Religions and denominations

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See also: Religion

This article lists and discusses the various religions and denominations of the world.

Click on a denomination icon for specific details (or here for CK2 converted games)
Christian Muslim Eastern Dharmic Pagan Jewish Zoroastrian
Catholic Catholic
Protestant Protestant
Reformed Reformed
Orthodox Orthodox
Coptic Coptic
Anglican Anglican
Sunni Sunni
Shia Shia
Ibadi Ibadi
Theravada Theravada
Vajrayana Vajrayana
Mahayana Mahayana
Confucian Confucian
Shinto Shinto
Hindu Hindu
Sikh Sikh
Animist Animist
Fetishist Fetishist
Totemist Totemist
Inti Inti
Nahuatl Nahuatl
Mayan Mayan
Tengri Tengri
Norse Norse
Jewish Jewish
Zoroastrian Zoroastrian
Religion by province in 1444

Note: The religion colors are those used in-game.

Expanded religious mechanics[edit]

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
  • Theravada.png Theravada
  • Vajrayana.png Vajrayana
  • Mahayana.png Mahayana
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

Christian[edit]

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.png prestige, but will give that nation +10% Missionary strength.png 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]

Catholic icon
Catholicism is the name of a Christian tradition with its roots in the old Latin rite that recognizes the Pope as the head of Christendom.
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]

  • Tolerance own.png +1 Tolerance of the True Faith
  • Tolerance heretic.png −1 Tolerance of heretics
  • +5% (on top of the base 10%) more control of territory development demanded by the Clergy.png Clergy estate (only with The Cossacks.png 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.png El Dorado DLC)

Possible heresies include: Bogomilist, Waldensian, Fraticelli, Hussite, Lollard, and Socinian.

Curia[edit]

There are 49 seats in the Curia, and new Cardinal icon.png 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.png 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 Flag of the Papal State 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.png papal influence, the next 10 invested influence costs 10 Papal influence.png papal influence, then 15 Papal influence.png 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 influence.png Traditions Ideas Bonuses Policies
+2 yearly
  • Italian traditions
  • Liège traditions
  • Nivernais traditions
  • Tuscan traditions
  • Religious idea 4: Devoutness
  • Breton idea 4: Breton Catholicism
  • Clanricarde idea 6: Catholic Holdouts
  • Jerusalem idea 2: Latin Patriarch
  • Rigan idea 1: Legacy of Bishop Albert
  • Spanish idea 4: Devout Catholicism
  • Utrecht idea 2: Ex Cathedra
  • Knights Hospitaller ambition
+1 yearly
  • Münster traditions
  • Wurzburgian traditions
  • Bavarian idea 4: Establish the Geistlicher Rat
  • Clevian idea 3: Avid Reformers
  • Irish idea 4: Loyal Catholics
  • Moravian idea 6: Jesuit University
  • Otomo idea 5: Christian Converts
  • Savoyard idea 2: The Shroud of Turin
  • Teutonic idea 4: Assume Religious Authority
  • Tyrone idea 5: Catholic Diplomacy
Papal Controller[edit]

The Papal Controller will gain the following bonuses:

Diplomat.png +1 Diplomats
Prestige.png +1 Yearly prestige
Stability cost modifier.png −10% Stability cost modifier
Possible advisors.png +2 Possible advisors
Advisor cost.png −20% Advisor cost
Leader(s) without upkeep.png +1 Leader(s) without upkeep
Aggressive expansion impact.png −20% Aggressive expansion impact
Technology cost.png −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 Icon stability.png −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:

  • Prestige.png −2 Yearly prestige
  • Papal influence.png −10 Yearly papal influence
  • Devotion.png −5 Yearly devotion
  • Tolerance own.png −3 Tolerance of the True Faith
  • Icon diplomacy relations.png −50 Relation with Catholic nations
  • Icon diplomacy relations.png −200 Relation with Catholic theocracies

Reform desire[edit]

Catholic reform desire.png 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]

Protestant icon
Protestantism covers a wide range of religious traditions starting with the teachings of Martin Luther during the reformation. They react against a number of the conventions that over time have developed in the Catholic church and the idea of a pope itself.
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 Msg event.png event ‘The Protestant Reformation’ which may happen if the Catholic reform desire.png reform desire of Catholicism has reached 95%. The capital of the country that had this initial event becomes a Protestant Center of reformation.png 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]

  • National tax modifier.png +10% National tax modifier
  • Improve relations.png +15% Improve relations
  • No papal interaction.
  • Possible heresies include: Pentecostal, Puritan, and Congregationalist.

Church power.png Church power[edit]

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:

\text{Monthly church power gain} = \text{Base monarch power} \cdot 0.10 \cdot \left(\text{Other modifiers}-(100-\text{Religious unity})\right)

  • 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%.
Church power.png Traditions Ideas Bonuses Policies
+10%
  • Religious idea 4: Devoutness
  • Ansbach idea 4: Franconian Reformers
  • Clevian idea 3: Avid Reformers
  • Danish idea 7: Religious Freedom is Atheism
  • Rigan idea 1: Legacy of Bishop Albert
  • Saxon idea 5: Corpus Evangelicorum
  • Utrecht idea 2: Ex Cathedra
+5%
  • Münster traditions
  • Wurzburgian traditions
  • Hessian idea 3: Welcome the Reformers
  • Teutonic idea 4: Assume Religious Authority

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]
Aspect Effects
Organized through bishops Development cost.png −5% Development cost
Priests may marry Stability cost modifier.png −10% Stability cost modifier
Adult baptism Missionary strength.png +1% Missionary strength
Holy sacraments Discipline.png +2.5% Discipline
Saints accept prayers Morale of armies.png +5% Morale of armies
Morale of navies.png +5% Morale of navies
Icons Prestige.png +0.50 Yearly prestige
Legalised divorces Legitimacy.png +0.25 Yearly legitimacy
Republican tradition.png +0.10 Yearly republican tradition
Devotion.png +0.25 Yearly devotion
Horde unity +0.25 Yearly horde unity
Heretics deported Global settler increase.png +15.00 Global settler increase
Parish registers Manpower recovery speed.png +10% Manpower recovery speed
Individual creeds Idea cost.png −5% Idea cost
Allow usury Production efficiency.png +10% Production efficiency
Translated Bibles National unrest.png −1 National unrest

Reformed[edit]

Reformed icon
Reformed covers a wide range of religious traditions inspired by men such as Jean Calvin or John Knox. Generally appearing later than the religions classified as Protestant the Reformed religion also rejects papal authority and want to return to the rules of the scriptures but unlike the Protestants they embrace a number of perceived more hard-line ideas such as predestination and iconoclasm and will not form state Churches.

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]

  • Possible advisors.png+1 Possible advisors
  • Tolerance heretic.png+2 Tolerance of heretics
  • No papal interaction.
  • Possible heresies include: Methodist, Baptist, and Quaker.

