Christianity includes the Catholic, Orthodox, Hussite and Coptic denominations at the default 1444 start date. After the Protestant Reformation event, some Catholic nations and provinces will begin to adopt the Protestant and Reformed religions. Additionally, England/Great Britain get the option to convert to Anglicanism. All seven denominations consider the others to be Heretics, but not Heathens; additionally, Orthodox and Coptic countries enjoy a reduced "Tolerated Heretics" opinion penalty from and towards other Christians. Conversion from one denomination to another will cost a nation −100 prestige, but will give that nation +10% missionary strength for ten years. Orthodox and Coptic nations cannot convert to Protestantism, Anglicanism or Reformed, but Orthodox nations have the mission to Restore the Pentarchy, which upon completion will remove the Papacy from the game, thus disabling Excommunication, Crusades, and the college of Cardinals.
Only Christians may form personal unions.
In 1444 Catholicism is the dominant Christian Church in western and northern Europe, but it will likely be broken up by Protestantism and Reformism during the reformation.
Catholics must contend with the intricacies of the Papacy system. The Catholic hierarchy is led by the Pope and includes cardinals and bishops. In Europa Universalis IV, this is represented by the Curia—the system of reserved positions used to designate the administrative apparatus of the Roman Catholic Church, and more specifically, the Holy See.
Modifiers for being Catholic:
Possible heresies include: Bogomilist, Waldensian, Fraticelli, Lollard, and Socinian.
- Main article: Papacy
There are 49 seats in the Curia, and new cardinals will be appointed to vacant seats on the first day of every year. These are allocated semi-randomly among Catholic nations, favouring higher development provinces and nations with more total development.
Catholic nations accrue papal influence which can either be invested towards a chance of being papal controller or spent to gain stability, mercantilism or one of several 20-year modifiers. During the reign of a Pope, any Catholic nation (except the Papal State) may convert some of their stored papal influence into installments of 10 invested influence, with a diminishing conversion rate each time this is done: the first 10 invested influence costs 5 papal influence, the next 10 invested influence costs 10 papal influence, then 15 papal influence, and so on. The Papal State does not accumulate papal influence, but automatically gains invested influence based on the number of cardinals in existence. When the current Pope dies, each Catholic nation has a chance of becoming the next papal controller equal to the ratio of their invested influence to the total invested influence of all Catholic nations (this total includes invested influence accrued ex nihilo by the Papal State).
Reform desire is a trait shared by the entire Catholic world, representing religious outrage caused by the excesses of Catholic monarchs. Reform desire increases or decreases based on monarchs' reactions to Catholic events. Once reform desire reaches a threshold (100%), the Reformation has a chance to happen, starting the new Protestant (and later, Reformed) Christian denominations.
Regardless of the players' actions, reform desire will gradually tick up by 0.2% each year and generally increase based on AI nations' choices.
Please help with verifying or updating this section. It was last verified for version 1.30.
Modifiers for being Hussite:
It can get a reformation centre through the Bohemian mission tree.
The Hussite religion has various aspects of faith which can be added and changed via church power. Church power is generated in the same method as the Protestant aspects of faith.
|Available only with the Emperor DLC enabled.|
In the game, Protestantism cover mainly countries inspired by Luther's teachings and who have formed state churches.
Protestantism is enabled in campaigns that have been started after the 31st of October 1517 (Reformation Day) or after the event ‘The Protestant Reformation’ which may happen if the reform desire of Catholicism has reached 100%. The capital of the country that had this initial event becomes a Protestant centre of reformation. The first two nations that convert to Protestantism will also get a centre of reformation in a random province. These centres of reformation convert nearby non-Protestant Christian provinces to Protestant, much like a missionary but with 5% extra conversion strength, in a maximum range of 150. A centre of reformation can only be removed by converting the province to a religion other than Protestantism, but this is very difficult as they have a -5% local missionary strength modifier.
10 years after the appearance of Protestantism, the Age of Discovery will end and the Age of Reformation will begin.
All Protestant nations receive:
- +10% National tax modifier
- +15% Improve relations
- No papal interaction.
- Possible heresies include: Pentecostal, Puritan, and Congregationalist.
|Available only with the Common Sense DLC enabled.|
With the Common Sense expansion active, Protestantism has church power. Church Power accumulates over time and can be used to buy aspects, which are permanent modifiers added to that country's particular version of Protestantism. Similar to idea group events, each aspect also seems to have events associated with it while active. A country can only have 3 aspects, after which Church Power can be used to trade in an existing aspect for a new one. Gaining an aspect or replacing one with another costs 100 church power.
Church power formula:
- 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 is the sum of modifiers that also affect monthly church power gain; for example, being a lucky nation gives +25%.
Note: 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.)
The Reformed religion appears by event, typically 15-20 years after the Reformation begins and has the same Centers of Reformation mechanic as the Protestant religion, these centers just spread the Reformed religion instead of Protestantism.
All Reformed nations receive:
- +1 Possible advisors
- +2 Tolerance of heretics
- No papal interaction.
- Possible heresies include: Methodist, Baptist, and Quaker.
|Available only with the Wealth of Nations DLC enabled.|
|+1||as Reformed country (base)|
|+1||for being at peace|
|+1||for each step of positive stability|
|+1||for having luck (AI only)|
|up to +1||from religious unity|
|−1 – +1||from prestige|
|−1 – +1||from Clergy depending on influence and loyalty|
|−2||for being bankrupt|
Ideas and policies:
|−1||Liberté, Egalité, Fraternité||Cultural event: “Liberté, Egalité, Fraternité”
||for 20 years.|
|+0.1||Banned Musical Instruments in Church||Reformed religion event: “Instruments in Church”
||for 25 years.|
A country can store up to 100 fervor points. These points are needed to activate fervent foci.
|Fervent focus on||Effects|
Each active focus cost 5 fervor points a month. It is possible to activate any combination. If the stored fervor points are depleted then the foci will become inactive until there are enough positive points again. The foci will deactivate in the opposite order they were implemented.
In the game much of Eastern Europe is Orthodox religion.
Every Orthodox nation has their own patriarch, who does not have to answer to the Ecumenical Patriarch in Constantinople, unlike Catholicism where all branches and sub-hierarchies exist under the singular authority of the Pope, Bishop of Rome and Patriarch of the West.
All Orthodox countries also receive:
- −10% Stability cost modifier
- +1 Tolerance of the True Faith
- Halved relations penalty from non-Orthodox Christians (they consider the Orthodox to be "misguided heretics")
- Possible heresies include: Old Believers, Molokan, Dukhobor, Khlyst, Skoptsy, and Iconoclast.
All Orthodox provinces receive:
- −1% Local missionary strength
NB: If playing a converted Crusader Kings 2 save in which the schism has been mended, Catholicism will become a heresy of Orthodoxy.
The Orthodox religion has the unique feature of patriarch authority. Events will periodically pop up enabling you to increase or decrease the authority and prestige of your autocephalous patriarchate. Patriarch authority is not shared between all Orthodox nations in the way that reform desire is shared among all Catholics; each Orthodox nation has its own patriarch authority (thus, for example, Muscovy's decisions will not affect Byzantium's patriarch authority). This reflects the autocephaly of the Orthodox church.
Each point of authority will increase missionary strength by 0.02% for the entire country, while reducing local unrest by −0.03 and increasing the manpower pool by 0.33% in Orthodox provinces, ultimately reaching the numbers below at 100%.
Effects at 100% patriarch authority:
|National effects||Effects in owned Orthodox provinces|
Patriarch authority can be acquired or lost in several ways:
- Semi-frequent random events
- ‘Clerical ministers’ clergy privilege provides +0.5% yearly patriarch authority ( only)
- Using the ‘Consecrate Metropolitan’ action on a state ( only).
- Country-specific events of Byzantium (only with Purple Phoenix DLC) and Russia
- One Byzantine mission.
|Available only with the Third Rome DLC enabled.|
Orthodox countries may spend 10 patriarch authority to commission an icon for all churches in the country which will last for 20 years. The chosen icon's benefits occur immediately upon selection. A different icon may be selected at any time. Commissioning a new icon while a previous icon is still active will replace the effects of the previous icon, as there can only be one active icon at a time. The same icon can only be commissioned after it has expired. There are 5 possible icons:
With an icon commissioned the country can get the Orthodox icon events.
|Available only with the Third Rome DLC enabled.|
Orthodox countries may use the ‘Consecrate Metropolitan’ mechanic in states that meet the following criteria:
- At least 30 development in provinces in the state owned and cored by this country
- All provinces in the state must be Orthodox
- All provinces in the state must be either of an accepted culture or part of that country's culture group.
- No province in the state may be a territorial core
Consecrating a metropolitan gives a one-time boost of 5% patriarch authority, and has the following permanent effects on the state:
Turning a state which has been consecrated into a territory will revoke its consecration and remove these effects.
If the country has consecrated a metropolitan then metropolitan events may trigger.
With the fall of Egypt to the Muslims hundreds of years ago the Patriarch is controlled by a Non-Christian state with the Coptic religion surviving as the majority faith only in Ethiopia and Nubia.
The Coptic Church (Miaphysitism) is an ancient Christian denomination. The head of the church is the Patriarch of Alexandria, also known as the Coptic Pope. This denomination was dominant among the native Egyptians, Abyssinians, Armenians, and Assyrians (technically only Egyptians and Abyssinians are part of the Coptic Church, but Armenians and Assyrians are similar enough that the game represents them as the same religion). The Islamic conquest of the Middle East led to the Copts becoming subjugated and gradually converted until they became a minority. Turkish rule over the east spared the remaining Armenian and Assyrian Christians, as the Turks were somewhat more tolerant than the local rulers.
All Coptic countries receive:
- +1 Tolerance of the True Faith
- +10% Fort defense
- Halved relations penalty from non-Coptic Christians (they consider the Copts to be "misguided heretics")
- Possible heresies include: Zamikaelites (comes from Abba Za-Mikael Aragawi), Stephanites (comes from Abba Estifanos of Gwendagwende) and Eustathians (comes from Eutyches; monophysitism).
All Coptic provinces receive:
- −2% Local missionary strength
|Available only with the Rights of Man DLC enabled.|
Coptic countries get a unique Holy Sites system. They will have access to a screen showing their Holy Sites. There are 5 in total. In the coptic faith screen is detailed who is currently controlling which site and the faith followed by the province. It is the Copts' holy mission to see these restored to Coptic control.
The following provinces are Holy Sites:
- Aksum (1227) – controlled by Ethiopia
- Qasr Ibrim (1234) – controlled by Makuria
- Alexandria (358) – controlled by Mamluks
- Antioch (2313) – controlled by Mamluks
- Yerevan (419) – controlled by Qara Qoyunlu
If a Holy Site is held by any Coptic nation and the province itself is Coptic then all Coptic nations will be granted a blessing from the Patriarch. Nations are able to pick from the 5 available blessings, however losing ownership of a Holy Site to a nation of another faith will remove the blessing until it is returned to Coptic hands. If a blessing has been picked, it can not be exchanged for a different one.
In 1444 the only Holy site that is Coptic and in the control of the Copts is Aksum, in the far north of Ethiopia. This allows all existing Coptic nations to pick one blessing of their choice from the list below. Qasr Ibrim, is also under Coptic control at 1444; unlike Aksum, though, its population is not Coptic itself, although Makuria gets an event that gives a province modifier to Qasr Ibrim that makes it easier to convert the province to Coptic Orthodoxy.
|Encourage Warriors of the Faith||+10% Manpower recovery speed|
|Send Monks to Establish Monasteries||+1.5% Missionary strength|
|Promote Territorial Rights||−10% Core-creation cost|
|Will of the Martyrs||+2.5% Discipline|
Unlike other religious mechanics, the Coptic Holy Sites collectively make all followers of that religion stronger. It makes no difference in the available Blessings if the player's nation or another Coptic nation holds the Holy Sites. Should the Copts fight back from their perilous position in 1444 and secure their Holy Sites, they will be that much stronger.
Please help with verifying or updating this section. It was last verified for version 1.25.
|Available only with the Rule Britannia DLC enabled.|
The Anglican faith is a fusion of Catholic and Protestant theology forged in the religious disputes in England of the 15th and 16th centuries, particularly the two Acts of Supremacy under Henry VIII and Elizabeth I. It can appear somewhere in the Britain region, at least 15 years after Protestantism appears but before 1600. Depending on the choice of the country that gets the event, it may or may not get a Center of Reformation.
The Church of $COUNTRY$
[Root.Monarch.GetTitle] [Root.Monarch.GetName], however, has a novel idea for the creation of a different sort of Church. A Church with the [Root.Monarch.GetTitle] as its Supreme Governor, a happy union of Church and state. Neither Protestant, Catholic, nor Reformed, it would take a flexible approach to doctrine as fits the circumstance.
Such a Church would have its advantages. No longer subject to any higher ecclesiastical authority, the [Root.Monarch.GetTitle] could marry and divorce at will, determine the nation’s theological direction, and have the assurance that they are appointed to rule directly by God.
||Mean time to happen
Found a new state Church
Evangelize the new Church to the world!
This sounds like a poor basis for a religion.
All Anglican countries receive:
Anglicanism uses the same Church Power mechanic as Protestantism (see above for details). However, church power is used differently, to take one of five religious actions.
- This means that these provinces are harder to convert.
- See in Static modifiers#Patriarch Authority (national) and Static modifiers#Patriarch Authority (local)). (
- This means: it is in Europe; it is Catholic, Protestant, or Reformed; it is not Rome; it is connected by land and straits to the capital; it is not already a center of reformation; it is not a one-province island with no straits; it is not currently expelling minorities; it has at least 10 development; it does not neighbour another center of reformation; it is not in the same area as a center of reformation of the same religion; its climate is not Arctic, Arid, or Tropical; and its terrain is not Coastline, Coastal Desert, Steppe, Desert, or Glacier.