolerance no longer gives any penalties. Heretic and Heathen provinces do not give us any penalty to religious unity. Traditions Ideas Bonuses Policies
yes
  • Colonial traditions
  • East India traditions
  • Texan traditions
  • Vermont traditions
  • Hungarian idea 7: Create the Estates General
  • Kiwi idea 1: Maori Seats
  • Piratical idea 1: Religious Apathy
  • Rothenburg idea 1: Zarfat Registry

Tolerance of the true faith[edit | edit source]

This refers to the state religion. For example, if the state religion is Catholic, Catholic provinces will use this tolerance value. The base value of tolerance of the true faith is +3, and there is no maximum value.

Ideas and policies that affect Tolerance of the true faith.png tolerance of the true faith:

Tolerance of the true faith.png Traditions Ideas Bonuses Policies
+3
  • Byzantine traditions
+2
  • Ladakh traditions
  • Lan Xang traditions
  • Laotian traditions
  • Leonese traditions
  • Lusatian traditions
  • Québécois traditions
  • Romanian traditions
  • Sukhothai traditions
  • Tapuian traditions
  • Tirhuti traditions
  • Trierian traditions
  • Religious idea 4: Devoutness
  • Ainu idea 6: Yukar
  • Aksumite idea 4: Christianity Stronghold
  • Al-Haasa idea 2: Lord of the Bedouin of the East
  • Amago idea 6: Kizuki
  • Anhalt idea 3: Incorporation of the Bishopric
  • Antemoro idea 5: Religious Control
  • Ardabili idea 3: Leader of all Shiites
  • Asakura idea 6: Control of Buddhist Sects
  • Asturian idea 2: Camino de Santiago
  • Balinese idea 4: Staunch Hindus
  • Bamberger idea 6: Vierzehnheiligen
  • Berg idea 7: Respecting the Autonomy of the Clergy
  • Bharathi idea 5: Ganga
  • Bremen idea 2: Memories of Verden
  • Central Algonquian idea 2: Midewiwin
  • Cham idea 1: Memory of the My Son Temples
  • Chernihiv idea 6: Renovate the Transfiguration Cathedral
  • Chosokabe idea 7: Support of the Temples
  • Cornish idea 3: Prayer Book Traditionalism
  • Dithmarscher idea 2: Kirchspiele
  • Farsi idea 1: Land of the Persians
  • Federation idea 3: Petroglyphs
  • French Ducal idea 4: Religious Conviction
  • Fulani Jihad idea 5: Islamic Scholarship
  • Garhwali idea 6: Protecting the Land of the Gods
  • Garjati idea 6: Jagannath Cult
  • Georgian idea 3: Legacy of Saint Nino
  • Greek idea 1: Greek Orthodox Faith
  • Hawaiian idea 1: Preserving the Kapu System
  • Hejazi idea 1: Custodian of the Two Holy Cities
  • Herzegovinian idea 1: Eparchy
  • Interlacustrine idea 4: Holy Lineages
  • Israeli idea 5: Pious People
  • Kaurna idea 1: Totemic Matriarchy
  • Khorasani idea 6: Great Sheiks of Khorasan
  • Kitabatake idea 2: Blessing of Amaterasu
  • Lan Na idea 4: The White Elephant
  • Lorraine idea 6: Trois-Évêchés
  • Manipur idea 4: Mayek
  • Medri Bahri idea 2: Christian Legacy
  • Miao idea 1: Sacrificing to the Spirits
  • Moravian idea 2: Religious Sanctuary
  • Mossi idea 6: Honoring the Masks
  • Münster idea 1: Great Procession
  • Najdi idea 7: Enforce Tawhid
  • Norse idea 7: Ancestral Faith
  • Nubian idea 6: Christian Ties
  • Offaly idea 4: The Fear of God
  • Ogasawara idea 7: Zenko-ji
  • Orleanaise idea 3: Faith and Devotion
  • Papal idea 1: Ecclesiastical Primacy
  • Pegu idea 3: Dhammazedi Pyatton
  • Perugian idea 3: Meeting of the Five Conclaves
  • Pueblo idea 6: Clown Societies
  • Rajputana idea 5: Protectors of the Dharma
  • Rostov idea 3: Ecclesiastical Center
  • Ruthenian idea 7: Birth of Russian Orthodoxy
  • Ruthenian idea 7: Birth of Russian Orthodoxy
  • Sami idea 5: Defend the Noaidi Traditions
  • Samtskhe idea 7: A Sacred Land
  • Songhai idea 6: Sharia
  • Tiwi idea 2: The Dreaming Totem
  • Tokugawa idea 6: Toshogu
  • Tongan idea 5: The Bells of Tongatapu
  • Transylvanian idea 6: Unitarian Zeal
  • Tumbuka idea 4: Office of the Mulwa
  • Tyrconnell idea 3: Religious Patrons
  • Ulmer idea 7: Finish the Ulm Minster
  • Württemberger idea 5: Grosse Kirchenordnung
  • Yarkandi idea 4: Empower the Khojas
  • Yi idea 5: Promote the Bimoism
  • Mushasha ambition
+1
  • Aboriginal traditions
  • Clanricarde traditions
  • Plains Native traditions
  • Thomondian traditions
  • Banteni idea 1: Struck Down by Diamonds
  • Bolognese idea 3: Rebellion Against the Papacy
  • Bukharan idea 7: Sahih al-Bukhari
  • Croatian idea 4: Antemurale Christianitatis
  • Dhundhari idea 3: Restore Hindu Ceremonies
  • Genevan idea 4: Spiritual Leader of Geneva
  • Gujarati Princedom idea 5: Protect the Dwarkadhish Temple
  • Hatakeyama idea 3: Mount Koya
  • Iwi idea 2: Kaitiakitanga
  • Kanem Bornuan idea 4: House of Kanem
  • Khmer idea 2: Theravada Buddhism
  • Kievan idea 5: Center Of Orthodox Church
  • Kitaran idea 1: Legacy of the Gods
  • Livonian Knight idea 6: Promote Local Bishops
  • Malaccan idea 4: Islamic Sultanate
  • Montenegrin idea 2: Metropolitanate of Montenegro
  • Muscovite idea 3: Seat of Metropolitan Bishop
  • Nepalese Princedom idea 3: Institute New Festivals
  • North Western Native idea 2: Brother Salmon
  • Northumbrian idea 3: Cradle of British Christianity
  • Oyo idea 1: Yoruba Origin Story
  • Prussian idea 1: Legacy of the Teutonic Knights
  • Saluzzo idea 6: Chiesa San Giovanni
  • Sardinian idea 2: Papal Restoration
  • Sindhi idea 4: Expand the Makli Necropolis
  • Siouan Federation idea 1: Great Spirit
  • Sundanese idea 1: Candi Shrines
  • Swahili idea 3: Great Mosque of Kilwa
  • Teutonic idea 7: One State, One Religion
  • Theodoro idea 7: Cave Monasteries
  • Three Leagues idea 2: The League of God's House
  • Trent idea 1: Prince-Bishop
  • Tunisian idea 7: Tunisian Caliphate
  • Utrecht idea 1: Devotio Moderna
  • Vindhyan idea 3: A Sacred Land
  • Welsh idea 7: Welsh Church
  • Court-Religious: Zealous Court Act
  • Expansion-Divine: Religious Spread
  • Religious-Indigenous: Ancestor Worship

Some religions come with tolerance of true faith for countries following that faith:

  • +1 for Catholicism Catholic nations
  • +1 for Hussite Hussite nations using the "Bread and Wine" church aspect
  • +1 for Orthodoxy Orthodox nations
  • +1 for Coptic.png Coptic nations
  • +3 for Confucianism Confucian nations at 100% harmony
  • +1 for Animism Animist nations
  • +2 for Fetishist Fetishist nations using the "Mlira" cult
  • +1 for Totemism Totemist nations
  • +1 for Tengri Tengri nations with Orthodox, Vajyrayana, Inti or Zoroastrian as secondary religion
  • +2 for Tengri Tengri nations with Animist, Fetishist or Totemist as secondary religion
  • +1 for Inti.png Inti nations
  • +1 for Mayan.png Mayan nations
  • +1 for Hinduism Hindu nations
  • +2 for Jewish.png Jewish nations
  • +2 for Zoroastrianism.png Zoroastrian nations

Additional modifiers:

  • +0.5 for ‘Trading inIncense.png incense
  • +1 for Legitimacy.png 100 legitimacy
  • –2 for ruler with Sinner.png ‘Sinner’ personality

Tolerance heretic.pngTolerance of heretics[edit | edit source]

This refers to different religions within the same religious group. For example, if the state religion is Catholic, the religion group is Christian, and provinces that are Protestant, Reformed, Coptic, Orthodox, Anglican, or Hussite will use this tolerance value. The base value of tolerance of heretics is −2. The usual maximum value is +3. This maximum can be modified by :

  • +1, Livonia National Ideas
  • +2, Latgallia National Ideas
  • +1, Seperate the Clergy from State Reform
  • +1, Partial Secularization Reform

Ideas and policies that affect tolerance of heretics:

Tolerance heretic.png Traditions Ideas Bonuses Policies
+5
  • American idea 1: Freedom of Religion
+4
  • Athenian traditions
  • Bosnian traditions
  • Cypriot traditions
  • Epirote traditions
  • Naxian traditions
+3
  • LPC traditions
  • Lithuanian traditions
  • Lithuanian traditions
  • Ajami idea 2: In Honor of Ali
  • Augsburger idea 6: Augsburger Religionsfriede
  • Bohemian idea 1: Compacta of Prague
  • Dutch idea 5: Embrace Humanism
  • Lusatian idea 6: Rights for all Religions
  • Qara Qoyunlu idea 3: In Honor of Ali
  • Saxon idea 4: Wittenberg University
  • Transylvanian idea 5: Patent of Toleration
  • PLC ambition
  • Polish ambition
+2
  • Al-Haasa traditions
  • Dali traditions
  • Humanist idea 3: Ecumenism
  • Alaskan idea 5: Alaskan Religious Diversity
  • Baden idea 4: Cuius Regio, Eius Religio
  • Brabant idea 6: Tradition of Toleration
  • Burgundian idea 6: Allow Freedom of Worship
  • Canadian idea 5: The Quebec Act
  • Dortmund idea 7: Reinoldikirche
  • East Frisian idea 5: Refuge of the Mennonites
  • Ilkhanid idea 2: Favor Sufism
  • Kurdish idea 2: Li Gora Gawirî Kurd Misilman e
  • Luccan idea 1: Mending the Papal Schisms
  • Lur idea 4: Popular Religion
  • Pomeranian idea 4: Religious Freedom
  • Swiss idea 2: Swiss Tolerance
  • Thüringian idea 3: Protector of Reformers
  • Utsunomiya idea 7: Mount Nikko
  • Gelre ambition
  • Humanist-Divine: Omnism
  • Religious-Plutocratic: The Tolerance Act
+1
  • Sundanese tradition
  • Albanian idea 6: Albanian Tolerance
  • Arawak idea 4: Tribal Tolerance
  • Circassian idea 7: Religious Flexibility
  • Frisian idea 6: Difference of Opinion
  • Garhwali idea 7: Crossroads of Faiths
  • Kikuchi idea 5: Religious Coexistence
  • Livonian idea 7: Religious Tolerance
  • Ouchi idea 6: Welcome the Westerners
  • Prussian idea 7: Religious Toleration
  • Revolutionary French idea 4: Liberté, Égalité, Fraternité
  • Sligonian idea 7: Pragmatism Over All
  • Tibetan idea 4: The Way of Virtue
  • Urbinate idea 4: A Humanist Court
  • Vijayanagar idea 4: Tolerance
  • Westphalian idea 6: Religious Toleration

Some religions come with tolerance of heretics for countries following that faith:

  • +2 for Reformed.png Reformed nations
  • +1 for Hussite Hussite nations using the "Freedom to Preach" church aspect
  • +2 for Mahayana.png Mahayana nations
  • +2 for Theravada.png Theravada nations
  • +1 for Vajrayana.png Vajrayana nations
  • +2 for Confucianism Confucian nations
  • +1 for Tengri Tengri nations with Hinduism Hindu syncretic faith

Some government reforms apply tolerance of heretics:

  • +1 for Government monarchy.png Sikh monarchy with Strength of the Khalsa reform
  • +2 for Government republic.png republic with Equality Principle reform
  • +2 for Government republic.png republic with Revolutionary Republic reform
  • +2 for Government republic.png republic with Revolutionary State reform
  • +2 for Government theocracy.png theocracy with The Many Fingers of God reform

Additional modifiers:

  • +1 for ruler with Tolerance heretic.png ‘Tolerant’ personality
  • +1 for Legitimacy.png 100 legitimacy
  • +1 for successful Guarantee Religious Minorities parliament issue
  • +2 Council of trent concession “Secret Confessions” as Catholicism catholic country
  • +2 with Dharmic Dreaming cult as Alcheringa.png Alcheringa nation
  • +2 with "All Kings must Pass" teaching of Guru Tegh Bahadur as Sikhism Sikh nation
  • +2 with Enforced Interfaith Dialog privilege from Burghers.png Burghers estate
  • +1 Assimilating Mande culture as Mughal

Some Great projects apply tolerance of heretics:

Negative modifiers apply in the following circumstances:

  • −1 for Legitimacy.png 0 legitimacy (scales up to no penalty at 50 legitimacy)
  • −2 with Enforced Unity of Faith privilege from Clergy.png Clergy estate
  • −2 with Religious Culture privilege from Clergy.png Clergy estate

Heretic conversion events[edit | edit source]

Tolerance of heretics of ≥ 2 will allow provinces to randomly convert to those heretic religions. The mean time to happen is 5000 months, lowered by Innovative Ideas and having a neighboring province with the new religion while increased by having the theocracy government type. Provinces with the "Religious Zeal" modifier will not receive these events at all.

A province is more likely to convert via event to a particular religion if a neighboring province has that religion. Adjacency is not required for most conversions. However, the following conversions only occur if a neighboring province has the new religion:

  • Orthodox ↔ other Christian
  • Buddhist, Shinto → Confucian

In addition, only Japanese-culture provinces can convert to Shinto as the result of an event.

Tolerance heathen.pngTolerance of heathens[edit | edit source]

This refers to religions of other religious groups. For example, if the state religion group is Christian, provinces that are of Muslim, Eastern, or Pagan religious groups will use this tolerance value. The base value of tolerance of heathens is −3. The usual maximum value is +3. This maximum can be modified by :

  • +1, Humanist idea 7: Tolerance
  • +1, Bukhara National Ideas
  • +1, Seperate the Clergy from State Reform
  • +1, Strengthen the Dhimmi Reform
  • +1, Partial Secularization Reform
  • Up to +2, Dhimmi Self Government estate privelege, scales with land ownership
  • +1, reward for Sweden mission Religions Peace
  • +1, reward for Denmark mission
  • +1 or +2, reward for Ottomans missions
  • +2, Tier 1 monarchy government reform Al Andulusia Sultanate, available to Andulusia
  • +1, Tier 1 republic government reform Trade Company Government
  • +0.25, +0.5 or +1, Gomateshwara Statue great project at levels 1, 2 and 3, respectively
  • +1, Inclusive monarchy Empire of China reform
  • +1, Islamic moque of Beijing permanent province modifer; triggered for the Emperor of China by having a muslim ally, 3 tolerance of heathens or harmonizing muslim group

Ideas and policies that affect Tolerance of heathens:

Tolerance heathen.png Traditions Ideas Bonuses Policies
+3
  • Ottoman traditions
  • Semien traditions
  • Andalusian idea 3: Alh Ulh Dhimma
  • Granada idea 1: People of the Book
  • Rûmi idea 4: Sultan of Rûm
  • Siddi idea 1: Goma
+2
  • Javan traditions
  • Kaffan traditions
  • Kazani traditions
  • Malian traditions
  • Pagarruyung traditions
  • Permian traditions
  • Siouan traditions
  • Humanist idea 5: Humanist Tolerance
  • Arakanese idea 2: Rohingya Immigrants
  • Bornean idea 2: Muslim Trading Communities
  • Carib idea 6: Religious Syncretism
  • Golden Horde idea 7: Religious Pragmatism
  • Guarani idea 4: Jesuit Conversions
  • Ito idea 6: Sympathy for New Faiths
  • Laotian idea 3: Satsana Phi
  • Luzon idea 4: Tagalog Syncretism
  • Malayan Sultanate idea 2: Sufi Legacy
  • Mindanao idea 1: An Islamicized Barangay
  • Mysorean idea 3: Religious Tolerance
  • Omani idea 3: Association With Unbelievers
  • Sadiyan idea 2: Crossroad of Religions
  • Samoan idea 4: Acceptance of the Foreign Missionaries
  • Tripuran idea 3: Religious Syncretism
  • Samtskhe ambition
  • Humanist-Divine: Omnism
+1
  • Albanian idea 6: Albanian Tolerance
  • Brabant idea 6: Tradition of Toleration
  • Circassian idea 7: Religious Flexibility
  • Eora idea 3: Enduring Culture
  • Frisian idea 6: Difference of Opinion
  • Garhwali idea 7: Crossroads of Faiths
  • Horn of African idea 5: Religious People
  • Kikuchi idea 5: Religious Coexistence
  • Ouchi idea 6: Welcome the Westerners
  • Revolutionary French idea 4: Liberté, Égalité, Fraternité
  • Sligonian idea 7: Pragmatism Over All
  • Tibetan idea 4: The Way of Virtue
  • Vijayanagar idea 4: Tolerance
  • Westphalian idea 6: Religious Toleration

Some religions come with tolerance of heathens for countries following that faith:

  • +1 for Hinduism Hindu nations
  • +2 for Fetishist Fetishist nations
  • +2 for Tengri Tengri nations with Hinduism Hindu syncretic faith
  • +2 for Tengri Tengri nations with Mahayana.png Mahayana syncretic faith
  • +2 for Jewish.png Jewish nations with Abrahamic Roots aspect

Some government reforms apply tolerance of heathens:

  • +1 for Government monarchy.png Sikh monarchy with Strength of the Khalsa reform
  • +2 for Government republic.png republic with Equality Principle reform
  • +2 for Government theocracy.png theocracy with The Many Fingers of God reform
  • +3 for Government monarchy.png Indian Sultanate

Additional modifiers:

  • +1 for ruler with Tolerance heretic.png ‘Tolerant’ personality
  • +1 for Legitimacy.png 100 legitimacy
  • +1 for successful Guarantee Religious Minorities parliament issue
  • +2 with Golden bull praeclara carissimi.png golden bull “Christiana Pietas” as Catholicism catholic nation
  • +2 with Norse cult as Fetishist Fetishist nation
  • +3 with Dharmic Dreaming cult as Alcheringa.png Alcheringa nation
  • +2 with Buddha deity as Hinduism Hindu nation
  • +2 with non-disloyal Dhimmi.png Dhimmi estate (scales with influence)
  • +2 with Enforced Interfaith Dialog privilege from Burghers.png Burghers estate
  • +2 with Guaranteed Religious Minority Rights privilege from Dhimmi.png Dhimmi estate
  • +1 with Brahmin Legitimacy to Rule privilege from Brahmins.png Brahmins estate

Some Great projects apply tolerance of heathens:

Negative modifiers apply in the following circumstances:

  • −1 for Legitimacy.png 0 legitimacy (scales up to no penalty at 50 legitimacy)
  • −1 with disloyal Dhimmi.png Dhimmi estate
  • −2 with Enforced Unity of Faith privilege from Clergy.png Clergy estate
  • −2 with Religious Culture privilege from Clergy.png Clergy estate
  • −2 during Clergy.png Clergy estate disaster
  • −2 during Brahmins.png Brahmins estate disaster

Missions and events give also tolerance of heathens modifier.

Dominant religion[edit | edit source]

The dominant religion is the religion with the highest Development.png development in the country. The development of all provinces is considered for this even if they are territories, trade companies, uncored or unfinished colonies. If there are more than two religions in a country, one of them can be dominant even if it has less than 50% of the development (as long as it has more development than each of the other religions). The development of the religions can't be directly seen in the game and has to be calculated from the development of their provinces. The charts page in the ledger can't be used to determine the dominant religion, because its percentages are calculated from the number of provinces of a religion and not the development.

The dominant religion matters for some events and decisions and for religious rebels. The demands of all non-pagan religious rebels includes the change of the state religion if the religion of the rebels is the dominant religion in the country.


Church power[edit | edit source]

Church power is a system used by various Religions to access their special modifiers. Currently, Protestantism Protestant, Hussite Hussite, Anglican.png Anglican and Jewish.png Jewish use Church Power (but its called Faith Power for Jewish nations).
Church power accumulates over time and can be spend on permanent or temporary modifiers, depending on the respective religion.

Church power formula:

  • Religious unity and other modifiers are displayed as percentages in the game. To use them in the formula, convert them to a multiplier, i.e. divide the percentage by 100. (10% is 0.1 for example.)
  • Base monarch power is the amount of monarch power the country gains every month including all bonuses (ruler skills, advisors, power projection bonus, base value).
  • Other modifiers are the sum of modifiers that also affect monthly church power gain:
Church power.png Conditions
25%.0 as lucky nation (AI only)
10%.0 Privilege recruit minister.png Clerical ministers Clergy.png clergy estate privilege
15%.0 with Great project cologne cathedral.pngCologne CathedralGreat project level icon tier 3.png or with Duomo di Milano, Notre-Dame Cathedral, Holy City of Jerusalem (only with Leviathan.png)
10%.0 with Great project cologne cathedral.pngCologne CathedralGreat project level icon tier 2.png or with Duomo di Milano, Notre-Dame Cathedral, Holy City of Jerusalem (only with Leviathan.png)
10%.0 with Great project prague.pngHistorical Center of Prague Great project level icon tier 3.png (only with Leviathan.png)
10%.0 when holding the Defender of the Faith title
10%/5%.0 If Jewish.png Jewish, and using the Land attrition.png Yom Kippur aspect. Gives 5% while in a offensive war, and 10% while in a defensive war
5%.0 with Great project cologne cathedral.pngCologne CathedralGreat project level icon tier 1.png or with Duomo di Milano, Notre-Dame Cathedral, Holy City of Jerusalem (only with Leviathan.png)
5%.0 with Great project prague.pngHistorical Center of Prague Great project level icon tier 2.png (only with Leviathan.png)
Varies Clergy.png clergy estate with positive loyalty, depending on their influence the bonus is one of: 2.5%, 5%, 7.5%, 10%
Varies Clergy.png clergy estate with negative loyalty, depending on their influence the malus is one of: −6.25%, −12.5%, −18.75%, −25%
Church power.png Traditions Ideas Bonuses Policies
+25%
  • Spanish idea 1: Devout Christianism
+15%
  • Israeli idea 1: End of Diaspora
  • Divine-Diplomatic: Faith Advisors
+10%
  • Religious idea 5: Inquisition
  • Anhalt idea 7: The Confessor
  • Ansbach idea 3: Franconian Reformers
  • Bayreuther idea 4: Franconian Reformers
  • Bolognese idea 3: Rebellion Against the Papacy
  • Clevian idea 3: Avid Reformers
  • Icelandic idea 3: Christian Identity
  • Rigan idea 1: Legacy of Bishop Albert
  • Saxe-Lauenburg idea 5: The Church Order of Hadeln
  • Saxon idea 5: Corpus Evangelicorum
  • Trierian idea 5: The Seamless Robe of Jesus
  • Utrecht idea 2: Ex Cathedra
+5%
  • Münster traditions
  • Wurzburgian traditions
  • Hessian idea 3: Welcome the Reformers
  • Livonian Knight idea 4: Baptizers of Terra Mariana
  • Teutonic idea 4: Assume Religious Authority

