Additional denominations
- See also: Religion
Dharmic[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.34. |
Hindu [edit | edit source]

One of the oldest religions in the game, Hinduism primarily exists in India and parts of South East Asia, where it has been losing ground to Buddhism and Islam.
All Hindu nations receive:
+1 Tolerance of the True Faith
+1 Tolerance of heathens
+20% Brahmins influence with the
Dharma DLC
With the Wealth of Nations DLC, Hindu rulers are allowed to pick their deity through the Religion screen. This choice lasts for the life of the ruler or until an event changes it. All Hindu rulers have unique special event paths that allow them to improve the ruler's base Monarch power generation as well as other positive effects.
Each deity also grants two bonuses to the nation:
Deity | Effects | Description |
---|---|---|
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Ganesha is the god of knowledge and beginnings, the Lord of Obstacles. | |
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Ganga is the goddess of the sacred river, Ganges, who purifies and redeems. | |
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Shakti is the goddess of power and dynamic energy. | |
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Shiva is the god of transformation through destruction and the Lord of Dance. | |
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Surya is the god of the sun, courage and will. | |
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Vishnu is the all-pervading god who sustains the world. | |
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The founder of the Buddhist faith. Buddhist ideas continue to have a significant place within our practice of Hinduism.
Has completed |
A Hindu Republic chooses a new deity every time a new leader is elected (3–9 years depending on republic type and choice). Such countries can rapidly change their status to adjust to game circumstances.
Heretic Rebels may be named:
- Bhaktis
Sikh [edit | edit source]

No province or country starts with Sikh religion in the game but it will likely appear some decades from the start.
Sikhism can appear by event from 1480 in a cluster of up to three provinces each of which either is Hindu and borders a Muslim province, or vice versa. It is more likely to appear in Panjabi-culture provinces and Doaba in particular. After 1515, it can appear from time to time in individual provinces in northern Indian, Tibetan, Mashriq and Arabia regions at different times up to 1550. The event will convert up to 3 provinces and give religious zeal
All Sikh nations receive:
All Sikh provinces receive:
−1% Local missionary strength[1]
Sikh gurus[edit | edit source]
- Main article: Sikh events
Nations following the Sikh faith gain access to events related to the succession of Sikh Gurus. During each Guru's "reign" the country gets access to 3 predetermined teachings. You can choose one of each of the Guru's teachings to get its modifier. Up to six teachings can be active at a time. Choosing one costs 50 monarch power in the corresponding category ( 50 administrative power for the first,
50 diplomatic power for the second and
50 military power for the third).
Every active teaching reduces missionary strength by −1%; taking all teachings therefore reduces missionary strength by −6%. Teachings can be removed, which removes the penalty on missionary strength, but doesn't repay the invested monarch power.
Heretic rebels may be named:
- Masandis
Other denominations[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.34. |
A few additional religions exist at the start date of 1444 that do not fit into any of the other main religious groups. These include Judaism and Zoroastrianism, both of which are confined to a small number of provinces at the start date with no nation having them as their state religion. They can, however, be played through releasing vasals, by going bankrupt while only owning provinces of that religion, or through the use of the custom nation designer. While a few unique decisions and events exist for nations of these religions, they are far less fleshed out than the more major religions in the game, such as the Catholic and Sunni faiths.
Jewish [edit | edit source]

By the start of the game the Jewish faith is a minority faith in most of the world and only exist in the small provinces of Semien and Dembiya in Ethiopia.
All Jewish countries receive:
All Jewish provinces receive:
-2% Local missionary strength[1]
NB: Semien and Dembiya, owned by Ethiopia in 1444, are the only Jewish provinces at the start of the campaign. The event "Surge of Sephardic Migrants" can generate the religion in the Selanik province. The religion may also appear as a Jewish Tribal Kingdom as part of a scenario in the RNW.
With the Origins expansion active, Judaism uses Church Power (but called "Faith Power"). Faith Power accumulates over time and can be used to acquire up to three (3) Torah aspects, respectively Administrative, Diplomatic and Military Torah Aspects. Additionally, Faith power can be spent to celebrate Festivals.
Each Torah aspect provides permanent modifiers added to that country's particular version of Judaism. A country can have 3 Torah aspects active at the same time. Faith Power can be used to trade in an existing aspect for a new one. Gaining an aspect or replacing one with another costs 100 Faith Power and up to a maximum of 200 Faith Power can be stored, allowing the player to swap two aspects in quick succession if needed.
The Administrative Torah aspect allows one of the following three options:
Festival of | Effects |
---|---|
Rosh haShanah | |
Simchat Torah | |
Sukkot |
- The Celebrate Festival button is found to the right of the three aspects on the religion tab. Depending on whichever Administrative aspect was chosen the related bonus can be earned at the cost of 200 Faith Power. With the “Grant Rabbi Privileges” government reform, the
clergy estate gains
+20 loyalty when a festival is celebrated.
The Diplomatic Torah aspect allows one of the following three options:
The Military Torah aspect allows one of the following three options:
Aspect | Effects |
---|---|
Yom Kippur | |
Remember Passover | |
Purim Teachings |
Jewish Strategy notes:
Like Zoroastrianism, Judaism suffers from a lack of missionaries. However, as a Jewish nation (with Origins expansion), selecting the diplomatic Torah Aspect named "Abrahamic Roots" removes all religious unity penalties from Christian and Muslim provinces, allowing this non-proselytising religion to not have to convert any such provinces. Moreover, Jewish "back to the Lord" events occur very frequently that convert random provinces, which collectively mitigate the need for many missionaries. Of course not converting provinces means no 'true faith' manpower or institution spread bonuses. Alternatively, completing the level 3 monument Holy City of Jerusalem and converting the province provides +1 missionary from being Christian, Muslim or Jewish while the "Jewish Community" aspect treats provinces like same/accepted culture ones.
Heretic Rebels may be named:
- Samaritan
- Karaite
Zoroastrian [edit | edit source]

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 and Daman they exist only as minorities in India and Persia not represented in the game.
All Zoroastrian countries receive:
All Zoroastrian provinces receive:
-2% Local missionary strength[1]
NB: Yazd (owned by the Timurids) and Daman (owned by Gujarat) are the only Zoroastrian provinces in 1444.
Holy sites[edit | edit source]
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Available only with the Rights of Man DLC enabled. |
Zoroastrian countries have access to a holy sites system like that of the Coptic faith. There are 5 holy sites in total and each one has to be both owned by a nation of the Zoroastrain faith and be converted to Zoroastrian in order to select a permanent ritual. On conversion to Zoroastrian an icon - similar to the HRE or Empire of China buttons - will appear in the bottom right corner of the main game screen which will show who is currently controlling which site and the faith followed by that province as well as the number of rituals already selected and the ones still available.
The following provinces are Zoroastrian holy sites:
- Shirvan (421) - controlled by
Shirvan
- Daman (4430) - controlled by
Gujarat
- Laristan (2223) - controlled by
Fars
- Khiva (441) - controlled by
Transoxiana
- Sabzevar (2235) - controlled by
Khorasan
When a province is both controlled by a Zoroastrian nation and follows the faith, Zoroastrian nations are able to pick from the 5 available rituals. Once a ritual is picked it cannot be exchanged for a different one.
Name | Effect |
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Yasna | ![]() |
Haoma | ![]() |
Navjote | ![]() |
Manthras | ![]() |
Dakhma | ![]() |
Owning all 5 holy sites as well as having monument Baku Ateshgah in Shirvan at level 3 will earn the achievement "Keep the Flame Burning".
Heretic Rebels may be named:
- Mazdaki
- Manichean
References[edit | edit source]
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |