Religions and denominations
- See also: Religion
This article lists and discusses the various religions and denominations of the world.
Christian | Muslim | Eastern | Dharmic | Pagan | Jewish | Zoroastrian | ||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
|
|
|
|
Note: The religion colors are those used in-game.
Expanded religious mechanics[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
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 |
---|---|
![]() |
|
![]() |
|
![]() |
|
![]() |
|
![]() |
|
![]() |
|
![]() |
|
![]() |
|
![]() |
Christian[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Christianity includes the Catholic, Orthodox, 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 (i.e. Calvinist) religions. Additionally, England/Great Britain get the option to convert to Anglicanism. All six 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.
Catholic[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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:[1]
+1 Tolerance of the True Faith
−1 Tolerance of heretics
- +5% (on top of the base 10%) more control of territory development demanded by the
Clergy estate (only with
The Cossacks)
May interact with the Papal system if capital is in Europe. Eligible to receive both the benefits and penalties of Treaty of Tordesillas (with El Dorado DLC)
Possible heresies include: Bogomilist, Waldensian, Fraticelli, Hussite, Lollard, and Socinian.
Curia[edit]
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).
A number of nations receive a bonus to papal influence generation via national ideas:
Papal Controller[edit]
The Papal Controller will gain the following bonuses:
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
![]() |
+1 | Diplomats |
![]() |
+1 | Yearly prestige |
![]() |
−10% | Stability cost modifier |
![]() |
+2 | Possible advisors |
![]() |
−20% | Advisor cost |
![]() |
+1 | Leader(s) without upkeep |
![]() |
−20% | Aggressive expansion impact |
![]() |
−5% | Technology cost |
- Can excommunicate Catholics before the age of absolutism starts.
- Can call crusades on non-Christians before the age of absolutism starts.
- Can break royal marriages without the
−1 stability hit.
Excommunication[edit]
The Curia controller can excommunicate any Catholic nation that the Papal State has a negative opinion of. If the Papal States do not exist this requirement is waived and the Curia Controller can excommunicate any Catholic ruler. Excommunication gives every other Catholic nation a Casus Belli against them, and gives the excommunicated country itself the following penalties:
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.26. |
Reform desire[edit]
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 (95%), 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 0.5% each year and generally increase based on AI nations' choices.
Protestant[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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 95%. 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:[1]
+10% National tax modifier
+15% Improve relations
- No papal interaction.
- Possible heresies include: Pentecostal, Puritan, and Congregationalist.
Church power[edit]
![]() |
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.)
Church aspects[edit]
Reformed[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

The Reformed religion typically appears a decade or so after the Reformation begins and has the same Centers of Reformation mechanic as the Protestant religion, these centres just spread the Reformed religion instead of Protestantism.
All Reformed nations receive:[1]
+1 Possible advisors
+2 Tolerance of heretics
- No papal interaction.
- Possible heresies include: Methodist, Baptist, and Quaker.
Fervor[edit]
![]() |
Available only with the Wealth of Nations DLC enabled. |
The Reformed faith has the unique mechanic of fervor. Every month a nation with Reformed religion generates fervor depending on:
![]() |
Conditions |
---|---|
+1 | as Reformed country (base) |
+1 | for being at peace |
+1 | for each step of positive ![]() |
+1 | for having luck (AI only) |
up to +1 | from ![]() |
−1 – +1 | from ![]() |
−1 – +1 | from ![]() |
−2 | for being bankrupt |
Ideas and policies:
![]() |
Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
+0.25 | — |
|
— | — |
Events:
![]() |
Event modifier | Trigger | Duration |
---|---|---|---|
−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 |
---|---|
Stability | |
Trade | |
War |
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.
Orthodox[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game much of Eastern Europe is Orthodox religion.
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. 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:[1]
−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[2]
NB: If playing a converted Crusader Kings 2 save in which the schism has been mended, Catholicism will become a heresy of Orthodoxy.
Patriarch Authority[edit]
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:[3]
National effects | Effects in owned Orthodox provinces | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
Patriarch Authority can be acquired or lost in several ways:
- Semi-frequent random events
- Seek Support of Clergy estate interaction interaction with the Clergy Estate (
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.