Monthly fervor increase.png Fervor[edit]

The Reformed faith has the unique mechanic of fervor. Every month a nation with Reformed religion generates fervor depending on:

Monthly fervor increase.png Conditions
+1 as Reformed country (base)
+1 for being at peace
+1 for each step of positive Icon stability.png stability
+1 for having luck (AI only)
up to +1 from Religious unity.png religious unity
−1+1 from Prestige.png prestige
−1+1 from Clergy.png Clergy depending on infuence and loyalty
−2 for being bankrupt

Ideas and policies:

Monthly fervor increase.png Traditions Ideas Bonuses Policies
+0.25
  • Religious idea 4: Devoutness
  • Clevian idea 3: Avid Reformers
  • Rigan idea 1: Legacy of Bishop Albert
  • Utrecht idea 2: Ex Cathedra

Events:

Monthly fervor increase.png Event modifier Trigger Duration
−1 Liberté, Egalité, Fraternité Cultural event: “Liberté, Egalité, Fraternité
Option: ‘Let us embrace these ideas!’
for 20 years.
+0.1 Banned Musical Instruments in Church Reformed religion event: “Instruments in Church
Option: ‘Issue a ban’
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
  • National unrest.png−2 National unrest
  • Diplomatic reputation.png+1 Diplomatic reputation
Trade
  • Trade power.png+10% Global trade power
  • Trade efficiency.png+10% Trade efficiency
War
  • Morale of armies.png+10% Morale of armies
  • Morale of navies.png+10% Morale of navies

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]

Orthodox icon
The Orthodox Christian tradition has its root in the Greek rite and considers itself to be closer to the original Christian ideals than Catholicism. The Orthodox Churches reject the idea of the Pope and are instead divided into a number of churches presided over by Patriarchs.
In the game much of Eastern Europe is Orthodox religion.

The Orthodox religion has the unique feature of Patriarch authority.pngPatriarch 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]

  • Stability cost modifier.png−10% Stability cost modifier
  • Tolerance own.png+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:

  • Local missionary strength.png−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.png 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
Missionary strength.png +2% Missionary strength
Local unrest.png −3 Local unrest
Local manpower modifier.png +33% Local manpower modifier

Patriarch Authority can be acquired or lost in several ways:

Icons[edit]

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
Icon of St.Michael
  • Manpower recovery speed.png+10% Manpower recovery speed
  • Discipline.png+5% Discipline
Icon of Eleusa
  • National unrest.png−3 National unrest
  • Military power.png−25% Harsh treatment cost
Icon of Christ Pantocrator
  • Construction cost.png−10% Construction cost
  • Development cost.png−10% Development cost
Icon of St.Nicholas
  • Improve relations.png+25% Improve relations
  • Aggressive expansion impact.png−10% Aggressive expansion impact
Icon of St.John Climacus
  • Embracement cost.png−20% Institution embracement cost
  • Institution spread.png+25% Institution spread

Consecrate metropolitan[edit]

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:

State maintenance.png +10% State maintenance
Local devastation −0.05 Local devastation

Turning a state which has been Consecrated into a territory will revoke its Consecration and remove these effects.

Coptic[edit]

Coptic icon
Coptic Christianity is a branch of Christendom that follow the Alexandrine rite and who answer to the Patriarch in Alexandria.
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 own.png+1 Tolerance of the True Faith
  • Fort defense.png+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:

  • Local missionary strength.png−2% Local missionary strength[2]

Holy sites[edit]

A list of patriarchal blessings.

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:

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 Flag of Ethiopia 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 Flag of Makuria Makuria gets an event that gives a province modifier to Qasr Ibrim that makes it easier to convert the province to Coptic Orthodoxy.

Name Effect
Legitimize Government
  • Legitimacy.png+0.5 Yearly legitimacy
  • Horde unity+0.5 Yearly horde unity
  • Republican tradition.png+0.2 Yearly republican tradition
  • Devotion.png+0.5 Yearly devotion
Encourage Warriors of the Faith Manpower recovery speed.png+10% Manpower recovery speed
Send Monks to Establish Monasteries Missionaries.png+1.5% Missionary strength
Promote Territorial Rights Core-creation cost.png−10% Core-creation cost
Will of the Martyrs Discipline.png+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.

Anglican[edit]

Anglican icon
Anglicanism is a form of Protestantism in which the head of state is also the Supreme Governor of the Church. Theologically and institutionally, Anglicanism retains many elements of Catholicism while also being influenced by Reformed Puritans and continental Protestants.

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.

id

Msg event.pngThe Church of $COUNTRY$


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
  • DLC Rule Britannia.png Rule Britannia is active
  • The Protestantism Protestant religion is enabled
  • The Protestantism Protestant religion has existed for at least 15 years
  • The Anglican.png Anglican religion is not enabled
  • Religion is in Christian group
  • Is not Defender of the Faith
  • Capital is in Britain region
  • Culture is in British group
  • Any owned province in Britain region is a valid choice for an Anglican.png Anglican Center of reformation.png center of reformation[4]
  • Owns at least 10 non-colony provinces
  • Year is before 1600
Mean time to happen

120 months
Modifiers


Option conditions

Event trigger.pngEnabled if: DLC Rule Britannia.png Rule Britannia is active

Event button 547.png
Found a new state Church
  • Enable the Anglican.png Anglican religion
  • If religion is Catholicism Catholic:
    • Flag of The Papal State The Papal State gains opinion modifier “Upset the Pope” (−100, decaying by 2 per year for 10 years) towards this country
  • Change religion to Anglican.png Anglican
  • If country flag reformation_money is not set:
    • Gain Gold Icon.png ducats equal to 1 year of income
  • If capital is not a Center of reformation.png Center of Reformation:
    • Capital:
      • Change religion to Anglican.png Anglican
      • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
        • Local missionary strength.png −100% Local missionary strength
  • One random owned Catholicism Catholic province:
    • Change religion to Anglican.png Anglican
    • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
      • Local missionary strength.png −100% Local missionary strength
  • Gain country modifier “Religious Zeal” for 3650 days, giving:
    • Missionary strength vs heretics.png +10% Missionary strength vs heretics

Event trigger.pngEnabled if: DLC Rule Britannia.png Rule Britannia is active

Event button 547.png
Evangelise the new Church to the world!
  • Enable the Anglican.png Anglican religion
  • Change religion to Anglican.png Anglican
  • Capital, if it is a valid choice for an Anglican.png Anglican Center of reformation.png center of reformation, or otherwise one random owned province that is:[4]
    • Capital:
      • Change religion to Anglican.png Anglican
      • Create a Anglican.png Anglican Center of Reformation
      • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
        • Local missionary strength.png −100% Local missionary strength
  • One random owned Catholicism Catholic province:
    • Change religion to Anglican.png Anglican
    • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
      • Local missionary strength.png −100% Local missionary strength
  • Gain country modifier “Religious Zeal” for 3650 days, giving:
    • Missionary strength vs heretics.png +10% Missionary strength vs heretics
  • Lose Gold Icon.png ducats equal to 1 year of income
  • If religion is Catholicism Catholic:
    • Flag of The Papal State The Papal State gains opinion modifier “Upset the Pope” (−100, decaying by 2 per year for 10 years) towards this country
  • Every Catholic country whose capital is in France, Low Countries or Britain region:
    • Gain opinion modifier “Anglican Evangelism” (−50, decaying by 1 per year) towards this country
  • Gain country modifier “Anglican Evangelism” for 3650 days, giving:
    • Diplomatic reputation.png −3 Diplomatic reputation

Event trigger.pngEnabled if: Always enabled:

Event button 547.png
This sounds like a poor basis for a religion.
  • There will not be another opportunity to convert to Anglicanism.


All Anglican countries receive:[1]

  • Development cost.png −10% Development cost
  • Innovativeness gain +50% Innovativeness gain

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.

Action Church power.png Potential Available Effect
Divorce consort.png Divorce Consort 100
  • DLC Rights of Man.png Rights of Man is active
  • Government is Government monarchy.png monarchy
  • Government is not Iqta, Mamluk Government or Ottoman Government
  • Has a female consort
  • Does not have an heir
  • Is not the lesser partner in a personal union
  • Is not in a regency
The current consort is removed. (This does not end any royal marriages.)
Marry local noblewoman.png Marry Local Noblewoman 100
  • DLC Rights of Man.png Rights of Man is active
  • Government is Government monarchy.png monarchy
  • Government is not Iqta, Mamluk Government or Ottoman Government
  • Does not have a consort
  • Ruler is male
  • Is not the lesser partner in a personal union
  • Is not in a regency
Gain a random female consort from this country.
Dissolve monasteries.png Dissolve Monasteries 100 Has less than Gold Icon.png 1 000 000 ducats Gain Gold Icon.png ducats equal to 0.25 years of income.
Grant monopoly.png Grant Monopoly 100 Mercantilism.png Mercantilism is less than 100% Gain Mercantilism.png 1% mercantilism.
Progress of the Supreme Governor.png Progress of the Supreme Governor 200 Icon stability.png Stability is less than 3 Gain Icon stability.png 1 stability.

Muslim[edit]

All Islamic denominations use the Piety 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.png Mysticism (maxed at −100 piety):[5]

Morale of armies.png +10% Morale of armies
Missionary strength.png +3% Missionary strength
Fort defense.png +20% Fort defense

Legalism.png Legalism (maxed at +100 piety):[6]

Technology cost.png −10% Technology cost
National manpower modifier.png +20% National manpower modifier
National tax modifier.png +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.

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 Call on Religious Followers Manpower.png +2 Yearly manpower Piety−75 Piety
Enforce Faithful Adherence Enforce Faithful Adherence Corruption.png −2 Corruption Piety+75 Piety

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.

Muslim denominations[edit]

Note: On Local missionary strength.png 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 Islam Sunni
  • Cavalry.png +10% Cavalry ratio
  • Chance of new heir.png +100% Chance of new heir
Local missionary strength.png −2% Local missionary strength
  • Sunni Islam Amhadi
  • Sunni Islam Bektashi
  • Yazidi Yazidi
  • Zikri Zikri
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.
Shiite Islam Shia
  • Morale of armies.png+5% Morale of armies
  • Chance of new heir.png +100% Chance of new heir
Local missionary strength.png −2% Local missionary strength
  • Druze Druze
  • Hurufi Hurufi
  • Shiite Islam Zaidi
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 Islam Ibadi
  • Goods produced modifier.png+10% Goods produced modifier
  • Chance of new heir.png +100% Chance of new heir
Local missionary strength.png −2% Local missionary strength
  • Ibadi Islam Azraqi
  • Ibadi Islam Haruri
  • Ibadi Islam Najadat
  • Ibadi Islam Sufri
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]

There are 7 Islamic schools of law, each providing a bonus to the nation following it as well as affecting that nation's Icon diplomacy relations.png 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.

School Excludes Effect
Hanafi school Hanafi Shiite Islam Shia Administrative technology cost −5% Administrative technology cost
Hanbali school Hanbali Shiite Islam Shia Aggressive expansion impact.png −10% Aggressive expansion impact
Maliki school Maliki Shiite Islam Shia Development cost.png −10% Development cost
Shafi'i school Shafi'i Shiite Islam Shia Merchants.png +1 Merchant
School Excludes Effect
Ismaili school Ismaili Sunni Islam Sunni
  • Tab domestic government.png Based on government type, either:
  • Legitimacy.png +1% Yearly legitimacy
  • Horde unity +1% Yearly horde unity
  • Devotion.png +1% Yearly devotion
  • Republican tradition.png +0.5% Yearly republican tradition
Jafari school Jafari Sunni Islam Sunni Shock damage.png +10% Shock damage
Zaidi school Zaidi Sunni Islam Sunni Shock damage received.png −10% Shock damage received
Icon diplomacy relations.png Diplomatic effects

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:

  • Opinion.png +10 Same religious school
  • Opinion.png −25 Religious school relation
Invite a scholar Invite a Scholar

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 Time Icon.png 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.
  • Icon diplomacy relations.png +150 Relations with said nation
  • Piety−50 piety (if the school is excluded to the inviting nation's denomination).
  • Administrative power.png 50 Administrative power

It is possible to have only one foreign scholar at any given time. Inviting a scholar while one is already present will result in their replacement.

Eastern[edit]

Buddhist religions[edit]

Prior to patch 1.12 Theravada, Vajrayana and Mahayana were represented as a unified Buddhism.png Buddhist religion.

Karma[edit]

The Buddhist religions have a Karma 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]
Discipline.png +2.5% Discipline
Diplomatic reputation.png +2 Diplomatic reputation
Discipline.png +5% Discipline
Diplomatic reputation.png +1 Diplomatic reputation
Action Effect on current karma
Honoring an alliance +25
Releasing a vassal +1 per development of released vassal
Releasing nation in a a peace deal +1 per development of released nation
Returning a core +1 per development of returned core province
Converting a province +0.10 per development of converted province
Electing a new ruler when the current one could be re-elected in a Government republic.png republic +10
Having the current ruler die The karma slider will advance 25 points towards 0 karma, stopping there
Starting a war −10
Taking a province in a peace deal −1 per development of province taken
Re-electing the same ruler in a Government republic.png republic −10

There are also many events and decision which can affect the karma rating.

Theravada[edit]

Theravada icon
Like all Buddhist branches, Theravada stems from the teachings of Gautama Buddha in the 5th century BC. The followers of Theravada Buddhism rely on the Pali Canons for religious and legal guidance and emphasis is put on Monastic duties and reaching the status of Arhat or enlightenment.
In the game Theravada Buddhism is primarily practiced in Sri Lanka and South East Asia.

All Theravada countries receive:[1]

  • Advisor cost.png−10% Advisor cost
  • Tolerance heretic.png+2 Tolerance of heretics
  • Possible heresies: Zen

Vajrayana[edit]

Vajrayana icon
Also known as Tantric Buddhism or even Lamaism, Vajrayana is a branch of Buddhism where the goal of the adherents is to become a Bodhisattva through use of Tantric Techniques. It is believed enlightenment cannot be reached simply from lone study but must be taught by a teacher.
In the game Vajrayana Buddhism is primarily practiced in Tibet and to some degree on the North Asian Steppes.