Defender of the Faith[edit | edit source]

Each Christian or Muslim denomination can have one Become Defender of the Faith.png Defender of the Faith. It costs Gold Icon.png 500 ducats for a country to claim the title. Countries with female rulers (unless Anglican), regencies or which are subject nations cannot claim the title. Being Defender of the Faith gives the following modifiers (without Emperor Emperor):

Missionaries.png +1.00% Missionary
Morale of armies.png +5%.00 Morale of armies
Morale of navies.png +5%.00 Morale of navies
Monthly war exhaustion.png −0.03% Monthly war exhaustion
Yearly prestige.png +1.00% Yearly prestige
Technology cost.png +5%.00 Technology cost
Papal influence.png +1.00% Yearly papal influence
Yearly devotion.png +0.50% Yearly devotion
Church power.png +10%0 Church power
Monthly fervor.png +1.00% Monthly fervor

Additionally, all other countries of the same religion get a +10 “Defender of Faith” relations boost with the title holder.

Countries automatically call the Defender of the Faith of their religion to arms if attacked by a nation of another religion. Since patch 1.8, it seems the Defender of the Faith gets a call to arms only for countries on the same continent or sharing their border. The Defender of the Faith doesn't get a call to arms if the country attacked is a co-belligerent (e.g., if France is the Catholic Defender of the Faith and Venice (Catholic) is allied with Serbia (Orthodox), then if Ottomans (Sunni) attack Serbia and make Venice co-belligerent, France doesn't get a call to arms).

If the defender of the faith has the Religious idea “Deus Vult”, they have access to the Defender of the Faith casus belli. This CB is used to attack a country of a different religion that is at war with a second country of the same religion. It doesn't matter whether the triggering war is offensive or defensive, what its CB is, or whether the target is a primary or secondary participant (but for primary defenders normally the defender of the faith will have received a call to arms instead). The targeted country doesn't join the war (in part because they are already at war with the defender), nor do they grant conditional military access. Ticking warscore comes from winning decisive battles.

Catholic countries that hold the Defender of the Faith title cannot be excommunicated by the Papacy, regardless of relations.

The Defender of the Faith loses the title, but not any prestige, if they lose any war. However, declining a call to arms will cause −20 trust with all countries of the same religion as the Defender of the Faith, so it is especially dangerous to refuse protect countries because your same religion allies can break alliance with you making you vulnerable. Additionally declining the call to arms will cause you to suffer the same penalties as if you decline the defensive call to arms from your ally. An additional penalty lasting for 1800 days (roughly 5 years) for declining is a −2 point hit to diplomatic reputation: −1 from "Dishonorable Defender of the Faith" and −1 from "Dishonored Alliance" (this last penalty will occur whether allied or not to the same religion defender).

If Defender of the Faith refuses a call to war, it gets a 5-years truce with the country that was calling. Therefore, if your ally is Defender of the Faith and you have a common enemy of the "defended" religion, this ally will not be able to join you in an offensive war against this enemy, as AI wouldn't break a truce.

Note: If the title holder ends any war with a result other than a white peace or victory, the title will be lost.

Depending on the strength of the faith (based on number of countries), multiple tiers of Defender of the Faith are available:[5]

Number of countries
Effects 1–4 5–9 10–19 20–49 50+
Missionaries.png Missionaries +1.00% +1.00% +1.00% +1.00% +1.00%
Missionary maintenance cost.png Missionary maintenance cost −10%.00 −10%.00 −20%.00 −20%.00 −20%.00
Papal influence.png Yearly papal influence +1.00% +1.00% +1.00% +1.00% +1.00%
Church power.png Church power +10%.00 +10%.00 +10%.00 +10%.00 +10%.00
Monthly fervor.png Monthly fervor +1.00% +1.00% +1.00% +1.00% +1.00%
Monthly war exhaustion.png Monthly war exhaustion −0.03% −0.03% −0.03% −0.03%
Yearly prestige.png Yearly prestige +0.50% +1.00% +1.00% +1.00%
Morale of armies.png Morale of armies +5%.00 +5%.00 +5%.00
Morale of navies.png Morale of navies +5%.00 +5%.00 +5%.00
Manpower in true faith provinces Manpower in true faith provinces +20%.00 +20%.00
Missionary maintenance cost.png Missionary maintenance cost

(All countries with the true faith)[6]

−20%.00

Achievements[edit | edit source]

Defender of the Faith icon
Become Defender of the Faith.
God Tier icon
Become a Tier 5 Defender of the Faith as a nation that is neither Catholic nor Sunni.

Conversion[edit | edit source]

Province conversion[edit | edit source]

The most common way to convert provinces is the use of missionaries, but there are also several other methods.

Missionaries.png Missionaries[edit | edit source]

Missionaries are envoys that can convert a province to a nation's official religion. Missionaries slowly convert provinces over time: each month, the effective missionary strength in that province is added as ongoing progress, and when it reaches 100% the province is converted. If strength is insufficient (less than 0%), the province will never convert (although the missionary will not lose progress). An active missionary in a province will increase the unrest there by +6%.[7]

If you have the Cradle of Civilization.png Cradle of Civilization DLC, you have the ability to directly convert your subjects' provinces to your subjects' State religion.[8]

Each country has Missionaries.png 1 missionary by default. More can be obtained through the following:

Missionaries.png Conditions
+1
  • Become Defender of the Faith.png Defender of the faith.
  • Coptic.png Coptic holding Alexandria (358)
  • Hinduism Hindu holding Varanasi (2095)
  • Inti.png Inti (reformed) holding Lima (809)
  • Mahayana.png Mahayana holding Luoyang (1836)
  • Mayan.png Mayan (reformed) holding Sotuta (846)
  • Nahuatl.png Nahuatl (reformed) holding Cholula (2644)
  • Orthodoxy Orthodox holding Alexandria (358), Antioch (2313), Constantinople (151), Jerusalem (379) and Roma (118) (as long as all provinces are Orthodox)
  • Sikhism Sikh holding Doaba (2075) as long as the province is Sikh
  • Theravada.png Theravada holding Kandy (2099)
  • Vajrayana.png Vajrayana holding Lhasa (677)
  • Theravada.png Theravada, Vajrayana.png Vajrayana or Mahayana.png Mahayana holding Pataliputra (558)
  • Fetishist Fetishist holding Ife (1146)
  • Christian holding Mecca (385)
  • Muslim holding Mecca (385) and Medina (384)
  • Christian (non-Catholic) or Muslim holding Roma (118)
  • Christian, Jewish.png Jewish or Muslim holding Jerusalem (379)
  • Parliament.png Propagation of State Religion as active issue.
  • as Shintoism Shinto with Isolationism(level 3 only)
  • as Gov feudal theocracy.png Feudal Theocracy
  • holding Jerusalem (379) with the great project Great project holy city jerusalem.png Holy City of JerusalemGreat project level icon tier 3.png while province religion is in Christian, Muslim or Jewish group and has the same religion as the owner. (only with Leviathan.png) otherwise you get instantly +1 Missionary as seen above
  • holding Bratsberg (4144) with the great project Great project heddal stave church.png Heddal Stave ChurchGreat project level icon tier 2.png while province religion is in Christian group and same as owner. (only with Leviathan.png)
  • holding Kotagede (2690) with the great project Great project prambanan temple.png Prambanan TempleGreat project level icon tier 3.png while province religion is in Dharmic group. (only with Leviathan.png)
  • holding Bamyan (2225) with the great project Great project buddha statues.png Buddha StatuesGreat project level icon tier 2.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
  • holding Jenne (1134) with the great project Great project great mosque djenne.png Great Mosque of DjennéGreat project level icon tier 2.png while province religion is in Muslim group and same as owner (only with Leviathan.png)
  • holding Pagan (2399) with the great project Great project bagan temples.png Bagan TemplesGreat project level icon tier 2.png while province religion is in Buddhist group and same as owner. Tier 3 Great project level icon tier 3.png gives +2 Missionaries (only with Leviathan.png).