Icons[edit]
![]() |
Available only with the Third Rome DLC enabled. |
Orthodox countries may spend 10 Patriarch Authority to commission an icon for all churches in 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:
Icons | Effects |
---|---|
Consecrate metropolitan[edit]
![]() |
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 total 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:
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
![]() |
+10% | State maintenance |
![]() |
−0.05 | Local devastation |
Turning a state which has been Consecrated into a territory will revoke its Consecration and remove these effects.
Coptic[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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]
+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[2]
Holy sites[edit]
![]() |
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 (Controlled by
Ethiopia)
- Qasr Ibrim (Controlled by
Makuria)
- Alexandria (Controlled by
Mamluks)
- Antioch (Controlled by
Mamluks)
- Yerevan (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.
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.
Anglican[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 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 $COUNTRY$
![]() |
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
As the Protestant Reformation radically shifts the religious landscape of Europe, $COUNTRY$ must take a firm stance on its faith. This has of course provoked much discussion in court, with some favouring the Protestant cause and others defending the traditional religion.
[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.
Trigger conditions
|
Mean time to happen
120 months
|
Option conditions
Found a new state Church
Evangelise the new Church to the world!
This sounds like a poor basis for a religion.
|
All Anglican countries receive:[1]
Religious actions[edit]
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.
Muslim[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
All Islamic denominations use the Piety mechanic.
Piety is graded on a scale between −100 (mysticism) and +100 (legalism). Each side of the scale provides a different set of scaling bonuses while being in the center (0 piety) offers no bonus at all.
Mysticism (maxed at −100 piety):[5]
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
![]() |
+10% | Morale of armies |
![]() |
+3% | Missionary strength |
![]() |
+20% | Fort defense |
Legalism (maxed at +100 piety):[6]
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
![]() |
−10% | Technology cost |
![]() |
+20% | National manpower modifier |
![]() |
+20% | National tax modifier |
A ruler's piety level can be affected by random piety events or through a more direct approach. These can either be religious conversions (increases), wars with heretics and heathens (increases), wars with the same denomination (decreases), and etc. Upon the ruler's death only a 1/4 of their piety score is inherited by the new ruler - this is to represent the differences in their religious devotion.
![]() |
Available only with the Cradle of Civilization DLC enabled. |
At 75 piety (negative or positive) it is possible to enact a special action providing a single bonus at the cost of moving the piety slider by 50 towards the center.
Action | Effect | Available at | |
---|---|---|---|
![]() |
Call on Religious Followers | ![]() |
![]() |
![]() |
Enforce Faithful Adherence | ![]() |
![]() |
With the Star and Crescent DLC, it is possible for a Muslim nation to unify Islam, representing the recreation of the Caliphate as it existed in medieval times.
Certain countries have national ideas which move their piety rating on a monthly basis towards legalism (+) or mysticism (−).
Muslim denominations[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
Note: On Local missionary strength modifiers, a −XY% value means that the province is harder to convert, while a +XY% value means it is easier to convert.
Denomination | Country effects[1] | Province effects | Heresies | Description | |
---|---|---|---|---|---|
![]() |
Sunni | ![]() |
Sunni Islam holds that the legitimate successor of the Prophet Muhammad was father-in-law Abu Bakr. As the religion of the majority of the world's Muslims Sunni Islam is present from Morocco to Indonesia and is one of the largest religions in the game. | ||
![]() |
Shia | ![]() |
Shia Muslims hold that the legitimate successor of the prophet Muhammad as Caliph and Imam was his cousin and son-in-law Ali. The Shiites believe that a number of Imams have followed Ali and still await the coming of his final successor. In the game Shia Islam is present in Iran and Yemen and as the minority religion in some Indian Sultanates. | ||
![]() |
Ibadi | ![]() |
Ibadism is claimed by its adherents to be older than both Sunni and Shia Islam but is nowhere near as popular. The Ibadis stress strict adherence to an interpretation of Islam and the Sharia that they hold as both older and more orthodox. In the game Ibadis exist in majority only in Oman, around the Mzab oasis area in North Africa and in Pate in East Africa. |
Muslim schools of law[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
![]() |
Available only with the Cradle of Civilization DLC enabled. |
There are 7 Islamic schools of law, each providing a bonus to the nation following it as well as affecting that nation's diplomatic relations with other Muslim nations.