All Vajrayana countries receive:[1]

  • Morale of armies.png+5% Morale of armies
  • Tolerance heretic.png+1 Tolerance of heretics
  • Possible heresies: Zen

Mahayana[edit]

Mahayana icon
Mahayana is the most widely practiced branch of Buddhism. The goal of its adherents is to achieve enlightenment, possibly even achieve Buddhahood.
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]

  • Tolerance heretic.png+2 Tolerance of heretics
  • Idea cost.png−5% Idea cost
  • Possible heresies: Zen

Confucian[edit]

Confucian icon
Confucianism is the term for the philosophies of 5th century BC philosopher Confucius and stresses personal development and the importance of good government.
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]

  • Tolerance heretic.png+2 Tolerance of heretics
  • Administrative technology cost−10% Administrative technology cost
  • Possible heresies: Taoist

Harmony[edit]

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:

Tolerance own.png −3 Tolerance of the true faith
Development cost.png +25% development cost
Legitimacy.png −1 Yearly legitimacy
Meritocracy.png −2 Yearly meritocracy

At 100% harmony a country receives:

Tolerance own.png +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.

Name Effect
Catholicism Christian group Stability cost modifier.png −5% Stability cost
Hinduism Dharmic group Tolerance own.png +1 Tolerance of the true faith
Sunni Islam Muslim group Trade efficiency.png +5% Trade efficiency
Animism Pagan group National unrest.png −0.5 National unrest
Shintoism Shinto Infantry combat ability.png +5% Infantry combat ability
Mahayana.png Mahayana Idea cost.png −7% Idea cost
Theravada.png Theravada Advisor cost.png −5% Advisor cost
Vajrayana.png Vajrayana Production efficiency.png +5% Production efficiency
Jewish.png Judaism Institution spread.png +15% Institution spread
Zoroastrianism.png Zoroastrianism Trade efficiency.png +10% Trade efficiency

Shinto[edit]

Shinto icon
Shintoism is the ancient ethnic religion of Japan which over the centuries have come to coexist with Confucianism and Buddhism on the Japanese islands.
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]

  • Morale of armies.png+10% Morale of armies
  • Possible heresies: Shugendo

All Shinto provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

Isolationism[edit]

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
  • Technology cost.png−5% Technology cost
  • Embracement cost.png−10% Embracement cost
1 Adaptive
  • Institution spread.png+10% Institution spread
  • Development cost.png −10% Development cost
2 Selective Integration
  • Idea cost.png−10% Idea cost
  • Construction cost.png−10% Construction cost
3 Isolationism
  • Culture conversion cost.png−15% Culture conversion cost
  • Missionaries.png+1 Missionary
4 Closed Doors
  • War exhaustion.png−0.03 Monthly war exhaustion
  • Stability cost modifier.png−15% Stability cost modifier

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:
  • did not have an incident in the last 30 years.
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 Colonialism Colonialism has been discovered.

The country:

  • did not have an incident in the last 30 years.
  • has at least 1 home port.

If playing with normal or historical nations setup

  • then Japan has encountered the West.[10]
  • else this country must have knowledge of a country from another continent.
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:
  • had the ‘Nanban Trade’ incident.
  • did not have an incident in the last 30 years.
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.
Spread of Christianity It is not the ‘Age of Discovery’.

The country:

  • did not have an incident in the last 30 years.
  • has knowledge of a Christian country.

If playing with normal or historical nations setup

  • then Japan has encountered the West.[10]
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 not the ‘Age of Discovery’.

The country:

  • did not have an incident in the last 30 years.
  • is not have the daimyo government.

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:

  • did not have an incident in the last 30 years.
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:
  • did not have an incident in the last 30 years.
  • has at least 1 home port.
  • has knowledge of at least 1 country that:
    • has at least 1 home port.
    • is not Shinto.
  • has at least 1 neighbor.
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:
  • did not have an incident in the last 30 years.
  • has embraced Global Trade.png ‘Global Trade’.
  • has at least 2 cities.
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]

Hindu icon
Hinduism is the term for a wide range of polytheistic Indian traditions with a common pantheon.
One of the oldest religions in the game, Hinduism primarily exists in India and parts of South East Asia, where it has been losing ground to Buddhism and Islam.

All Hindu nations receive:[1]

  • Tolerance own.png+1 Tolerance of the True Faith
  • Tolerance heathen.png+1 Tolerance of heathens
  • Possible heresies: Bhaktis

With the Wealth of Nations.png 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:

Hindu Deity Shiva Shiva:
  • Core-creation cost.png−10% Core creation cost
  • Aggressive expansion impact.png−5% Aggressive expansion impact
Ganesha.png Ganesha:
  • Diplomatic reputation.png+1 Diplomatic reputation
  • Improve relations.png+20% Improve relations
Hindu Deity Surya Surya:
  • National tax modifier.png+10% National tax modifier
  • Trade efficiency.png+10% Trade efficiency
Ganga.png Ganga:
  • Construction cost.png−10% Build cost
  • Interest per annum.png−0.25 Interest per annum
Hindu Deity Shakti Shakti:
  • Discipline.png+5% Discipline
  • Siege ability.png+5% Siege ability
Vishnu.png Vishnu:
  • Missionary strength.png+2% Missionary strength
  • Fort defense.png+20% Fort defense

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]

Sikh icon
Sikhism is the faith founded by Guru Nanak around the turn of the 16th century in the Punjab. A monotheistic religion, Sikhism was born in an area where Islam and Hinduism mixes but is in many ways unlike either.
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]

  • Morale of armies.png+10% Morale of armies
  • Military technology cost−10% Military technology cost
  • Possible heresies: Masandis

All Sikh provinces receive:

  • Local missionary strength.png−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.

Guru (Event) Year Effect
Guru Angad 1539 Technology cost.png −5% Technology cost
Guru Amar Das 1552
  • Missionary strength.png +2% Missionary strength
  • National unrest.png −2 National unrest
Guru Ram Das 1574 Stability cost modifier.png −10% Stability cost modifier
Guru Arjan 1581 Diplomatic technology cost −5% Diplomatic technology cost
Guru Hargobind 1606 Discipline.png +5% Discipline
Guru Har Rai 1644 Diplomatic reputation.png +1 Diplomatic Reputation
Guru Har Krishan 1661
  • Diplomatic relations.png −1 Diplomatic relations
Guru Tegh Bahadur 1665 Tolerance heretic.png +4 Tolerance of heretics
Guru Gobind Singh 1675
  • Discipline.png +5% Discipline
  • Religious unity.png +20% Religious unity
Guru Granth Sahib 1708
  • State maintenance.png -15% State maintenance
  • Missionaries.png +1 Missionary

Or

  • +50% Drill gain modifier

Pagan[edit]

Animist[edit]

Animist icon
Animism is the belief that the world is habited by a number of supernatural spiritual beings without any separation of the mundane and spiritual worlds. Spirits may inhabit anything from mountains to lightning depending on the location of the worshippers.
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]

  • Tolerance own.png +1 Tolerance of the true faith
  • National unrest.png −1 National unrest
  • Possible heresies: Snake Clan

All Animist provinces receive

  • Local missionary strength.png +2% Local missionary strength[11]

Fetishist[edit]

Fetishist icon
Fetishism covers a very wide range of indigenous African religions. These religions often feature a veneration for ancestors, use of magic and traditional medicine.
In the game most of Africa is classified as Fetishist.