Ideas and policies:

Missionaries.png Traditions Ideas Bonuses Policies
+1
  • Asturian traditions
  • Bamberger traditions
  • Colognian traditions
  • Divine traditions
  • Livonian Knight traditions
  • Sindhi traditions
  • Religious idea 1: Missionary Schools
  • Ajuuraan idea 3: Gareen Imams
  • Castilian idea 2: Spanish Inquisition
  • Circassian idea 4: Franciscan Missionaries
  • Ethiopian idea 5: The Ark of the Covenant
  • Fulani Jihad idea 1: Wandering Scholars
  • Herzegovinian idea 2: Saint Sava
  • Jerusalem idea 4: Land of the Heathen
  • Lotharingian idea 6: Land of Bishops
  • Mushasha idea 2: Messianic Legacy of Muhammad bin Falah
  • Münster idea 3: Founding of Monasteries
  • Najdi idea 2: Hanbali School
  • Otomo idea 5: Christian Converts
  • Perugian idea 5: Heartbeat of Christianity
  • Teutonic idea 6: Promote Prussian Bishops
  • Tyrconnell idea 4: St Patrick’s Purgatory
  • Utrecht idea 5: City of Churches
  • Bremish ambition
  • Latin ambition
  • Leinster ambition
  • Munster ambition
  • Najdi ambition
  • Northumbrian ambition
  • Infrastructure-Divine: Theocratic Rule Act
  • Religious-Indigenous: Ancestor Worship

Decisions and events:

Missionaries.png Event modifier Trigger Duration
+2 Counter-Reformation Decision: “Embrace the Counter-Reformation until one of the four “The Counter-Reformation Ends” events.
+1 Melchior Klesl Austrian event: “Melchior Klesl
Option: ‘Such devotion! We have need of this man on the privy council.’
until ruler changes.
Missionary maintenance[edit | edit source]

The player can adjust the missionary maintenance cost by a slider on the economy interface between zero and full funding. Reducing the funding reduces missionary strength linearly, up to −100% missionary strength without funding. At full funding the costs of an active missionary per month is calculated based on the development and local autonomy of the province as follows[9]:

The province development is capped at 30 [10]

The following ideas reduce missionary maintenance cost:

Missionary maintenance cost.png Traditions Ideas Bonuses Policies
−50%
  • Religious idea 1: Missionary Schools
−25%
  • Acehnese/Pasai idea 2: Islamize Sumatra
  • Jerusalem idea 4: Land of the Heathen
−15%
  • Somalian idea 7: Faithful to Allah
Missionary strength[edit | edit source]

Base Missionary strength.png missionary strength is +2%. Modifiers that increase strength include:

Countrywide modifiers
Missionary strength.png Conditions
+3.0%0 with Gov nayankara system.pngThe Guru's Wisdom’ government reform as Sikhism Sikh country (tier 4 Government theocracy.png theocracy)
+2.0%0 for having an Advisor inquisitor.png Inquisitor as advisor
with Reform monastic elections.pngOpen Public Elections’ government reform and Theocrats in power (tier 6 Government theocracy.png theocracy)
as Hinduism Hindu country with Vishnu.png Vishnu personal deity
as Catholicism Catholic country with Council of trent harsh.png harsh position during the Council of Trent
as Zoroastrianism.png Zoroastrian nation with the active ritual 'Navjote' (only with Rights of Man.png)
for holding Great project bagan temples.png Bagan Temples Great project level icon tier 3.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
for holding Great project jokhang temple.png Jokhang Temple Great project level icon tier 3.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
for holding Great project prambanan temple.png Prambanan Temple Great project level icon tier 3.png while province religion is in Dharmic group and same as owner (only with Leviathan.png)
+1.5%0 as Coptic.png Coptic country with activated ‘Send Monks to Establish Monasteries’ blessing
+1.0%0 as lucky nation
having a ruler with a Missionary strength.png ‘Zealot’ personality
with Gov feudal theocracy.pngFeudal Theocracy’ government reform (tier 1 Government monarchy.png monarchy)
with Gov muslim.pngSufi-Syncretism’ government reform (tier 2 Government monarchy.png monarchy)
with Gov religious leader.pngGod and Man’ government reform (tier 7 Government theocracy.png theocracy)
with Clergy.png Clergy estate and ‘Enforced Unity of Faith’ privilege
as Protestantism Protestant country with activated ‘Adult Baptism’ aspect
with Parliament.png parliament and ‘Propagation of State Religion’ active issue
for having the dominant religion in the Holy Roman Empire
for holding Great project bagan temples.png Bagan Temples Great project level icon tier 1.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
for holding Great project buddha statues.png Buddha Statues Great project level icon tier 1.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
for holding Great project jokhang temple.png Jokhang Temple Great project level icon tier 2.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
for holding Great project prambanan temple.png Prambanan Temple Great project level icon tier 2.png while province religion is in Dharmic group and same as owner (only with Leviathan.png)
for holding Great project stone henge.png Stonehenge Great project level icon tier 3.png while either province religion is in Pagan group and same as owner or culture is English and accepted (only with Leviathan.png)
+0.5%0 for each point of positive Stability.png stability
for holding Great project prambanan temple.png Prambanan Temple Great project level icon tier 1.png while province religion is in Dharmic group and same as owner (only with Leviathan.png)
+0.03% as Muslim country for each point towards Mysticism mysticism
+0.02% as Orthodoxy Orthodox country for each percentage point Patriarch authority.png patriarch authority
−100%.00 during Powerful Jain Society.png Powerful Jain Society disaster

Ideas and policies:

Missionary strength.png Traditions Ideas Bonuses Policies
+3%
  • Religious idea 3: Divine Supremacy
  • Byzantine idea 7: Restore the Ecumenical Patriarch
+2%
  • Acehnese/Pasai traditions
  • Bremish traditions
  • Jerusalem traditions
  • Najdi traditions
  • Armenian idea 1: Apostolic Church
  • Asturian idea 5: Millenarian Revival
  • Austrian idea 5: Edict of Restitution
  • Balinese idea 6: Hindu Reformation
  • Castilian idea 2: Spanish Inquisition
  • Cirebonese idea 5: Islamic Schools
  • Divine idea 4: Let No Man Tolerate the Witch
  • Fijian idea 3: Conjoined Society
  • Hindustani idea 6: Patronize Sufi Missionaries
  • Javan idea 3: Dharmashastra
  • Kanem Bornuan idea 4: House of Kanem
  • Ligori idea 2: Buddhist Conversion
  • Livonian Knight idea 4: Baptizers of Terra Mariana
  • Majapahit idea 2: Restore Candi Shrines
  • Moldavian idea 5: Metropolis of Moldavia
  • Nubian (minor) idea 5: Nubian Religious Unity
  • Nubian idea 2: Religious Friction
  • Nuremberger idea 5: Franconian Centre of Reformation
  • Oyo idea 3: The City of 401 Deities
  • Pagarruyung idea 1: Tantric Legacy
  • Palatinate idea 5: Heidelberg Catechism
  • Rigan idea 4: Denounce Witchcraft
  • Savoyard idea 4: Crush the Vaudois
  • Sindhi idea 2: Bab ul Islam
  • Sulu idea 1: Sultanate of Sulu
  • Sumatran idea 2: Porch of Mecca
  • Teutonic idea 4: Assume Religious Authority
  • Trent idea 7: Trent Religious Unity
  • Utrecht idea 5: City of Churches
  • Tsutsui ambition
  • Exploration-Religious: Colonial Restrictions
  • Mercenary-Religious: Dutiful Mercenaries Act
  • Religious-Espionage: Enforce Religious Law
+1%
  • Ajuuraan traditions
  • Banteni traditions
  • Tibetan traditions
  • Air idea 7: Ineslemen Teachings
  • Arabian idea 4: Spreading the Prophet's Word
  • Athenian idea 6: Preserve Archbishop of Athens
  • Breton idea 4: Breton Catholicism
  • Fulani Jihad idea 3: Fulani Jihads
  • Genevan idea 5: Calvin's Laws
  • German idea 5: Cuius Regio, Eius Religio
  • Hawaiian idea 1: Preserving the Kapu System
  • Hejazi idea 6: Hajj
  • Icelandic idea 3: Christian Identity
  • Karelian idea 6: Valaam Monastery
  • Khivan idea 4: Djuma Mosque
  • Kievan idea 5: Center Of Orthodox Church
  • Leinster idea 1: Legacy of Palladius
  • Muscovite idea 3: Seat of Metropolitan Bishop
  • Novgorod idea 2: City of Churches
  • Québécois idea 7: Jesuit Missions
  • Saluzzo idea 6: Chiesa San Giovanni
  • Somalian idea 7: Faithful to Allah
  • Sukhothai idea 4: Wat Si Sawai
  • Sami ambition
  • Divine-Influence: One and True
  • Expansion-Divine: Religious Spread
  • Religious-Aristocratic: The Witchcraft Act
  • Religious-Diplomatic: Policy of Calculated Delay
  • Religious-Horde: Esprit de Corps
  • Religious-Trade: Religiously Sponsored Guilds
Provincial modifiers
Local missionary strength.png Conditions
+3.0% with a Latin cathedral.png Cathedral
in area with Great project bagan temples.png Bagan Temples Great project level icon tier 3.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
in area with Great project holy city jerusalem.png Holy City of Jerusalem Great project level icon tier 3.png while province religion is in Christian or Muslim group, or Jewish.png Jewish and same as owner (only with Leviathan.png)[11]
+2.0% that are Pagan except Tengri Tengri
in area with Great project bagan temples.png Bagan Temples Great project level icon tier 2.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
in area with Great project holy city jerusalem.png Holy City of Jerusalem Great project level icon tier 2.png while province religion is in Christian or Muslim group, or Jewish.png Jewish and same as owner (only with Leviathan.png)
+1.5% in states of the Jesuits.png Jesuits or Shadhili.png Shadhili holy order
+1.0% producing Slaves.png slaves
in states with enacted ‘Enforce Religious Unity’ edict
in area with Great project bagan temples.png Bagan Temples Great project level icon tier 1.png while province religion is in Buddhist group and same as owner (only with Leviathan.png)
in area with Great project holy city jerusalem.png Holy City of Jerusalem Great project level icon tier 1.png while province religion is in Christian or Muslim group, or Jewish.png Jewish and same as owner (only with Leviathan.png)
−0.1% per point of Development.png development
−1.0% that are Orthodoxy Orthodox or Sikhism Sikh
−2.0% that are Coptic.png Coptic, Muslim, Shintoism Shinto, Jewish.png Jewish or Zoroastrianism.png Zoroastrian
in territories
that are not a core province
have a non-accepted culture
−5.0% that are Religious center.png religious centers
that have a Center of reformation.png center of reformation
−100.0% Religious zeal: provinces converted by missionary or center of reformation; duration 30 years
−200.0% in a Subject tradecompany icon.png trade company
−300.0% Expelled Minority: provinces colonized using the expel minority action; duration 50 years

There are also many modifiers from decisions, events and missions that also affect missionary strength.

Missionary strength vs heretics[edit | edit source]

Missionary strength vs heretics is an additional modifier that affect missionary strength when converting heretics, but has no effect when converting heathens.

Missionary strength vs heretics.png Conditions
+2.0% as Hussite Hussite country
with the triggered province modifiers ‘The Conquest of Bodh Gaya’ and ‘The Conquest of Jerusalem’
−5.0% as Catholicism Catholic country with Council of trent conciliatory.png conciliatory position during the Council of Trent
Missionary strength vs heretics.png Traditions Ideas Bonuses Policies
+3%
  • Latin traditions
  • Bavarian idea 4: Establish the Geistlicher Rat
  • Colognian idea 5: Pivotal Ecclesiastic Territory
  • Rûmi idea 7: Protector of Dar al-Islam
  • Religious-Offensive: The Anti-Heresy Act
+2%
  • Aachen idea 5: Expel Heretical Officials
  • Anhalt idea 7: The Confessor
  • Ardabili idea 4: Conversion of the Masses
  • Bamberger idea 5: Witch Burner
  • Bukharan idea 7: Sahih al-Bukhari
  • Bulgarian idea 2: Root Out the Heresies
  • Flemish idea 3: Beeldenstorm
  • Irish idea 4: Loyal Catholics
  • Manx idea 6: Burn the Heretic
  • Mushasha idea 7: Sufis and Shias of the Middle East
  • Ulster idea 5: Catholic Ascendency
  • Finnish ambition
  • Münster ambition
+1%
  • Kievan traditions
  • Clevian idea 3: Avid Reformers
  • Herzegovinian idea 2: Saint Sava
  • Welsh idea 7: Welsh Church
  • Full Divine ideas

There are also many modifiers from decisions, events and missions that also affect missionary strength vs heretics.

Missionary strength vs heathens[edit | edit source]

Similar to missionary strength vs heretics, this modifier only will affect missionary strength when converting heathens.

Missionary strength vs heretics.png Conditions
+1.0% with Great project great mosque djenne.png Great Mosque of Djenné Great project level icon tier 1.png while province religion is in Muslim group and same as owner (only with Leviathan.png)
+2.0% with Great project great mosque djenne.png Great Mosque of Djenné Great project level icon tier 2.png while province religion is in Muslim group and same as owner (only with Leviathan.png)
+3.0% with Great project great mosque djenne.png Great Mosque of Djenné Great project level icon tier 3.png while province religion is in Muslim group and same as owner (only with Leviathan.png)

Center of reformation.pngCenters of reformation[edit | edit source]

The first three European nations to convert to Protestantism Protestant, the first three to convert to Reformed.png Reformed, Bohemia if the Hussite Hussite religion is chosen, and a British nation if it takes one of the appropriate choices to convert to Anglican.png Anglicanism, have a random European province designated as a Center of reformation.png Center of Reformation. These centers of reformation will automatically convert nearby provinces to their religion. Provinces converted by a center of reformation get the −100% religious zeal modifier to missionary strength in that province for 30 years. Missionaries can't work in the same province that is being converted by a center of reformation. Each center of reformation can only convert one province at a time. Players will receive a notification if all provinces within the center's range have been converted to its religion.

Destroying centers of reformation[edit | edit source]

When playing as the Holy Roman Emperor, one may wish to destroy the centers of reformation in order to stop the spread of automatic religious conversion before religious disunity is able to drain too much imperial authority.

A center of reformation is destroyed if its province is converted to another religion. One method for a Catholicism Catholic nation to slow or stop the spread of the reformation is to conquer and convert a province with a center of reformation, thereby eliminating its missionary effect on neighboring provinces. Forcing religion through a peace deal on a country with a center of reformation on its capital will immediately convert the province, destroying the center of reformation in the process. If the center of reformation is not in the nation's capital province, ceding every other province to yourself or to other nations in a peace deal will force the defeated nation's capital to move to the province with the center of reformation, letting you destroy it if you also demand "force religion" in the same peace deal.