Every Muslim nation adheres to one school of law. The school is predetermined (based on historical setting) and can't be changed by normal means during the campaign. Newly created nations or forcefully converted ones can choose any school to follow provided it is not excluded to their new denomination. Note that Ibadi nations are more flexible, with access to both Sunni and Shiia Schools.
School | Denomination | Effect |
---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
School | Denomination | Effect |
---|---|---|
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
The schools have a relationship with each other, ranging between respect, ambivalent and hate. While ambivalence grants no effect, nations from schools with a mutual respect or hatred will have their diplomatic ties strengthen or weaken respectively.
The relationships between the schools are affected by the actions of their followers. Members of differing schools involved in large scale, prolonged wars with each other will worsen relations. Alternatively, those nations having long and trusting alliances between them will improve the schools' relations. At the beginning of the campaign each school is ambivalent towards schools in its own group while hating schools from the other group.
Opinion modifiers resulting from Islamic schools of law include the following:
A nation can invite a scholar from a different school and gain that school's bonus (in addition to the one provided by their own school) for a duration of 20 years.
The conditions for doing so require the inviting nation to have:
- A nation which is either an ally, an overlord or a subject following the desired school.
-
+150 Relations with said nation
-
−50 piety (if the school is excluded to the inviting nation's denomination).
-
50 Administrative power
It is impossible to have more than one foreign scholar at any given time. Inviting a scholar while one is already present will result in their replacement.
Eastern[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Buddhist religions[edit]
Prior to patch 1.12 Theravada, Vajrayana and Mahayana were represented as a unified Buddhist religion.
Karma[edit]
![]() |
Available only with the Common Sense DLC enabled. |
The Buddhist religions have a Karma slider. Positive karma is mostly gained from releasing nations and returning cores, which uniquely never costs diplomatic power cost for Buddhist countries, and honoring military alliances. Negative karma is incurred from declaring wars and taking provinces for yourself (unfortunately making it essentially impossible to keep karma neutral as an expansionist nation). The ruler of a nation with strongly positive karma will gain a small buff to diplomatic reputation. A ruler of a nation with strongly negative karma will gain a small buff to discipline. Neutral karma gives a stronger buff to both discipline and diplomatic reputation.
Low Karma[7] | Neutral Karma[8] | High Karma[9] | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
There are also many events and decision which can affect the karma rating.
Theravada[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game Theravada Buddhism is primarily practiced in Sri Lanka and South East Asia.
All Theravada countries receive:[1]
Vajrayana[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game Vajrayana Buddhism is primarily practiced in Tibet and to some degree on the North Asian Steppes.
All Vajrayana countries receive:[1]
Mahayana[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game only Dai Viet and Pangasinan start as Mahayana Buddhist as many countries where it was dominant are instead categorized as Confucianist.
All Mahayana countries receive:[1]
Confucian[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game China and Korea starts as Confucian countries, with some spread among the Jurchen states in Manchuria.
Confucianism is represented in game as a religion, but it is just as often described as a non-religious philosophy. It was the philosophy of Chinese statecraft for centuries. As such, it coexists with other religions, represented in game by the Harmonization mechanic.
All Confucian countries receive:[1]
Harmony[edit]
![]() |
Available only with the Mandate of Heaven DLC enabled. |
Harmony is a value that increases over time, and increases more from high stability and the humanist full idea group bonus. Low harmony significantly increases development cost, and decreases tolerance of the true faith and yearly meritocracy, legitimacy etc.
Yearly harmony changes
- +1 base value
- +0.25 per each point of positive stability
- +0.25 from full Humanist Ideas bonus
Converting the religion of provinces to Confucian will reduce harmony by −1 per each point of development in the province. This malus is suffered even if the converted province is owned by a vassal state.
At 0% harmony, a country receives the following effects:
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
![]() |
−3 | Tolerance of the true faith |
![]() |
+25% | development cost |
![]() |
−1 | Yearly legitimacy |
![]() |
−2 | Yearly meritocracy |
At 100% harmony a country receives:
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
![]() |
+1 | Tolerance of the true faith |
These benefits scale to the value of the country's harmony, which provides neither maluses nor bonuses at 50%.
