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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 lightening 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 of the true faith
  •   −1 National unrest

All Animist provinces receive

  •   +2%Local missionary strength[1]

Heretic Rebels may be named :

  • Snake Clan


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:

  •   +2 Tolerance of heathens
  •   +1 Diplomatic reputation


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 nations of other religions or fetishist countries which have unlocked that cult
  • bordering and allying nations of other religions
  • bordering Fetishist nations which are following a cult (not for cults of other religions)
  • owning a province of a different religion

All but the first option happens through events which have an MTTH of 36 months.

Note that the estate Embrace Singular Cult estate privilege, if granted, will appoint a primary cult, giving you twice the normal benefit of a cult. This will stop your rulers from causing stability loss upon their deaths, but with this privilege, you can only change cults via a decision that can be taken once every 50 years which also causes a stability hit. Alternatively, the Flexible Cult privilege lets a nation change a cult more than once in a lifespan of a ruler, every 20 years, at the cost of 25 legitimacy. There is a Build Shrines for Heirs estate privilege which lets you choose a cult for you heir which gives you half the benefit of the chosen cult in addition to the normal benefit of your ruler’s cult.

Embrace Singular Cult can’t be taken with Flexible Cult or Build Shrines for Heirs. Although Flexible Cult can be taken with Build Shrines for Heirs

The available cults and their bonuses are:

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

Heretic Rebels may be named :

  • Goat Skull


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 of the true faith
  •   −1 National unrest

All Totemist provinces receive:

  •   +2% Local missionary strength[1]

With the Leviathan DLC, Totemist nations may add previous rulers, whether they died or were voted out, to their collection of totems. On being appointed, each new Totemist ruler gains only one (1) personality trait unlike other nations that generally gain three (3) over time.

Once the ruler becomes an ancestor, the nation can make that ruler's personality trait a permanent feature of the religion using the Religion interface tab. There are ten (10) ancestor slots and adding one costs a base of 400   Diplomatic points and can not be undone.

The permanent nature of these ancestor modifiers could make Totemist a powerful religion. However, it is fairly RNG dependent based on two main factors:

  • Depending on a ruler's lifespan, it could take hundreds of years to fill all in the slots. This can be mitigated by making each ruler a general and always having them lead a battle or siege forts which may reduce their longevity, or through abdication if the nation no longer has native council government. Note that all ruler deaths still cause stability losses, whether they die in battle or not.
  • Totemist rulers gain only a positive trait, yet there are nearly 30 positive traits in-game and rulers are very likely to share the same trait over the course of gameplay.

Trait bonuses

Trait name Trait bonus Totemist Generally
Free Thinker   Idea cost −5% −5%
Intricate Webweaver   Spy network construction +30% +30%
Benevolent   Liberty desire in subjects −5% −5%
Zealot   Missionary strength +1% +1%
Scholar   Technology cost −5% −5%
Entrepreneur   Trade efficiency +10% +10%
Industrious   Goods produced modifier +10% +10%
Charismatic Negotiator   Diplomatic reputation +1 +1
Silver Tongue   Improve relations +20% +20%
Tactical Genius   Land leader maneuver +1 +1
Bold Fighter   Land leader shock +1 +1
Strict   Discipline +5% +5%
Inspiring Leader   Morale of armies +5% +5%
Architectural Visionary   Construction cost −10% −10%
Midas Touched   National tax modifier +10% +10%
Fierce Negotiator   Mercenary maintenance −25% −25%
Martial Educator   Yearly army tradition decay −1% −1%
Just   National unrest −2 −2
Kind-Hearted   War exhaustion −0.05 −0.05
Well Connected   Advisor cost −20% −20%
Calm   Stability cost −5% −10%
Careful   Aggressive expansion impact −5% −10%
Secretive   Foreign spy detection +10% +20%
Lawgiver   Monthly autonomy change −0.05 −0.05
Conqueror   Years of separatism −5 −5
Expansionist   Global settler increase +10 +15
Navigator   Ship durability +5% +10%
Incorruptible   Yearly corruption −0.025 −0.05
Pious   Yearly devotion +0.5 +1
Righteous   Righteous
  •   +0.5 yearly legitimacy
  •   +0.25 yearly republican tradition
  •   +1.0 yearly legitimacy
  •   +0.5 yearly republican tradition
Tolerant   Tolerant
  •   +0.5 tolerance of heretics
  •   +0.5 tolerance of heathens
  •   +1 tolerance of heretics
  •   +1 tolerance of heathens
Reformist   Reform progress growth +15% +25%

Heretic Rebels may be named :

  • Bear Spirit


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:

  •   +25% Cavalry to infantry ratio
  •   −20% Regiment cost

Secondary religionEdit

Tengri is a syncretic faith; a Tengri nation can pick a secondary religion through the Religion screen. Without a secondary religion selected, the above bonuses apply; but selecting one will replace them with new ones associated with the selected religion. A religion is eligible for selection if the country either owns or borders a province of that religion. Changing secondary religion costs   50 Prestige and can be done once every 10 years.

Choosing a secondary religion will have the following effects:

  • The provinces that are Tengri and the secondary religion will be counted as the true faith for purposes of tolerance.
  • Neighbouring countries that are either Tengri or the secondary religion will see the country as having the same religion (Same Religion +25)
  • Countries that are not Tengri or the second religion will see the country as a different religion (Different Religion −10)
  • Access to secondary religion monuments

The available secondary religions and their bonuses are:

Christian religions

  •   +1 Possible advisors
  •   +1 Diplomatic reputation
  •   −2.5% Shock damage received
  •   −10% Idea cost
  •   −1 National unrest
  •   −10% Advisor cost
  •   +10 Global settler increase
  •   +1 Tolerance of the true faith
  •   +10% Defensiveness
  •   +10% Siege ability
  •   −10% Idea cost

Muslim religions

  •   +10% Trade efficiency
  •   +100% Chance of new heir
  •   +5% Morale of armies
  •   −10% Advisor cost
  •   −10% Advisor cost
  •   −10% Ship cost

Eastern religions

  •   −10% Development cost
  •   +1 Diplomats
  •   +1 Tolerance of the true faith
  •   +1 Yearly horde unity
  •   +10% National tax modifier
  •   +2 Tolerance of heathens
  •   −10% Stability cost modifier
  •   −10% Administrative technology cost
  •   −1 National unrest
  •   +5% Discipline

Dharmic religions

  •   +1 Tolerance of heretics
  •   +2 Tolerance of heathens
  •   −1 National unrest
  •   +5% Morale of armies

Pagan religions

  •   +2 Attrition for enemies
  •   +10% Shock damage
  •   +2 Tolerance of the true faith
  •   +25% Looting speed
  •   +2 Tolerance of the true faith
  •   +25% Looting speed
  •   +2 Tolerance of the true faith
  •   +25% Looting speed
  •   +1 Tolerance of the true faith
  •   −0.05 Monthly autonomy change
  •   +20% Razing power gain
  •   +5% Morale of armies
  •   −10% Stability cost modifier
  •   +1 Possible advisors
  •   −10% Mercenary maintenance
  •   +20% Galley combat ability

Jewish religions

  •   −10% Advisor cost
  •   +1 Possible advisors

Zoroastrian religions

  •   +1 Merchants
  •   +1 Tolerance of the true faith

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

Heretic Rebels may be named :

  • Old Tengri

Primitive religionsEdit

This page is about reforming the religion as   Nahuatl,   Mayan and   Inti nations.
For reforming the government as a Native Tribe, see Native tribe.
For general information about primitives see Primitive

(Without DLC these religions still exist, but have no unique mechanics.)

The Mayan, Inti and Nahuatl religions each have a unique mechanic to enact five religious reforms. When the last reform is passed and the country borders a province that is a core of a non-primitive nation that has embraced   Feudalism (typically a bordering colonial nation), it will be able to reform its religion, getting a technology boost (which brings it up to 75% of the neighboring nation’s technology level in each category) and gaining the permanent benefit of the religious reforms. Reforming the religion immediately grants all the   institutions that the bordering province had. You also adopt the government type of the neighbour, and become a   duchy. This also rids you of your status of being Primitive.

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.

The only way to convert to Mayan, Inti or Nahuatl, is by being forced to convert via war. Thus for others to become Mayan, Inti or Nahuatl, they must be of pagan belief - say Animist - and then get a 100% positive war score against say the Mayans. During the settlement arrangement they must "surrender" rather than demanding from them and "offer" to embrace their religion; the Mayans will be forced to accept. However, in each of these cases your total province war score must be less than 100%; therefore give some land to your vassals before you enter the war.

Before reforming, Inti/ Mayan and Nahuatl nations cannot force their religion on vassals.

Becoming Mayan/ Inti or Nahuatl in any way will turn a country primitive, additionally they will start with no reforms unlocked.


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 of the true faith
  •   −0.05 Monthly autonomy change

All Inti provinces receive:

  •   +2% Local missionary strength[1]

Each point of authority gives:[2]

  −0.1%0 Stability cost modifier
  −0.02% National unrest
  +0.15%.00 Clergy influence

Authority is gained and lost as follows:

  • Yearly authority: +0.02 *   autonomy modified development
  • Yearly authority: +0.15 with Religious idea 4: Devoutness
  • Yearly authority: between −0.25 and +0.25 from   devotion (as a   theocracy)
  • Yearly authority: +0.1/+0.2/+0.3 from  / /  of the monuments   Chan Chan Citadel  , Qhapaq Ñan and   Tiwanaku
  • Authority from autonomy: −0.2 or +0.2 per point of autonomy raised or lowered respectively. This includes autonomy changes from events and rebels. The authority gain is calculated without considering that the actual autonomy change might be different if the province reaches its minimum or maximum autonomy.

The standard action of raising autonomy in a province will raise autonomy by 25 and will give −5 authority, while lowering autonomy by 25 will give +5 authority.

An Inti state that has 100 authority, is at peace, has positive   stability, no rebel-controlled provinces, and owns at least 10   provinces can pass a religious reform, but doing so will remove all their authority and spark a civil war as a pretender exploits the loss of authority to attempt to seize the throne for themselves. After all, every reformer is challenged if they go too far. If these rebels enforce their demands, two religious reforms are lost, greatly setting back the country's progress towards reforming the religion.

Upon reforming the religion, the bonuses from authority (the stability cost and national unrest reduction) will be lost, so it does not matter what level authority is at before reforming the religion. The reform bonuses listed below will remain for the rest of the game, however.

The available reforms are:

  • Organized Recruitment:   +10% Manpower recovery speed
  • Yana Lords:   +10% Morale of armies
  • Reform the Cult of Inti:   +0.5 Yearly legitimacy,   +0.5 Yearly devotion
  • Expanded Mitma Policy:   +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy:   −10% Core creation cost

Heretic Rebels may be named :

  • Huaca Worshippers


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, positive   stability, and own at least 20   provinces.

All Mayan countries also receive:

  •   +1 Tolerance of the true faith
  •   +1 Possible advisors

All Mayan provinces receive:

  •   +2% Local missionary strength[1]

To aid with the reform process, mayan nations gain access to the "Maya Confederation" CB against all their neighbors. This CB is lost upon reforming the religion.

Upon passing a reform, a Maya state will lose cores by releasing nations or giving provinces to existing nations and lose all subjects, shrinking to a size of 15 provinces + 1 provinces per already passed reform. Exact provinces released are determined by culture, religion and distance to capital.

Available reforms are:

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

Heretic Rebels may be named :

  • Tenocelome


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. Therefore, do not let Doom get to a 100% or your hard won reforms will be lost; keep very few, high development provinces until you pass the 5th and final reform.

All Nahuatl countries also receive:

  •   −2 National unrest
  •   +10% Morale of armies
  •   -5% Burghers Influence

All Nahuatl provinces receive:

  •   +2% Local missionary strength[1]

Each point in Doom gives:[3]

  +0.5% Technology cost
  +0.2% Idea cost
  −1.0% Aggressive expansion impact

To avert Doomsday, Nahuatl states have a few options. The ‘Flower Wars’ Casus Belli gives them the ability to declare war on their neighbours freely while occupying provinces and fighting 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
  • Yearly doom reduction increase +1 with Religious idea 4: Devoutness
  • Yearly doom reduction increase +1/+2/+3 from the Tenochtitlan great project tiers  / / 
  • Yearly doom reduction: −20% per reform passed
  • Immediate doom decrease from occupying a province: −0.05 per province development
  • Immediate doom decrease from battle: −1 per 1000 men killed
  • Immediate doom decrease from sacrifice: −1 per skill level of character sacrificed
    • Sacrificing a subject's ruler raises the subject's   liberty desire by +25.
    • Sacrificing a subject's heir raises the subject's   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   stability, and less than 50 Doom. When enacted, Doom will increase by 25,   stability drops by 1, and all of your subject states will declare independence (which creates a one-way truce), forcing the country to go to war to bring them back into the fold. Furthermore, each reform decreases the rate at which the country accumulates Doom by 20% from the base rate. Enacting all five reforms effectively stops Doom from increasing every year, although it can still increase through special events.

Available reforms are:

  • Open up Sumptuary Restrictions:   −0.05 Monthly war exhaustion
  • Extend Pochteca Obligations:   +1 Diplomatic relations
  • Warrior Ranks:   +5% Discipline
  • Tribal Expansion:   +1 Colonists (provinces adjacent to colonies are auto explored)
  • Legal Reform:   −20% Stability cost modifier

Reforming the religion permanently disables the Doom mechanic, removing all modifiers associated with it (This also means that whenever a trigger, such as an event's conditions, asks whether the country has doom, a reformed Nahuatl country does not.). Additionally, the flower wars cb wont be available anymore.

Heretic Rebels may be named :

  • Tenocelome


The Dreamtime is the religious and cultural worldview of the Aboriginal Australians. The Dreamtime simultaneously describes a time before the existence of the material world and also a separate plane of existence in parallel with the material world. Shamans are said to be able to contact the Dreamtime, and traces of the Dreaming are found all across the world.

All Alcheringa nations receive:

  •   +1 Diplomatic reputation
  •   −5% Shock damage received


Like Fetishism, Alcheringa nations each choose a cult (story) 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 Alcheringa nation starts the game with three cults available to them: the Ancestors, Erathipa and Crow (  Palawa also starts with Moinee and Adnoartina). Additional cults beyond the initial three are unlocked by completing various missions unique to nations following the Alcheringa religion, and bordering nations of different religions. [4]

The available cults and their bonuses are:[5]

Cult Bonus Requirements to unlock
  The Ancestors   −2 National unrest Available by default.
  •   +1 Colonists
  •   +10 Global settler increase
Requires owning a province in the Christian religion group.
  •   −5% Core-creation cost
  •   −15% Aggressive expansion impact
Requires owning the North Sulawesi, South Sulawesi and Makassar areas.
  •   +5% Movement speed
  •   +10% Morale of armies
Available by default.
  Dharmic Dreaming
  •   +3 Tolerance of heathens
  •   +2 Tolerance of heretics
Requires owning a province that is either Theravada, Mahayana, Vajrayana or in the Dharmic religion group.
  Djunkgao Sisters
  •   −10% Shipbuilding time
  •   +1 Naval combat bonus off owned coast
Requires reaching 90% of the navy force limit.
  •   −10% Construction cost
  •   −5% Development cost
Available by default.
  Islamic Dreaming
  •   +1 Merchant
  •   +10% Domestic trade power
Requires being the strongest trade power in Australia while holding more than 25% of the trade power in the node.
  •   +5% Discipline
  •   +10% Prestige from land battles
Requires humiliating a rival.
  Moinee   −5% Technology cost Requires owning all provinces in the Tasmania area.
  The Rainbow Serpent
  •   +1 Monthly administrative power
  •   +1 Monthly diplomatic power
  •   +1 Monthly military power
Requires unlocking all other cults.
  The Spirits
  •   +1 Missionary
  •   +1% Missionary strength
Requires owning a province with a different religion.
  •   +2 Diplomatic relations
  •   +0.1 Yearly mandate
Requires being the Emperor of China or owning a province in the China superregion following the Alcheringa religion or being   Nyoongah.

Heretic Rebels may be named :


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. Norse has nine unique events.

With the  Lions of the North DLC enabled, it is possible to convert to Norse as a country with a Scandinavian culture by following the  A Wave of Curiosity event chain or by triggering the   event The Awakening of the Norse Faith and converting to norse via rebels.

All Norse countries also receive:

  •   +10% Land force limit modifier
  •   +10% Naval force limit modifier

All Norse provinces receive:

  •   +2% Local missionary strength[1]

With the   Wealth of Nations DLC enabled, Norse rulers are allowed to pick their deity through the religion screen. This choice lasts for the life of the ruler or until an event changes it. A Norse republic chooses a new deity every time a new leader is elected (4–8 years depending on republic type and choice). Such countries can rapidly change their stats to adjust to game circumstances.

Each deity comes with two to three bonuses to the nation:

  •   +10% National tax modifier
  •   +10% National manpower modifier
  •   +1 Land leader shock
  •   +10% Fort defense
  •   −10% Core-creation cost
  •   +0.1 Yearly horde unity
  •   +0.1 Yearly legitimacy
  •   +10% National sailors modifier
  •   +5% Discipline
  •   +10% Trade efficiency
  •   +10% Goods produced modifier
  •   −10% Construction cost
  •   −5% Technology cost

Heretic Rebels may be named :

  • Old Norse


  1. 1.0 1.1 1.2 1.3 1.4 1.5 This means that these provinces are easier to convert.
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Authority).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Doom).
  4. Note: The ingame description as of 1.31.1 is erroneously the same as for fetishist.
  5. These can be found in /Europa Universalis IV/common/fetishist_cults/00_dreaming_stories.txt

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