All Fetishist nations receive:[1]

  • Tolerance heathen.png +2 Tolerance of heathens
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Possible heresies: Goat Skull

All Fetishist provinces receive:

  • Local missionary strength.png +2% Local missionary strength [11]

Cults[edit]

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]

Cult Unlocked by interaction with Bonus
Cult Buddhadharma.png Buddhadharma Buddhism Development cost.png −10% Development cost
Cult Christianity.png Christianity Christianity Trade power.png +25% Domestic trade power
Cult Enkai.png Enkai Fetishist (Madagascar) Manpower recovery speed.png +15% Manpower recovery speed
Cult Waaq.png Waaq Fetishist (Madagascar) National unrest.png −2 National unrest
Cult Zanahary.png Zanahary Fetishist (Madagascar) Icon war exhaustion.png −0.05 War exhaustion
Cult Cwezi.png Cwezi Fetishist (Southern Africa) Improve relations.png +20% Improve relations
Cult Mlira.png Mlira Fetishist (Southern Africa) Tolerance own.png +2 Tolerance of the true faith
Cult Mwari.png Mwari Fetishist (Southern Africa) Discipline.png +2.5% Discipline
Cult Nyame.png Nyame Fetishist (Western Africa) Diplomatic reputation.png +1 Diplomatic reputation
Cult Roog.png Roog Fetishist (Western Africa) Land attrition.png −15% Land attrition
Cult Yemoja.png Yemoja Fetishist (Western Africa) Naval maintenance modifier.png −15% Naval maintenance modifier
Cult Sanatana Dharma.png Sanatana Dharma Hindu Goods produced modifier.png +10% Goods produced modifier
Cult Teotl.png Teotl Inti/Nahuatl/Mayan Morale of armies.png +5% Morale of armies
Cult Islam.png Islam Islam Institution spread.png +10% Institution spread
Cult Haymanot.png Haymanot Jewish Advisor cost.png −10% Advisor cost
Cult Freyja.png Freyja Norse Tolerance heathen.png +2 Tolerance of heathens
Cult Mazdayasna.png Mazdayasna Zoroastrian Merchants.png +2 Merchants

Totemist[edit]

Totemist icon
Totemistic belief teaches that every individual has a spiritual kinship with an animal, the totem. Those who share a totem animal form clans, and consider one-another family.
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]

  • Tolerance own.png +1 Tolerance of the true faith
  • National unrest.png −1 National unrest
  • Possible heresies: Bear Spirit

All Totemist provinces receive:

  • Local missionary strength.png +2% Local missionary strength[11]

Tengri[edit]

Tengri icon
Tengri is the chief deity of one of the oldest Turkic or Mongol Shamanist religions.
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]

  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
  • Regiment cost.png −20% Regiment cost
  • Possible heresies: Old Tengri

Secondary religion[edit]

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 Prestige.png 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

Catholicism Catholic:
  • Possible advisors.png +1 Possible advisors
  • Diplomatic reputation.png +1 Diplomatic reputation
Protestantism Protestant:
  • Idea cost.png −10% Idea cost
Reformed.png Reformed:
  • National unrest.png −1 National unrest
  • Advisor cost.png −10% Advisor cost
Orthodoxy Orthodox:
  • Global settler increase.png +10 Global settler increase
  • Tolerance own.png +1 Tolerance of the true faith
Coptic.png Coptic:
  • Local defensiveness.png +10% Defensiveness
  • Siege ability.png +10% Siege ability
Anglican.png Anglican
  • Idea cost.png −10% Idea cost

Muslim religions

Sunni Islam Sunni:
  • Trade efficiency.png +10% Trade efficiency
  • Chance of new heir.png +100% Chance of new heir
Shiite Islam Shia:
  • Morale of armies.png +5% Morale of armies
  • Advisor cost.png −10% Advisor cost
Ibadi Islam Ibadi:
  • Advisor cost.png −10% Advisor cost
  • Ship costs.png −10% Ship cost

Eastern religions

Theravada.png Theravada:
  • Development cost.png −10% Development cost
  • Diplomat.png +1 Diplomats
Vajrayana.png Vajrayana:
  • Tolerance own.png +1 Tolerance of the true faith
  • Horde unity +1 Yearly horde unity
Mahayana.png Mahayana:
  • National tax modifier.png +10% National tax modifier
  • Tolerance heathen.png +2 Tolerance of heathens
Confucianism Confucian:
  • Stability cost modifier.png −10% Stability cost modifier
  • Administrative technology cost −10% Administrative technology cost
Shintoism Shinto:
  • National unrest.png −1 National unrest
  • Discipline.png +5% Discipline

Dharmic religions

Hinduism Hindu:
  • Tolerance heretic.png +1 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
Sikhism Sikh:
  • National unrest.png −1 National unrest
  • Morale of armies.png +5% Morale of armies

Pagan religions

Animism Animist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Fetishist Fetishist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Totemism Totemist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Inti.png Inti:
  • Tolerance own.png +1 Tolerance of the true faith
  • Autonomy.png −0.05 Monthly autonomy change
Nahuatl.png Nahuatl:
  • Razing power gain +20% Razing power gain
  • Morale of armies.png +5% Morale of armies
Mayan.png Mayan:
  • Stability cost modifier.png −10% Stability cost modifier
  • Possible advisors.png +1 Possible advisors
Norse.png Norse:
  • Mercenary maintenance.png −10% Mercenary maintenance
  • Galley combat ability.png +20% Galley combat ability

Jewish religions

Jewish.png Jewish:
  • Advisor cost.png −10% Advisor cost
  • Possible advisors.png +1 Possible advisors

Zoroastrian religions

Zoroastrianism.png Zoroastrian:
  • Merchants.png +1 Merchants
  • Tolerance own.png +1 Tolerance of the true faith

Note: If you use the Converter, you will be able to use other religions as your secondary one.

Norse[edit]

Norse icon
Norse religion is the polytheistic traditional belief system of the Scandinavian peoples.
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]

  • Land force limit modifier.png +10% Land force limit modifier
  • Naval force limit modifier.png +10% Naval force limit modifier
  • Possible heresies: Old Norse

All Norse provinces receive:

  • Local missionary strength.png +2% Local missionary strength[11]

With the Wealth of Nations.png 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:

Freya.png Freya:
  • National tax modifier.png +10% National tax modifier
  • National manpower modifier.png +10% National manpower modifier
Tor.png Tor:
  • Land leader shock.png +1 Land leader shock
  • Local defensiveness.png +10% Fort defense
Odin.png Odin:
  • Core-creation cost.png −10% Core-creation cost
  • Horde unity +0.1 Yearly horde unity
  • Legitimacy.png +0.1 Yearly legitimacy
Tyr.png Tyr:
  • National sailors modifier.png +10% National sailors modifier
  • Discipline.png +5% Discipline
Njord.png Njord:
  • Trade efficiency.png +10% Trade efficiency
  • Goods produced modifier.png +10% Goods produced modifier
Snotra.png Snotra:
  • Construction cost.png −10% Construction cost
  • Technology cost.png −5% Technology cost

Mesoamerican and South American religions[edit]

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.png 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.png institutions that the bordering province had.