When a religion is harmonized, it is tolerated as if it were Confucian, except for the fact that its culture cannot be converted. Harmonizing a religion takes 34 years, and decreases harmony in a country by −3 yearly while harmonizing. Once a religion is harmonized, it will provide a permanent bonus depending on the religion and provinces following it will not harm religious unity. During harmonization of a religion and after the religion has been completely harmonized, it will be impossible to send missionaries to any owned provinces following it. This restriction does not extend to any provinces owned by a vassal state.
Shinto[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game all of Japan starts out Shintoist to signify the special mix of Buddhism, Shintoism and other traditions of the Japanese people.
All Shinto countries receive:[1]
All Shinto provinces receive:
−2% Local missionary strength[2]
Isolationism[edit]
![]() |
Available only with the Mandate of Heaven DLC enabled. |
Shinto nations have an isolationism level; 5 stages from Open Doors to Closed Doors each giving their own national effect. Japan starts in 1444 under the Ashikaga Shogunate before their Sakoku period of isolation and as such is at an "adaptive" level. Periodically, this Isolationism level will be affected by Incidents. Up to 8 of these Incidents can trigger throughout a campaign, depending on the situation in and around Japan. Each Incident has three possible outcomes: increase isolationism by 1, decrease isolationism by 1, or no change, depending on the choices made in the triggered events.
Level | Name | Effect |
---|---|---|
0 | Open Doors | |
1 | Adaptive | |
2 | Selective Integration | |
3 | Isolationism | |
4 | Closed Doors |
The isolation level of a country is only changed through incidents, which will occur rarely throughout the game when their triggers have been met.
Incident | Trigger | MTTH | Effect | Description |
---|---|---|---|---|
Neo-Confucianism | The country:
|
200 months | The country:
|
Neo-Confucianism is not new to Japan, it spread to from China in the Kamakura period and like many aspects of Chinese and wider East Asian culture it quickly took root. Its rationalistic outlook is above all very well suited for strengthening the authority of the ruler and if we were to encourage its development in Japan we might create a stronger principle for controling our people. |
Nanban Trade | ![]() The country:
If playing with normal or historical nations setup
|
200 months
Modifiers:
The country has at least 5 home ports: ×0.7 |
The country:
|
Western Traders have arrived in our lands, bringing goods, ideas and even weapons that we have not seen before. These foreigners are lacking in manners and even hygiene but how we handle these merchants could well have a lasting impact on our society. |
Proliferation of Firearms | The country:
|
150 months | The country:
|
The gunpowder weapons that the western traders brought to our shores are clearly very dangerous to our society. As local variants of these guns, Tanegashima, have begun to be produced it stands clear that there will soon be a large supply of weapons with which even a common peasant can defeat the most well trained of Samurai. Notice that this incident is currently bugged and does not advance toward Sakoku Law achievement no matter which options are being chosen |
Spread of Christianity | It is not the ‘Age of Discovery’.
The country:
If playing with normal or historical nations setup
|
100 months | The country:
|
Missionaries bearing word of a strange western religion have arrived at our shores and their words have struck home among a suprisingly large segment of the Japanese population. Christian congregations are being formed all over the island and Japanese converts are themselves converting more of their compatriots by the day. |
Rising Shogunate Authority | It is ‘Age of Discovery’, ‘Age of Absolutism’ or ‘Age of Revolutions’.
The country:
At least one of the following is true:
|
200 months | The country:
|
For centuries the Shogun, rather than the Emperor, has been the true power in Japan. The authority of the Shogunate has however itself not been strong for a long time. It seems our current Shogun has taken it upon himself to change this, demanding obedience and strengthening old laws and traditions to exert greater control over this war-torn land. |
Ikko - Ikki | It is not the ‘Age of Discovery’.