A center of reformation will cease to convert provinces after start of the Age of Absolutism.png Age of Absolutism.

Conversion using trade policy[edit | edit source]

Muslim nations can enable "Propagate religion" policy in trade nodes inside a trade company region, provided that they control at least 50% of trade power in this node. While this policy is active, it will work the same way as a Center of reformation.pngcenter of reformation, but it will only target provinces which have a non-abrahamic religion.

Colonists.png Colonists[edit | edit source]

Colonies will convert to their owner's religion and culture in certain circumstances, most requiring the involvement of a colonist. See Colonization § Colonial provinces for details.

National conversion[edit | edit source]

There are several different ways a country may change religion.

By direct action[edit | edit source]

Some religions may convert among certain heresies/sects via the Religion panel, at a cost of 100 prestige. This can only be done once every 10 years. This is true for Catholic, Protestant and Reformed Christians, Hindus and Sikhs once Sikhism is unlocked, as well as all Buddhists. Conversion by this method will give +10% Missionary strength.png missionary strength against heretics for ten years, making conversion of provinces of the old faith quite rapid. Sikhs can also convert to Sunni or Shia Islam this way. Defenders of the Faith cannot convert religions through this method.

Conversion is also possible through decisions in some cases, which causes a -4 stability hit (except for Sikh or Sunni/Shia conversion, which only reduces it by 2). With the Star and Crescent DLC, Sunni and Shiite (but not Ibadi) Muslims may convert to the other denomination if both their capital and the majority of their province development follows the other denomination.

Without Mandate of Heaven.png Mandate of Heaven, Japanese daimyos, but not the Shogun or Japan itself, may convert to Catholicism by decision if the majority of their territories are Catholic, which can happen following certain events in the 16th century. With Mandate of Heaven, the Open outcome for the Ikko - Ikki, Neo-Confucianism, and Spread of Christianity Incidents will unlock a decision to convert to Mahayana, Confucianism, and Catholic respectively.

Pagan nations that are not Tengri may convert to any non-Pagan faith if they control even just one province of that faith (they do not require a majority of that faith to convert and can immediately accept religious rebel demands to convert); Tengri nations are limited to Vajrayana Buddhism.

Muslims owning a Sikh province may decide to convert to Sikhism - this decision probably mostly exists to allow Punjab to easily follow its historical religion.

If using rebels to convert (see the section below) be aware that newly acquired provinces will suffer separatism that will spawn separatists instead of religious rebels if being converted by a missionary on low maintenance. To avoid this make sure the new province only has the player's core on it, or that rebel progress is below 30% (hence 20% or lower) in which case the rebels will change from separatists to religious rebels.

By event[edit | edit source]

Totemism Totemist and Animism Animist pagans get events to convert to Catholicism Catholic, Protestantism Protestant, or Reformed.png Reformed Christianity if they have neighbors of the appropriate denomination and a sufficient positive opinion with that neighbor. Tengri pagans with a dominant secondary faith may be prompted to change to it or face a -3 stability hit; they also have event chains that end in conversion to their secondary religion.

Flag of Kongo Kongo and Flag of Ming Ming have special event chains to convert to Catholicism Catholicism.

A nation in the British region, typically Flag of England England, can get an event, based on the wives of Henry VIII, to convert to Anglican.png Anglicanism with the Rule Britannia.pngRule Britannia DLC.

Some nations, for example Flag of Sweden Sweden, have unique events enabling them to change religion.

Countries that have the Indian Sultanate government by default, but are neither Muslim nor were forcefully converted to another religion, will quickly be forced to choose by event between conversion to the appropriate branch of Islam, or facing a large amount of rebels and a stability hit. This generally only is the case if they have been released as a vassal or in a peace deal, which will likely make them Hindu initially, because Indian sultanates rarely convert the local religion, and indeed have no need to due to their large bonus to heathen tolerance. AI will always choose to convert.

Forced conversion by other nations[edit | edit source]

A nation can force a heretic country (hence only one in the same denominational group) to change their state religion as part of a peace deal. This will have the same base war score cost as annexing the nation. An appropriate casus belli such as "Cleansing of Heresy" or "Religious Conformance" (unique to the Holy Roman Emperor against HRE members) will lower the cost significantly. There are some ideas, government reforms and other boni that can reduce the cost further.


Cost of enforcing religion through war Traditions Ideas Bonuses Policies
−30%
  • Divine idea 5: Alpha and Omega
−20%
  • Genevan idea 3: The Home of John Calvin
  • Trent ambition
The Global Crusade -50% Tier 12 Government Reform for Theocracies
Salvific Plutocracy -33% Tier 1 Government Reform for Theocracies
Millennialist Theocracy -10% Tier 1 Government Reform for Theocracies Domination.png
Cologne cathedral -10%/-25%/-33% Monument at Noteworthy/Significant/Magnificent Level
Registan Square -5%/-10%/-15% Monument at Noteworthy/Significant/Magnificent Level
Shinto Warriors -50% Reward for Flag of Japan Japan mission "A New Buddha?"
Realm of One Faith -75% for ~30 years Reward for Flag of Ottomans Ottomans mission "A [Root.Religion.GetName] [Root.GovernmentName]"
Enforcers of Religious Superiority -50% for 25 years Reward for Flag of Sweden Sweden mission "Catholic Bulwark"/"The Protestant Sword"
Catholic Supremacy -25% for 25 years Reward for Flag of France France mission "French Wars of Religion"

The Theocratic Government Reform "Global Crusade" unlocks the Casus Belli "Great Holy War" against neighbouring heathens and heathens with a claimed province. This Casus Belli allows the conversion of heathen nations in addition to lowering the cost of the peace option. Completing the Exploration Ideas or having the Tier 2 Government Reform "Mission to Civilize" will unlock it against heathens in the Pagan Religious Group. Unlocking the Idea "Deus Vult" will unlock it against any heathen. Nations converted by a Theocracy with "Global Cursade" will also receive Missionaries.png +1 Missionary, Missionary strength.png +3% Missionary strength, Religious unity.png +50% Religious unity and Missionary maintenance cost.png −100% Missionary maintenance for 10 years.

Note that when a country is converted through force religion, only the state religion and the capital province's religion change (if the current capital is taken in the piece deal the new capital will be converted). Therefore it is common that bigger nations will eventually revert back to their original religion if able (or be forced by religious rebels if not) since the majority development of their provinces is not that of this new forced religion.


It is also possible to change the Religion of another nation without war.

With the Common Sense.pngCommon Sense DLC, using the subject interaction screen, the player can force their subject nations to change religions if they follow a different faith. This requires the subject to have a positive opinion of its overlord and less than 50% liberty desire. Such a forced conversion will result in +50% liberty desire if heretic (hence in the same denominational group), and if heathen +100 liberty desire, both gradually ticking down over a very long time.

Once the religion of the Holy Roman Empire has been locked, the emperor can also request a prince to change their state religion depending on their opinion of the Emperor. Similarly to when forcing a religion of an enemy country, the prince has its capital converted while the rest of the provinces remained unaffected.