Inti[edit]

Inti icon
Inti religion covers a wide range of disparate Andean faiths with many common features. Inti itself is the name of the sun god that the Inca empire promoted over all the other local Huacas.
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]

  • Tolerance own.png +1 Tolerance of the true faith
  • Autonomy.png −0.05 Monthly autonomy change
  • Possible heresies: Huaca Worshippers

All Inti provinces receive:

  • Local missionary strength.png +2% Local missionary strength[11]

Each point of authority gives:[12]

Stability cost modifier.png −0.1% Stability cost modifier
National unrest.png −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 Icon stability.png stability, no rebel-controlled provinces, and owns at least 10 Province icon.png 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: Manpower recovery speed.png +10% Manpower recovery speed
  • Yana Lords: Morale of armies.png +10% Morale of armies
  • Reform the Cult of Inti: Legitimacy.png +0.5 Yearly legitimacy, Devotion.png +0.5 Yearly devotion
  • Expanded Mitma Policy: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −10% Core creation cost

When the last reform is passed and the country borders a nation that has embraced Feudalism.png 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]

Mayan icon
Mayan religion covers a range of Mesoamerican polytheistic traditions inherited from the older Mayan civilizations. While the names differ the pantheon and many traditions are quite similar to the Nahuatl religion.
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.png overextension, positive Icon stability.png stability, and own at least 20 Province icon.png 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]

  • Tolerance own.png +1 Tolerance of the true faith
  • Possible advisors.png +1 Possible advisors
  • Possible heresies: Tenocelome

All Mayan provinces receive:

  • Local missionary strength.png +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.png 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: Land maintenance modifier.png −10% Land maintenance modifier
  • Central Arbitration: National unrest.png −2 National unrest
  • Central Armories: Infantry combat ability.png +10% Infantry combat ability
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −20% Core creation cost

Nahuatl[edit]

Nahuatl icon
Nahuatl religion is a range of Mesoamerican polytheistic traditions. While the Pantheon and many concepts are quite similar to the Mayan religion the Nahuas or Aztecs assign a much higher importance on the need for human sacrifice in order to survive each new cosmic cycle.
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]

  • National unrest.png −2 National unrest
  • Morale of armies.png +10% Morale of armies
  • Possible heresies: Tenocelome

All Nahuatl provinces receive:

  • Local missionary strength.png +2% Local missionary strength[11]

Each point in Doom gives:[13]

Technology cost.png +0.5% Technology cost
Idea cost.png +0.2% Idea cost
Aggressive expansion impact.png −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
    • Sacrificing a subject's ruler raises the subject's Liberty desire.png liberty desire by +25.
    • Sacrificing a subject's heir raises the subject's Liberty desire.png liberty desire by +20.

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 Icon stability.png stability, and less than 50 Doom. When enacted, Doom will increase by 25, Icon stability.png 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: War exhaustion.png −0.05 Monthly war exhaustion
  • Extend Pochteca Obligations: Diplomatic relations.png +1 Diplomatic relations
  • Warrior Ranks: Discipline.png +5% Discipline
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Legal Reform: Stability cost modifier.png −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.png Feudalism. This brings the country up to 80% of that nation's technology level and it also permanently disables the Doom mechanic.

Jewish[edit]

Jewish icon
The oldest Abrahamic religion in the game, Judaism builds upon the Torah and the traditions and scriptures of the Jewish people going back over 3000 years.
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]

  • Tolerance own.png+2 Tolerance of the true faith
  • Possible advisors.png+1 Possible advisors
  • Possible heresies: Samaritan, Karaite

All Jewish provinces receive:

  • Local missionary strength.png−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]

Zoroastrian icon
Zoroastrian religion is the traditional faith of the Iranian peoples and the old Persian Empire. Zoroastrians are monotheists and follow the teachings of the prophet of Zoroaster.
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]

  • Tolerance own.png+2 Tolerance of the true faith
  • Trade efficiency.png+10% Trade efficiency
  • Possible heresies: Mazdaki, Manichean

All Zoroastrian provinces receive:

  • Local missionary strength.png−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]

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.

Denomination Group Heresy (of) Description
lBogomilist Bogomilist Christian Orthodox Bogomilism is an originally Orthodox Christian heresy with Gnostic elements that completely rejects the ecclesiastical hierarchy and advocates a return to early Christianity. Bogomilists believe that the world was created by an evil demiurge - the Devil.
Cathar Cathar Christian Catholic The Cathar, or Albigensian, heresy rejects confession and the holiness of the clergy and of the Pope. They only have a single sacrament - the Consolation - to remove sin and turn the believer into a Cathar 'Perfect'.
Fraticelli Fraticelli Christian Catholic The Fraticelli, or 'Little Brethren', is a Catholic heresy that originated in the Franciscan Order of monks. It is devoted to poverty and asceticism - especially for men of the cloth. Fraticelli heretics are violently opposed to Church wealth and displays of opulence.
Iconoclast Iconoclast Christian Orthodox The Iconoclast heresy plagued the Byzantine Empire in multiple waves. Iconoclasts believe that religious images - icons and depictions of holy figures in particular - are a form of idolatry and must not be allowed. In their heyday, iconoclasts destroyed innumerable such decorations and icons, sometimes even urged on by Iconoclast Emperors.
Lollard Lollard Christian Catholic Lollard heretics are opposed to perceived corruption within the Catholic Church. Like many Catholic heresies, they loathe the wealth and ostentation of the clergy and advocate a return to a more original form of Christianity.
Messalian Messalian Christian Nestorian The Messalians, or Euchites ("Those who Pray"), are a heretical Christian sect that originated in Mesopotamia, influenced by dualistic faiths like Zoroastrianism. Messalians believe that God can be perceived by the carnal senses, and that this perception is necessary to reach perfection. Each person is born with an inner demon, and only intense prayer can drive it out. They also believe that Lucifer is the elder son of God and a force for good, and that incest is sacred since it was practiced by the children of Adam and Eve. They have no formal rites and no strict church hierarchy.
Monophysite Monophysite Christian Miaphysite Monophysitism is an early Christian heresy which states that Christ had but a single nature. This is the opposite of the Nestorian position where Christ has two separate natures - one divine and one human.
Monothelite Monothelite Christian Orthodox Monothelitism is a Christological doctrine that was declared heretical in 681. Monothelites attempted to develop the Miaphysite and Monophysite stance on the single nature of Christ by saying he had both a human and a divine nature but only a single will. The nominal head of the Monothelite Church is the Monothelite Patriarch of Antioch.
Nestorian Nestorian Christian Nestorianism is an early Christian branch which states that Christ has two separate natures - one divine and one human. This is the opposite of the Monophysite position where Christ has but a single nature. The nominal head of the Nestorian Church is the Patriarch of the East.
Paulician Paulician Christian Orthodox Paulicianism is Christian Gnostic heresy influenced by Manichaeism, originating in Armenia.
Waldensian Waldensian Christian Catholic Originally a reform movement within the Catholic church, Waldensian heretics are anti-clerical and advocate a return to vows of poverty. They are opposed to capital punishment and believe that laymen can also administer the sacraments.
Druze Druze Muslim Shia The Druze religion originated in the Ismaili sect of Shi'a Islam, but has many features of gnosticism, neoplatonism in addition to the Abrahamic religions.
Hurufi Hurufi Muslim The Hurufi faith is a mystical, kabbalistic, Sufi sect within Islam.
Kharijite Kharijite Muslim Ibadi The Kharijites are a branch of Islam that was marginalized and repressed early in the 7th century. They believe that any unrepentant sinner is a Kafir, also rejecting the notion of infallibility of the Caliphs.
Yazidi Yazidi Muslim Sunni Yazidis believe that God created the world and left seven angels in charge, the chief of whom is the Peacock Angel, Malek Taus or Shaytan, a being usually identified by Christians and Muslims as Satan.
Zikri Zikri Muslim Sunni Zikris are the followers of the Imam Akhar Zaman Hazrat Syed Muhammad Jaunpuri (Imam Mehdi.)
Hellenic Hellenic Pagan The Hellenistic religion is polytheistic, with a pantheon of twelve major gods including Jupiter, Mars, Mercury, Venus, Minerva and Vesta. It originated in ancient Greece and with the conquests of Alexander the Great and the Roman Empire, it would go on to become the dominant religion in the Mediterranean world until the rise of Christendom.
Romuva Romuva Pagan The reformed Baltic faith has a Holy Book with a creation myth, chapters on the gods and a book of prophesies. The church also has a standardized liturgy and a formal church hierarchy led by the High Priest of Dievs.
Slavic Slavic Pagan The reformed Slavic faith has a Holy Book with a creation myth, chapters on the gods and a book of prophesies. The church also has a standardized liturgy and a formal church hierarchy led by the High Priest of Perun.
Suomenusko Suomenusko Pagan The reformed Finnish faith has a Holy Book with a creation myth, chapters on the gods and a book of spells and mysteries. The church also has a standardized liturgy and a formal church hierarchy led by the High Priest of Ukko.
Zunist Zunist Pagan Zun, the Sun-God and Giver of Justice, embodies wisdom, power, fire and the light that drives away the night. The reformed Zun faith has a Holy Book detailing things such as the creation myths and outlining church doctrine, as well as a standardized liturgy and a formal church hierarchy led by the High Priest.
Jainism Jainism Dharmic Jainism is a religion of incredible antiquity, stemming from the ascetic Sramana tradition of India, in opposition to the priestly Brahmins and the caste system. The guiding principle of Jainism is Ahimsa - non-violence - which is more radically interpreted than in any other religion.
Karaite Karaite Jewish Jewish Karaite Judaism is a Jewish movement characterized by the recognition of the Tanakh alone as its supreme legal authority in Jewish religious law and theology. In this it is distinct from mainstream Rabbinic Judaism. Karaites maintain that all of the divine commandments handed down to Moses by God were recorded in the written Torah, without additional Oral Law or explanation.
Samaritan Samaritan Jewish Jewish Samaritanism is an Abrahamic religion closely related to Judaism. Samaritans assert their worship is the true religion of the ancient Israelites prior to the Babylonian Exile, preserved by those who remained in the Land of Israel, as opposed to Judaism, which they assert is a related but altered and amended religion.
Khurmazta Khurmazta Zoroastrian Zoroastrian Khurmazta (Zarvana) is syncretic form of Zoroastrianism which was practiced among the Sogdians. It mixes Zoroastrianism with Hinduism, Buddhism and various pagan religions. Aside from Khurmazta, lesser deities such as Weshparkar, God of Wind, are worshipped and made offerings, usually in form of small statues.
Manichean Manichean Zoroastrian Zoroastrian Manichaeism is a Gnostic religion which incorporates elements of Christianity, Zoroastrianism, Buddhism and Gnosticism.
Mazdaki Mazdaki Zoroastrian Zoroastrian Mazdak was a Zoroastrian priest who claimed to be a prophet of Ahura Mazda. He attempted to reform the religion with Gnostic elements, and advocated communal possessions and welfare programs.

Effects[edit]

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 Tengri for syncretism and Confucianism 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.png 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 Tengri Syncretic Notes
lBogomilist Bogomilist Christian
  • Morale of armies.png +10% Morale of armies
  • Stability cost modifier.png −10% Stability cost
  • Local missionary strength.png −2% Local missionary strength
  • Local unrest.png −1 Local unrest
  • Stability cost modifier.png −10% Stability cost
  • Tolerance own.png +1 Tolerance of the true faith
  • Mechanic: Church power.png Church aspects
  • Opinion.png Halved relations penalty from other Christian denominations
Cathar Cathar Christian
  • Stability cost modifier.png −10% Stability cost
  • Tolerance own.png +2 Tolerance of the true faith
  • Advisor.png +1 Advisors
  • Corruption.png −0.1 Yearly corruption
  • Mechanic: Church power.png Church aspects
  • Imperial authority.png Can cause religious leagues to form in the HRE.
  • General.png Can recruit female generals and has increased chance of female advisors.
Fraticelli Fraticelli Christian
  • Tolerance own.png +2 Tolerance of the true faith
  • Legitimacy.png +1 Yearly legitimacy
Local tax modifier.png −10% Local tax modifier
  • Tolerance own.png +1 Tolerance of the true faith
  • Legitimacy.png +1 Yearly legitimacy
  • Mechanic:Papal influence.png Papal influence
Iconoclast Iconoclast Christian
  • Tolerance own.png +4 Tolerance of the true faith
  • Tolerance heretic.png −2 Tolerance of heretics
Local missionary strength.png −1% Local missionary strength
  • Missionary strength.png +1% Missionary strength
  • Razing power gain +20% Razing power gain
  • Mechanic: Patriarch authority.png Patriarch authority
  • Opinion.png Halved relations penalty from other Christian denominations
Lollard Lollard Christian
  • Stability cost modifier.png −20% Stability cost
  • Tolerance own.png +2 Tolerance of the true faith
Local tax modifier.png −10% Local tax modifier Stability cost modifier.png −20% Stability cost
Messalian Messalian Christian
  • Chance of new heir.png +100% Chance of new heir
  • Missionary strength.png +1% Missionary strength
Local missionary strength.png −1% Local missionary strength
  • Missionary strength.png +1% Missionary strength
  • Regiment cost.png −10% Regiment cost
  • Mechanic: Monthly fervor increase.png Fervor
  • Opinion.png Halved relations penalty from other Christian denominations
  • General.png Can recruit female generals and has increased chance of female advisors.
Monophysite Monophysite Christian
  • National tax modifier.png +10% National tax modifier
  • Tolerance own.png +2 Tolerance of the true faith
Local missionary strength.png −2% Local missionary strength National tax modifier.png +25% National tax modifier
  • Mechanic: Patriarch authority.png Patriarch authority
  • Opinion.png Halved relations penalty from other Christian denominations
Monothelite Monothelite Christian
  • Autonomy.png −0.05 Monthly autonomy change
  • Tolerance own.png +2 Tolerance of the true faith
Local missionary strength.png −1% Local missionary strength
  • Autonomy.png −0.05 Monthly autonomy change
  • Tolerance own.png +1 Tolerance of the true faith
  • Mechanic: Patriarch authority.png Patriarch authority
  • Opinion.png Halved relations penalty from other Christian denominations
Nestorian Nestorian Christian
  • Administrative technology cost −10% Administrative technology cost
  • Tolerance own.png +2 Tolerance of the true faith
Local missionary strength.png −1% Local missionary strength
  • Administrative technology cost −10% Administrative technology cost
  • Tolerance own.png +1 Tolerance of the true faith
  • Mechanic: Patriarch authority.png Patriarch authority
  • Opinion.png Halved relations penalty from other Christian denominations
Paulician Paulician Christian
  • Stability cost modifier.png −20% Stability cost
  • Tolerance heathen.png +2 Tolerance of heathens
Local missionary strength.png −1% Local missionary strength
  • Mercenary maintenance.png −10% Mercenary maintenance
  • Regiment cost.png −10% Regiment cost
Mechanic: Patriarch authority.png Patriarch authority
Waldensian Waldensian Christian
  • Technology cost.png −10% Technology cost
  • Tolerance heretic.png +2 Tolerance of heretics
  • National unrest.png −1 National unrest
  • Technology cost.png −10% Technology cost
Druze Druze Muslim
  • Chance of new heir.png +100% Chance of new heir
  • Diplomatic technology cost −10% Diplomatic technology cost
  • Tolerance heretic.png −1 Tolerance of heretics
Local missionary strength.png −2% Local missionary strength
  • Diplomatic technology cost −10% Diplomatic technology cost
  • Diplomat.png +1 Diplomats
Mechanic: Piety Piety
Hurufi Hurufi Muslim
  • Chance of new heir.png +100% Chance of new heir
  • Diplomatic relations.png +2 Diplomatic relations
Local missionary strength.png −1% Local missionary strength
  • Stability cost modifier.png −10% Stability cost
  • Diplomatic relations.png +1 Diplomatic relations
Mechanic: Piety Piety
Kharijite Kharijite Muslim
  • Chance of new heir.png +100% Chance of new heir
  • Improve relations.png +20% Improve relations
Local missionary strength.png −2% Local missionary strength
  • Improve relations.png +10% Improve relations
  • Advisor cost.png −10% Advisor cost
Mechanic: Piety Piety
Yazidi Yazidi Muslim
  • Advisor.png +1 Possible Advisors
  • Tolerance own.png +3 Tolerance of the true faith
  • Missionary strength.png −1% Missionary strength
  • Tolerance heathen.png −1 Tolerance of heathens
  • Tolerance heretic.png −1 Tolerance of heretics
Local missionary strength.png −1% Local missionary strength
  • Advisor.png +1 Advisors
  • Tolerance own.png +2 Tolerance of the true faith
Mechanic: Patriarch authority.png Patriarch authority
Zikri Zikri Muslim
  • Chance of new heir.png +100% Chance of new heir
  • Institution spread.png +15% Institution spread
Local missionary strength.png −2% Local missionary strength
  • Chance of new heir.png +100% Chance of new heir
  • Institution spread.png +15% Institution spread
Mechanic: Piety Piety
Bön Bön Pagan
  • Tolerance heretic.png +1 Tolerance of heretics
  • Shock damage received.png −10% Shock damage received
  • Local defensiveness.png +10% Local defensiveness
  • Legitimacy.png +1 Legitimacy
  • Shock damage received.png −10% Shock damage received
Mechanic: High karma Karma
Hellenic Hellenic Pagan
  • Development cost.png −10% Development cost
  • Tolerance own.png +1 Tolerance of the true faith
Development cost.png −10% Development cost
Romuva Romuva Pagan
  • Fort maintenance.png −10% Fort maintenance
  • Tolerance own.png +1 Tolerance of the true faith
  • Local defensiveness.png +10% Local defensiveness
  • Local missionary strength.png −2% Local missionary strength
  • Fort maintenance.png −10% Fort maintenance
  • Shock damage received.png −10% Shock damage received
Slavic Slavic Pagan Culture conversion cost.png −15% Culture conversion cost Local manpower modifier.png +10% Local manpower modifier
  • Advisor.png +1 Advisors
  • Manpower recovery speed.png +10% Manpower recovery speed
Suomenusko Suomenusko Pagan
  • Fort defense.png +10% Fort defense
  • Max promoted cultures.png +1 Max promoted cultures
  • Fort defense.png +10% Fort defense
  • Max promoted cultures.png +1 Max promoted cultures
Zunist Zunist Pagan
  • Attrition for enemies.png +1 Attrition for enemies
  • Tolerance own.png +3 Tolerance of the true faith
  • Attrition for enemies.png +1 Attrition for enemies
  • Tolerance own.png +3 Tolerance of the true faith
Jainism Jainism Dharmic
  • Religious unity.png +50% Religious unity
  • Tolerance heathen.png +2 Tolerance of heathens
  • Tolerance heretic.png +2 Tolerance of heretics
Local missionary strength.png +2% Local missionary strength Religious unity.png +75% Religious unity
Karaite Karaite Jewish
  • Idea cost.png −10% Idea cost
  • Number of states.png +5 States
  • Tolerance heathen.png −2 Tolerance of heathens
  • Local missionary strength.png −1% Local missionary strength
  • Local tax modifier.png +2% Local tax modifier
  • Morale of armies.png +5% Morale of armies
  • National unrest.png −1 National unrest
Samaritan Samaritan Jewish
  • Administrative technology cost −5% Administrative technology cost
  • Advisor cost.png −15% Advisor cost
  • Tolerance heathen.png −2 Tolerance of heathens
  • Local missionary strength.png −1% Local missionary strength
  • Local tax modifier.png +2% Local tax modifier
Advisor cost.png −15% Advisor cost
Khurmazta Khurmazta Zoroastrian
  • National tax modifier.png +10% National tax modifier
  • Stability cost modifier.png −10% Stability cost
  • National tax modifier.png +10% National tax modifier
  • Stability cost modifier.png −10% Stability cost
Manichean Manichean Zoroastrian
  • Tolerance heathen.png +2 Tolerance of heathens
  • Legitimacy.png +1 Yearly legitimacy
  • Missionary strength.png +1% Missionary strength
  • Tolerance heathen.png +2 Tolerance of heathens
Mazdaki Mazdaki Zoroastrian
  • National unrest.png −3 National unrest
  • Tolerance heretic.png +1 Tolerance of heretics
  • Tolerance heathen.png +1 Tolerance of heathens
  • National tax modifier.png −15% National tax modifier
  • National unrest.png −1 National unrest
  • Tolerance heretic.png +1 Tolerance of heretics
Harmonized religions

Additional effects are granted from harmonized religions (these are the same as for EU4 religions):

Name Effect
Catholicism Christian group Stability cost modifier.png −5% Stability cost
Hinduism Dharmic group Tolerance own.png +1 Tolerance of the true faith
Sunni Islam Muslim group Trade efficiency.png +5% Trade efficiency
Animism Pagan group National unrest.png −0.5 National unrest
Shintoism Shinto Infantry combat ability.png +5% Infantry combat ability
Mahayana.png Mahayana Idea cost.png −7% Idea cost
Theravada.png Theravada Advisor cost.png −5% Advisor cost
Vajrayana.png Vajrayana Production efficiency.png +5% Production efficiency
Jewish.png Judaism Institution spread.png +15% Institution spread
Zoroastrianism.png Zoroastrianism Trade efficiency.png +10% Trade efficiency

References[edit]

  1. 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. 2.0 2.1 2.2 2.3 2.4 2.5 This means that these provinces are harder to convert.
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Patriarch Authority (national) and Static modifiers#Patriarch Authority (local)).
  4. 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.
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mysticism).
  6. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Legalism).
  7. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Low Karma).
  8. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Neutral Karma).
  9. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#High Karma).
  10. 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. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 This means that these provinces are easier to convert.
  12. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Authority).
  13. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Doom).
Province mechanics
Management CapitalCoreCultureReligionRebellionAutonomyList of provinces
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