The country:
|
200 months | The country:
|
Free Land Buddhism is no new religion to our island yet during the civil war that has plagued Japan many more have flocked to its principles. This group movement is becoming increasingly militarized and their promises of salvation is drawing in farmers, priests, monks and even nobles. The authority of ancient traditions are being challenged by their strong conviction. |
Wokou Pirates | The country: | 200 months | The country:
|
The relationship between China, Korea and Japan has always been troubled. The decaying authority of the central state in Japan has lead to a large number of pirate societies being formed, some even funded by outside investment. As our ports are being used by these sea-robberers we need to take a stance on this piracy. |
Urbanization | The country: | 200 months | The country:
|
Society is changing quickly as more and more people migrate from the countryside to the great Castle Cities of the country. The power of the ancient trade guilds is on the rise and landowners are complaining that farmers do not stay in their plots. |
NB: Shinto and Confucian countries are not allowed to convert to another religion through the religion interface, and can only convert to Catholicism through a decision.
Dharmic[edit]
Hindu[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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]
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 (4–8 years depending on republic type and choice). Such countries can rapidly change their status to adjust to game circumstances.
Sikh[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

No province or country starts with Sikh religion in the game but it will likely appear some decades from the start.
All Sikh nations receive:[1]
All Sikh provinces receive:
−1% Local missionary strength[2]
Sikhism can appear via event starting, as early as 1480 if not before, if any Hindu nation borders a Muslim nation. The event will convert up to 3 provinces and give religious zeal.
- 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.
Pagan[edit]
Animist[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game Animist religion is as a label for a wide range of beliefs from South America to Africa or Indonesia.
All Animist nations receive:[1]
All Animist provinces receive
+2% Local missionary strength[11]
Fetishist[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game most of Africa is classified as Fetishist.
All Fetishist nations receive:[1]
All Fetishist provinces receive:
+2% Local missionary strength [11]
Cults[edit]
![]() |
Available only with the Rights of Man DLC enabled. |
Fetishist nations each choose a cult to follow every time a new ruler takes charge of the nation. The cult provides unique bonus modifiers and events until the ruler dies. Each fetishist nation starts the game with three cults available to them, the exact options depend on the nation's starting location. Additional cults beyond the initial three are unlocked via battling, bordering and allying nations of various religious groups,
The available cults and their bonuses are:[1]
- Fetishist (Madagascar) =
Sakalava,
Imerina,
Betsimisaraka,
Mahafaly
- Fetishist (Southern Africa) =
Loango,
Kongo,
Luba,
Buha,
Mutapa,
Maravi, etc.
- Fetishist (Western Africa) =
Mossi,
Oyo,
Benin,
Kano,
Zazzau, etc.
Totemist[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game Totemism is the state religion of all North American Native states and it is present in most of the North American continent.
All Totemist nations receive:[1]
All Totemist provinces receive:
+2% Local missionary strength[11]
Tengri[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game this religion covers a wide variety of Siberian and Manchurian Shamanism practiced by the states that start in North Asia.
By default, all Tengri nations receive:[1]
Secondary religion[edit]
![]() |
Available only with the The Cossacks DLC enabled. |
Tengri is a syncretic faith; a Tengri nation can pick a secondary religion through the Religion screen. Without a secondary religion selected, the below bonuses apply; but selecting one will replace them with new ones associated with the selected religion. A religion is eligible for selection if the country either owns or borders a province of that religion. Changing secondary religion costs 50 Prestige and can be done once every 10 years.
Choosing a secondary religion will have the following effects:
- The provinces that are Tengri and the secondary religion will be counted as the true faith for purposes of tolerance.
- Neighbouring countries that are either Tengri or the secondary religion will see the country as having the same religion (Same Religion +25)
- Countries that are not Tengri or the second religion will see the country as a different religion (Different Religion −10)
The available secondary religions and their bonuses are:[1]
Christian religions
Muslim religions
Eastern religions
Dharmic religions
Pagan religions
Jewish religions
Zoroastrian religions
Note: If you use the Converter, you will be able to use other religions as your secondary one.
Norse[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

By 1444 the Norse religion was long gone and exists in no provinces or countries.
There are normally no Norse provinces or countries in any game start, although a Norse state can appear in a Random New World if "fantasy" elements are enabled. With the Nation Designer it is possible to make a custom Norse nation, and it is possible to import Germanic religion countries from Crusader Kings II using that game's Europa Universalis IV Save Converter DLC. They have no specific decisions or events.
All Norse countries also receive:[1]
All Norse provinces receive:
+2% Local missionary strength[11]
With the Wealth of Nations DLC enabled, Norse 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. A Norse republic chooses a new deity every time a new leader is elected (4–8 years depending on republic type and choice). Such countries can rapidly change their stats to adjust to game circumstances.
Each deity comes with two to three bonuses to the nation:
Mesoamerican and South American religions[edit]
![]() |
Available only with the El Dorado DLC enabled. |
The Mayan, Inti and Nahuatl religions each have a mechanic to reach five religious reforms. When the last reform is passed and the country borders a province that is a core of a nation that has embraced Feudalism (colonial nations included), it will be able to reform its religion, getting a technology boost (which brings it up to 80% of the neighboring nation’s technology level in each category) and gaining the permanent benefit of the religious reforms. Reforming the religion immediately grants all the
institutions that the bordering province had.
Inti[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |

In the game most of the Andes start out with the Inti religion.
The Inti faith is about maintaining the authority of the Sapa Inca by having the people worship him as a God. Inti nations have an authority value that goes up from owning vast stretches of territory, and goes down when the autonomy of a province the country owns increases (either from manually increasing it, being forced to by rebels, or choosing to do so in an event). Authority ranges between 0 and 100. It is also affected by a number of unique events added for the Inti religion.
All Inti countries also receive:[1]
All Inti provinces receive:
+2% Local missionary strength[11]
Each point of authority gives:[12]
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
![]() |
−0.1% | Stability cost modifier |
![]() |
−0.02 | National unrest |
Authority is gained and lost as follows:
- Yearly authority: +0.02 * total development
- Authority from autonomy: −0.2 or +0.2 per point of autonomy raised or lowered respectively
The standard action of raising autonomy in a province will raise autonomy by 25 and will give −5 authority, while lowering autonomy by 25 will give +5 authority.
An Inti state that has 100 authority, is at peace, has positive stability, no rebel-controlled provinces, and owns at least 10
provinces can pass a religious reform, but doing so will remove all their authority and spark a civil war as a pretender exploits the loss of authority to attempt to seize the throne for themselves. After all, every reformer is challenged if they go too far. If these rebels enforce their demands, two religious reforms are lost, greatly setting back the country's progress towards reforming the religion.
Upon reforming the religion, the bonuses from authority (the stability cost and national unrest reduction) will be lost, so it does not matter what level authority is at before reforming the religion. The reform bonuses listed below will remain for the rest of the game, however.
The available reforms are:
- Organized Recruitment:
+10% Manpower recovery speed
- Yana Lords:
+10% Morale of armies
- Reform the Cult of Inti:
+0.5 Yearly legitimacy,
+0.5 Yearly devotion
- Expanded Mitma Policy:
+1 Colonists (provinces adjacent to colonies are auto explored)
- Reform the Bureaucracy:
−10% Core creation cost
When the last reform is passed and the country borders a nation that has embraced Feudalism, it will be able to reform the religion, getting 80% of the neighbor's tech level, all institutions that the neighbor has embraced, and gaining the permanent benefit of the religious reforms.
After reforming the religion, the player's monarch power cap will be reduced in accordance with the number of institutions gained, e.g. if the player has gained all institutions currently available, the cap will be reduced to 999 for each type of monarch power. Excess monarch points above the new monarch power cap will not be lost immediately, but they may be lost after the first expenditure of monarch points of each type.
For example: suppose that a player has stockpiled 2000 admin power, and spends 500 admin power to research a new technology immediately after reforming their religion. The player's admin power stockpile may immediately drop to the new monarch power cap (999 if the player has acquired all institutions), resulting in the loss of several hundred monarch points. This behavior applies individually to each type of monarch power. The new cap will be applied to the admin power stockpile after the first expenditure of admin power, but the diplomatic & military monarch power stockpiles will be unaffected until points of those type have been spent.
Mayan[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game the Yucatan Peninsula and the former lands of the League of Mayapan starts out with Mayan religion.
For a Mayan nation to pass a reform, they will need to be at peace, have no rebel-controlled provinces, no overextension, positive
stability, and own at least 20
provinces. In the vanilla New World, Mayan countries start with a total of 16 provinces between them, so reforming requires conquest of Nahuatl provinces.
All Mayan countries also receive:[1]
All Mayan provinces receive:
+2% Local missionary strength[11]
Upon passing a reform, a Maya state will lose cores by releasing nations or giving provinces to existing nations, shrinking to a size of 10 provinces + 2 provinces per already passed reform. Exact provinces released are determined by culture, religion and distance to capital. When the last reform is passed and the country borders a nation that has embraced Feudalism, it will be able to reform the religion, getting a tech boost and gaining the permanent benefit of the religious reforms.
Available reforms are:
- A Unified Army:
−10% Land maintenance modifier
- Central Arbitration:
−2 National unrest
- Central Armories:
+10% Infantry combat ability
- Tribal Expansion:
+1 Colonists (provinces adjacent to colonies are auto explored)
- Reform the Bureaucracy:
−20% Core creation cost
Nahuatl[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

In the game most of the area around modern central Mexico starts out with Nahuatl religion.
Each Nahuatl state has a ticking Doom value that increases every year at a base rate of one Doom per owned province. High Doom increases technology costs and idea costs and should the value ever reach 100 the Nahuatl state will be forced into taking drastic measures to avert Doomsday. The ruling family will be sacrificed, killing the ruling monarch and heir and replacing them with a 0/0/0 ruler. In addition, all of the country's monarch power is lost and any and all subject states break away as the nation descends into chaos. As if that wasn’t enough, if the doomed state has gained any religious reforms, up to two of these will be lost.
All Nahuatl countries also receive:[1]
All Nahuatl provinces receive:
+2% Local missionary strength[11]
Each point in Doom gives:[13]
![]() |
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
![]() |
+0.5% | Technology cost |
![]() |
+0.2% | Idea cost |
![]() |
−1.0% | Aggressive expansion impact |
To avert Doomsday, Nahuatl states have a few options. The ‘Flower Wars’ Casus Belli gives them the ability to declare war on their neighbours freely while occupying provinces and winning battles will result in Doom being reduced as they secure captives to send to the gods. If just warring with neighbours isn’t sufficient, a Nahuatl state can also sacrifice ruling monarchs and adult heirs in their vassal states. Doing so will reduce Doom by an amount equal to the total skills of that monarch or heir, but will anger all subject states and make them more likely to seek independence. There is a 3-year cooldown before you can sacrifice another ruler/heir from any country. Nahuatl can declare war during regency.
Doom is gained and lost as follows:
- Yearly doom increase: +1 per province owned
- Doom reduction: −20% per reform passed
- Doom decrease from occupation: −0.05 per province development
- Doom decrease from battle: −1 per 1000 men killed
- Doom decrease from sacrifice: −1 per skill level of character sacrificed
Additionally, doom does not increase for subject countries.
For the country to get out of this cycle of war and sacrifice, it will need to reform the religion. Enacting a reform requires having at least 5 vassal states, no rebel-controlled provinces, positive stability, and less than 50 Doom. When enacted, Doom will increase by 25,
stability drops by 1, and all subject states will declare independence (which creates a one-way truce), forcing the country to go to war to bring them back into the fold. Furthermore, each reform decreases the rate at which the country accumulates Doom by 20% from the base rate. Enacting all five reforms effectively stops Doom from increasing every year, although it can still increase through special events.
Available reforms are:
- Open up Sumptuary Restrictions:
−0.05 Monthly war exhaustion
- Extend Pochteca Obligations:
+1 Diplomatic relations
- Warrior Ranks:
+5% Discipline
- Tribal Expansion:
+1 Colonists (provinces adjacent to colonies are auto explored)
- Legal Reform:
−20% Stability cost modifier
Once the country has passed all five reforms, the religion can be reformed as soon as the country borders a nation that has embraced Feudalism. This brings the country up to 80% of that nation's technology level and it also permanently disables the Doom mechanic.
Jewish[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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:[1]
All Jewish provinces receive:
−2% Local missionary strength[2]
NB: Semien and Dembiya, owned by Ethiopia in 1444, are the only Jewish provinces. In version 1.14 there is a chance to generate Jewish Tribal Kingdom in Random New World.
Zoroastrian[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |

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:[1]
All Zoroastrian provinces receive:
−2% Local missionary strength[2]
NB: Yazd, owned by the Timurids in 1444, is the only Zoroastrian province, and only until 1504 when it changes to Sunni.
Additional religions in converted CK2 games[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Additional religions and denominations are available in converted savegames from Crusader Kings II. Many of these are heresies in CK2; if a heresy becomes more widespread than the parent religion, the parent will become a heresy and vice-versa, and the former heresy will replace it in a game exported to EU4.
Only if a CK2 game is converted with the Sons of Abraham expansion enabled will the heresies be converted as separate religions. Otherwise, they will be assimilated into their parent faiths.
Note: Unreformed Pagans become Animists, however unreformed Zunists will become Zoroastrians and West African pagans will become Fetishist whether Reformed or not. Reformed Pagans all have unique religious modifiers, but only the Norse have the personal deity mechanic.
Descriptions[edit]
The following table contains the flavour descriptions of the CK2 denominations. Expand it to learn more.
Effects[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
The following table provides details of the denomination effects (national and provincial - if available). Also detailed are the effects gained through them by religions - Tengri for syncretism and
for harmonizing (down below).
Any other details, such as the usage of an EU4 unique religion mechanics (if enabled), can be found in the notes column.
Note: On Local missionary strength modifiers, a −XY% value means that the province is harder to convert, while a +XY% value means it is easier to convert.
Denomination | Group | Country effects | Province effects | ![]() |
Notes | ||
---|---|---|---|---|---|---|---|
![]() |
Bogomilist | Christian | |||||
![]() |
Cathar | Christian |
| ||||
![]() |
Fraticelli | Christian | ![]() |
||||
![]() |
Iconoclast | Christian | ![]() |
||||
![]() |
Lollard | Christian | ![]() |
![]() |
| ||
![]() |
Messalian | Christian | ![]() |
||||
![]() |
Monophysite | Christian | ![]() |
![]() |
|||
![]() |
Monothelite | Christian | ![]() |
||||
![]() |
Nestorian | Christian | ![]() |
||||
![]() |
Paulician | Christian | ![]() |
Mechanic: ![]() | |||
![]() |
Waldensian | Christian |
| ||||
![]() |
Druze | Muslim | ![]() |
Mechanic: ![]() | |||
![]() |
Hurufi | Muslim | ![]() |
Mechanic: ![]() | |||
![]() |
Kharijite | Muslim | ![]() |
Mechanic: ![]() | |||
![]() |
Yazidi | Muslim | ![]() |
Mechanic: ![]() | |||
![]() |
Zikri | Muslim | ![]() |
Mechanic: ![]() | |||
![]() |
Bön | Pagan | Mechanic: ![]() | ||||
![]() |
Hellenic | Pagan | ![]() |
||||
![]() |
Romuva | Pagan | |||||
![]() |
Slavic | Pagan | ![]() |
![]() |
|||
![]() |
Suomenusko | Pagan | |||||
![]() |
Zunist | Pagan | |||||
![]() |
Jainism | Dharmic | ![]() |
![]() |
|||
![]() |
Karaite | Jewish | |||||
![]() |
Samaritan | Jewish | ![]() |
||||
![]() |
Khurmazta | Zoroastrian | |||||
![]() |
Manichean | Zoroastrian | |||||
![]() |
Mazdaki | Zoroastrian |
- Harmonized religions
Additional effects are granted from harmonized religions (these are the same as for EU4 religions):
References[edit]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 See in /Europa Universalis IV/common/religions/00_religion.txt.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 This means that these provinces are harder to convert.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Patriarch Authority (national) and Static modifiers#Patriarch Authority (local)).
- ↑ 4.0 4.1 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 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.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mysticism).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Legalism).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Low Karma).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Neutral Karma).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#High Karma).
- ↑ 10.0 10.1 I.e. the global flag “japan_has_encountered_the_west” is set. This is done by the event Japan Discovered!.
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 This means that these provinces are easier to convert.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Authority).
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Doom).
Management | Capital • Core • Culture • Religion • Rebellion • Autonomy • List of provinces |
Economy | Development • Tax • Production • Buildings • Manpower • Sailors |