Changing the religion of other nations can have significant strategic implications that will materially affect game play, for example:

  • It can help the player quickly reach higher levels of benefits if they are the Defender of the Faith
  • It can help the player ally such nations easier in the future as they "share the same religion" or have them get lower aggressive expansion against the player while they gobble up neighbouring "heretic" nations.
  • [More advanced methods] This same method can be used "in reverse" by the player to be converted by another AI heathen nation (hence in the same denominational group). To do this the player should get to a 100% war score against the enemy AI by sieging all their provinces. Then, instead of demanding something from the AI enemy, the player in facts offers to the enemy (as though it has lost the war) that the player itself be converted. Hence, for example, the player being an Animist Ryuku could "offer" to the AI Nahuatl enemy to be force converted into Nahuatl, which is in the same Pagan denominational group. Be sure that the player's overall country size must be less than 100% war score to be converted this way by the AI. Note that primitive nations cannot do such "reverse" force conversions until they are reformed.
  • [More advanced methods] In multiplayer games a Catholic player can for example gain an Orthodox province nearby from which they can spawn religious rebels and be converted. To do this the player needs to have an Orthodox human ally force convert say a neighbouring AI One Province Minor (OPM) within Catholic Europe with whom the player is at war. To do so both the player and the ally need to fight together in the war with the OPM. Once the player has sieged the capital of the OPM they can then as the war leader transfer control of that province to the ally. The ally would then be able to separate peace the OPM during which they will force convert them to being Orthodox. The player can then re-siege the OPM and annex them fully. The player would then have an Orthodox province from which they can spawn religious rebels to convert the country (see conversion by rebels further below).

Forced conversion by rebels[edit | edit source]

Nations can support religious zealots in other countries. These rebels convert a province's religion to the one they represent when occupation is achieved.

Supporting religious zealots is only possible if the desired religion is present in the target nation and is the likely rebel type in a province with unrest above 0. If there are no such provinces in the target nation, one way to achieve it is to sell the target a province of the correct religion.

Generally the nation will be able to overpower the rebels if left to its own devices, so it is critical to support them militarily. This can be done by declaring war against the target nation using the "Support Rebels" casus belli.

A nation that is broken by religious rebels, or that accepts their demands, will convert to the rebels' religion provided that the rebels' religion is the plurality[12] religion in terms of development (the autonomy of the provinces or the number of provinces do not matter). For most countries, giving in to religious rebels is the only way to change between religious groups.

Starting with version 1.34, rebels of any pagan faith except Nahuatl, Mayan and Inti can convert a tag of any faith to their own through enforcing their demands (their demands cannot be accepted as a non-pagan nation); formerly this was only possible for Animism Animist rebels.

To trigger a religious rebel revolt and be forcefully converted by rebels the following steps are suggested:

  • The player must ensure they own at least one province of the targeted religion and that the province has unrest (provinces in which there has recently been a revolt will have a -100% modifier, and will not be suitable).
  • The player should reduce their missionary maintenance to zero and then send a missionary to the targeted province to try and convert it. At zero maintenance the province will never be converted and simply cause additional unrest.
  • This should trigger religious rebels with a ticking progress meter.
    • If using rebels to convert be aware that newly acquired provinces will suffer separatism that will spawn separatists instead of religious rebels if being converted by a missionary on low maintenance. To avoid this make sure the new province only has the player's core on it, or that rebel progress is below 30% (hence 20% or lower) in which case the rebels should change from separatists to religious rebels.
  • In the rebel interaction menu the player can then "provoke rebels" once the progress meter has reached 50%; this will spawn rebels at +50% strength.
  • Once the rebels have spawned they will start converting provinces unprotected by forts (hence be sure to mothball forts before they spawn).
  • Once the plurality of religion is of the new type the player can then accept their demands and be converted.
  • Be aware that rebels can break a country prematurely if they control more than 50% of the country or have controlled the capital for a while (typically 24 months). However, rebels cannot enforce their demand during war (unless they somehow manage to convert 100% of all provinces, or they have controlled the capital for 24 months). So it may be advisable to be at war while these rebels are converting as much of the country as possible. These rebels are fragile though and need to be "protected" while converting.
    • The player should therefore set vassals to "snooze" in their own territories and not allow allies or other armies engaged in war to have access in the player's country so as to accidentally engage the rebels.
    • Also, uneven and untidy borders and straits blocked by ships may cause rebels to walk through neighbouring countries and be killed there.
  • If they are killed, re-siege one of the newly converted provinces (ones without the -100% recent uprising modifier) to again try and convert it and respawning the rebels.
  • Know that if one is not at war while the rebels are busy moving about one's country it will become a fine balance between (i) unsieging rebel-controlled provinces to avoid their premature enforcement of demands (before the 50% requirement is met) or triggering "rebels break the country" and (ii) not impeding their progress.
  • Be considerate that they are very likely to re-siege the same provinces or to attack one in order to keep provinces under their control.
  • Sadly there is no easy method to determine the plurality of a religion as the rebels progress, except for watching the "Accept rebel demands" to see when it changes to "X becomes the new state religion of Y". A rough guide to track the religious progress towards being the plurality of the religion is to use the "Charts" panel in the ledger (panel 35) under the Economy Section in the ledger. However, the charts are merely a proxy as they only show the number of provinces that have the particular religion and sadly is not weighted by development. An alternative method would be to check the religious unity in the religion tab although this is also flawed as the weighting is heavily affected by the nation's tolerance to heathens and heretics.

With some luck and God's will these rebels may be successful in their quest to convert the majority of the country and the player can soon enjoy following the path of this new accepted faith.

Strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Religion. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
  • Base missionary strength is very small compared to modifiers, both positive and negative. This means that conversion can be very fast or impossible. Religious ideas are sometimes essential to make any progressive conversion work.
  • Setting provinces as states is vitally important:
    • Provinces in territories and with an unaccepted population culture have a missionary strength modifier of -4% before other modifiers. In contrast, provinces in states can promote cultures to become acceptable and can further enact "Enforce Religious Unity" for a modifier of +1%, a net overall difference of +5% in such accepted culture enforce religious unity provinces.
  • Provinces that do not have the state religion generally suffer from low tolerance and also lower the nation's Religious Unity. With that, nations that are challenged with large numbers of wrong-religion provinces will have to choose between converting them or tolerating them, and with the 1.26 update the main way of tolerating them as a large nation is to use the Humanist idea group.
  • Note that only provinces with the the state religion and no separatism can be culture converted.
  • Several Triggers for Religions give bonuses or penalties. You should keep in mind these Triggers to optimize your religious conversion. See Triggered modifiers.
  • In high development provinces building a cathedral will add +3% local missionary strength, helping with the conversion as well as additional tax revenue.
  • For Catholic nations intending to convert to Protestant or Reformed, consider driving relations with the Pope down to enact Declare Statute in Restraint of Appeals and then build them back up to Revoke Restraint of Appeals for a +1% missionary strength that remains to the end of the game.

Footnotes[edit | edit source]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Religious unity).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Inverse religious unity).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Tolerance).
  4. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Intolerance).
  5. See in /Europa Universalis IV/common/defender_of_faith/00_defender_of_faith.txt.
  6. This modifier is called “Powerful Defender of Faith”.
  7. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Active missionary).
  8. https://forum.paradoxplaza.com/forum/index.php?threads/eu4-development-diary-17th-of-october-2017.1050634/
  9. There is some rounding which is not represented in the formula.
    The 0.5 is from /Europa Universalis IV/common/defines.lua: MISSIONARY_MAINTENANCE_DEVELOPMENT_FACTOR = 0.5, -- How much this is ncreased from development
    The 0.75 is from /Europa Universalis IV/common/defines.lua: MISSIONARY_MAINTENANCE_AUTONOMY_FACTOR = 0.75, -- How much this is ncreased from local autonomy
    The 0.005 is from /Europa Universalis IV/common/defines.lua: ADVISOR_COST_INCREASE_PER_YEAR = 0.005, -- yearly increase in price in percent
  10. From /Europa Universalis IV/common/defines.lua: MISSIONARY_MAINTENANCE_DEVELOPMENT_CAP = 30, -- Where dev will get capped by the system for calculations.
  11. Having Leviathan enabled replaces The Conquest of Jerusalem triggered modifier that usually fires when the player holds Judea as a Christian/Muslim/Jewish nation with the benefits of the great project
  12. the new religion doesn't need 50% of the development. It just needs to have more development than any other religion which is present in the country
Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology