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Religions and denominations

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 mechanicsEdit

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
  El Dorado
  Common Sense
  •   Protestant
  •   Theravada
  •   Vajrayana
  •   Mahayana
  The Cossacks
  Rights of Man
  •   Coptic
  •   Fetishist
  Mandate of Heaven
  •   Confucian
  •   Shinto
  Third Rome
  •   Orthodox
  Cradle of Civilization
  Rule Britannia
  •   Anglican

ChristianEdit

Christianity includes the Catholic, Orthodox, and Coptic denominations at the default 1444 start date. After the Protestant Reformation event, some Catholic nations and provinces will begin to adopt the Protestant and Reformed (i.e. Calvinist) religions. Additionally, England/Great Britain get the option to convert to Anglicanism. All six denominations consider the others to be Heretics, but not Heathens; additionally, Orthodox and Coptic countries enjoy a reduced "Tolerated Heretics" opinion penalty from and towards other Christians. Conversion from one denomination to another will cost a nation −100   prestige, but will give that nation +10%   missionary strength for ten years. Orthodox and Coptic nations cannot convert to Protestantism, Anglicanism or Reformed, but Orthodox nations have the mission to Restore the Pentarchy, which upon completion will remove the Papacy from the game, thus disabling Excommunication, Crusades, and the college of Cardinals.

Only Christians may form personal unions.

CatholicEdit

 
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]

  •   +1 Tolerance of the True Faith
  •   −1 Tolerance of heretics

May interact with the Papal system if capital is in Europe. Eligible to receive both the benefits and penalties of Treaty of Tordesillas (with   El Dorado DLC)

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

CuriaEdit

There are 49 seats in the Curia, and new   cardinals will be appointed to vacant seats on the first day of every year. These are allocated semi-randomly among Catholic nations, favouring higher development provinces and nations with more total development.

Catholic nations accrue   papal influence which can either be invested towards a chance of being papal controller or spent to gain stability, mercantilism or one of several 20-year modifiers. During the reign of a Pope, any Catholic nation (except   the Papal State) may convert some of their stored papal influence into installments of 10 invested influence, with a diminishing conversion rate each time this is done: the first 10 invested influence costs 5   papal influence, the next 10 invested influence costs 10   papal influence, then 15   papal influence, and so on. The Papal State does not accumulate papal influence, but automatically gains invested influence based on the number of Cardinals in existence. When the current Pope dies, each Catholic nation has a chance of becoming the next Papal Controller equal to the ratio of their invested influence to the total invested influence of all Catholic nations (this total includes invested influence accrued ex nihilo by the Papal State).

A number of nations receive a bonus to papal influence generation via national ideas:

  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 1: 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 ControllerEdit

The Papal Controller will gain the following bonuses:

  +1 Diplomats
  +1 Yearly prestige
  −10% Stability cost modifier
  +2 Possible advisors
  −20% Advisor cost
  +1 Leader(s) without upkeep
  −20% Aggressive expansion impact
  −5% Technology cost
  • Can excommunicate Catholics before the age of absolutism starts.
  • Can call crusades on non-Christians before the age of absolutism starts.
  • Can break royal marriages without the   −1 stability hit.
ExcommunicationEdit

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:

  •   −2 Yearly prestige
  •   −10 Yearly papal influence
  •   −5 Yearly devotion
  •   −3 Tolerance of the True Faith
  •   −50 Relation with Catholic nations
  •   −200 Relation with Catholic theocracies

Reform desireEdit

  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.

ProtestantEdit

 
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   event ‘The Protestant Reformation’ which may happen if the   reform desire of Catholicism has reached 95%. The capital of the country that had this initial event becomes a Protestant   centre of reformation. The first two nations that convert to Protestantism will also get a centre of reformation in a random province. These centres of reformation convert nearby non-Protestant Christian provinces to Protestant, much like a missionary but with 5% extra conversion strength, in a maximum range of 150. A centre of reformation can only be removed by converting the province to a religion other than Protestantism, but this is very difficult as they have a -5% local missionary strength modifier.

10 years after the appearance of Protestantism, the Age of Discovery will end and the Age of Reformation will begin.

All Protestant nations receive:[1]

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

  Church powerEdit

With the Common Sense expansion active, Protestantism has church power. Church Power accumulates over time and can be used to buy aspects, which are permanent modifiers added to that country's particular version of Protestantism. Similar to idea group events, each aspect also seems to have events associated with it while active. A country can only have 3 aspects, after which Church Power can be used to trade in an existing aspect for a new one. Gaining an aspect or replacing one with another costs 100 church power.

Church power formula:

 

  • Base monarch power is the amount of monarch power the country gains every month including all bonuses (ruler skills, advisors, power projection bonus, base value).
  • Other modifiers is the sum of modifiers that also affect monthly church power gain; for example, being a lucky nation gives +25%.
  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 aspectsEdit
Aspect Effects
Organized through bishops   −5% Development cost
Priests may marry   −10% Stability cost modifier
Adult baptism   +1% Missionary strength
Holy sacraments   +2.5% Discipline
Saints accept prayers   +5% Morale of armies
  +5% Morale of navies
Icons   +0.50 Yearly prestige
Legalised divorces   +0.25 Yearly legitimacy
  +0.10 Yearly republican tradition
  +0.25 Yearly devotion
  +0.25 Yearly horde unity
Heretics deported   +15.00 Global settler increase
Parish registers   +10% Manpower recovery speed
Individual creeds   −5% Idea cost
Allow usury   +10% Production efficiency
Translated Bibles   −1 National unrest

ReformedEdit

 
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]

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

  FervorEdit

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

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

Ideas and policies:

  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:

  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
  •  −2 National unrest
  •  +1 Diplomatic reputation
Trade
  •  +10% Global trade power
  •  +10% Trade efficiency
War
  •  +10% Morale of armies
  •  +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.

OrthodoxEdit

 
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.

Every Orthodox nation has their own patriarch, who does not have to answer to the Ecumenical Patriarch in Constantinople, unlike Catholicism where all branches and sub-hierarchies exist under the singular authority of the Pope, Bishop of Rome and Patriarch of the West.

All Orthodox countries also receive:[1]

  •  −10% Stability cost modifier
  •  +1 Tolerance of the True Faith
  • Halved relations penalty from non-Orthodox Christians (they consider the Orthodox to be "misguided heretics")
  • Possible heresies include: Old Believers, Molokan, Dukhobor, Khlyst, Skoptsy, and Iconoclast.

All Orthodox provinces receive:

  •  −1% Local missionary strength[2]

NB: If playing a converted Crusader Kings 2 save in which the schism has been mended, Catholicism will become a heresy of Orthodoxy.

Patriarch authority Edit

The Orthodox religion has the unique feature of  patriarch authority. Events will periodically pop up enabling you to increase or decrease the authority and prestige of your autocephalous patriarchate. Patriarch authority is not shared between all Orthodox nations in the way that reform desire is shared among all Catholics; each Orthodox nation has its own patriarch authority (thus, for example, Muscovy's decisions will not affect Byzantium's patriarch authority). This reflects the autocephaly of the Orthodox church.

Each point of authority will increase missionary strength by 0.02% for the entire country, while reducing local unrest by −0.03 and increasing the manpower pool by 0.33% in Orthodox provinces, ultimately reaching the numbers below at 100%.

Effects at 100% patriarch authority:[3]

National effects Effects in owned Orthodox provinces
  +2% Missionary strength
  −3 Local unrest
  +33% Local manpower modifier

Patriarch authority can be acquired or lost in several ways:

IconsEdit

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
Saint Michael, the Archistrategos, is the commander of the heavenly hosts and the Archangel who will defeat Satan in the war in Heaven. Icons of Saint Michaels are common throughout Orthodox Christendom and most Russian cities have a church dedicated to him.
  •   +10% Manpower recovery speed
  •   +5% Discipline
 
Icon of Eleusa
The Eleusa icon depicts the tender Virgin Mary with an infant Christ nestled against her cheek. It expresses motherly love and the worry for one's child.
  •   −3 National unrest
  •   −25% Harsh treatment cost
 
Icon of Christ Pantocrator
Christ Pantocrator depicts the All-powerful Christ, mild yet stern. It is one of the most popular religious images in our Church and is often seen painted inside the central dome of a church.
  •   −10% Construction cost
  •   −10% Development cost
 
Icon of St. Nicholas
Nikolaos the wonderworker or the bearer of gifts, is one of the earliest Christian saints and appears on many icons as an elderly man with a white beard.
  •   +25% Improve relations
  •   −10% Aggressive expansion impact
 
Icon of St. John Climacus
The Author of 'The Ladder of Divine Ascent', St. John Climacus has inspired generations of Orthodox Christians by describing how to strive towards the divine through asceticism and a pious life.
  •   −20% Institution embracement cost
  •   +25% Institution spread

With an icon commissioned the country can get the Orthodox icon events.

Consecrate metropolitanEdit

Orthodox countries may use the ‘Consecrate Metropolitan’ mechanic in states that meet the following criteria:

  • At least 30 development in provinces in the state owned and cored by this country
  • All provinces in the state must be Orthodox
  • All provinces in the state must be either of an accepted culture or part of that country's culture group.
  • No province in the state may be a territorial core

Consecrating a metropolitan gives a one-time boost of 5% patriarch authority, and has the following permanent effects on the state:

  +10% State maintenance
  −0.05 Monthly devastation

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

If the country has consecrated a metropolitan then metropolitan events may trigger.

CopticEdit

 
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]

  •  +1 Tolerance of the True Faith
  •  +10% Fort defense
  • Halved relations penalty from non-Coptic Christians (they consider the Copts to be "misguided heretics")
  • Possible heresies include: Zamikaelites (comes from Abba Za-Mikael Aragawi), Stephanites (comes from Abba Estifanos of Gwendagwende) and Eustathians (comes from Eutyches; monophysitism).

All Coptic provinces receive:

  •  −2% Local missionary strength[2]

Holy sitesEdit

 
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   Ethiopia. This allows all existing Coptic nations to pick one blessing of their choice from the list below. Qasr Ibrim, is also under Coptic control at 1444; unlike Aksum, though, its population is not Coptic itself, although   Makuria gets an event that gives a province modifier to Qasr Ibrim that makes it easier to convert the province to Coptic Orthodoxy.

Name Effect
Legitimize Government
  •  +0.5 Yearly legitimacy
  •  +0.5 Yearly horde unity
  •  +0.2 Yearly republican tradition
  •  +0.5 Yearly devotion
Encourage Warriors of the Faith  +10% Manpower recovery speed
Send Monks to Establish Monasteries  +1.5% Missionary strength
Promote Territorial Rights  −10% Core-creation cost
Will of the Martyrs  +2.5% Discipline

Unlike other religious mechanics, the Coptic Holy Sites collectively make all followers of that religion stronger. It makes no difference in the available Blessings if the player's nation or another Coptic nation holds the Holy Sites. Should the Copts fight back from their perilous position in 1444 and secure their Holy Sites, they will be that much stronger.

AnglicanEdit

 
Anglicanism is a form of christianity 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

 The 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 is active
  • The   Protestant religion is enabled
  • The   Protestant religion has existed for at least 15 years
  • The   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   center of reformation[4]
  • Owns at least 10 non-colony provinces
  • Year is before 1600
Mean time to happen

120 months
Modifiers


Option conditions

 Enabled if: DLC   Rule Britannia is active

 
Found a new state Church
  • Enable the   Anglican religion
  • If religion is   Catholic:
    •   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
  • If country flag reformation_money is not set:
    • Gain   ducats equal to 1 year of income
  • If capital is not a   Center of Reformation:
    • Capital:
      • Change religion to   Anglican
      • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
        •   −100% Local missionary strength
  • One random owned   Catholic province:
    • Change religion to   Anglican
    • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
      •   −100% Local missionary strength
  • Gain country modifier “Religious Zeal” for 3650 days, giving:
    •   +10% Missionary strength vs heretics

 Enabled if: DLC   Rule Britannia is active

 
Evangelise the new Church to the world!
  • Enable the   Anglican religion
  • Change religion to   Anglican
  • Capital, if it is a valid choice for an   Anglican   center of reformation, or otherwise one random owned province that is:[4]
    • Capital:
      • Change religion to   Anglican
      • Create a   Anglican Center of Reformation
      • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
        •   −100% Local missionary strength
  • One random owned   Catholic province:
    • Change religion to   Anglican
    • Gain permanent province modifier “Religious Zeal” for 9000 days, giving:
      •   −100% Local missionary strength
  • Gain country modifier “Religious Zeal” for 3650 days, giving:
    •   +10% Missionary strength vs heretics
  • Lose   ducats equal to 1 year of income
  • If religion is   Catholic:
    •   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:
    •   −3 Diplomatic reputation

 Enabled if: Always enabled:

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


All Anglican countries receive:[1]

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

Religious actionsEdit

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   Potential Available Effect
  Divorce Consort 100
  • DLC   Rights of Man is active
  • Government is   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 100
  • DLC   Rights of Man is active
  • Government is   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 100 Has less than   1 000 000 ducats Gain   ducats equal to 0.25 years of income.
  Grant Monopoly 100   Mercantilism is less than 100% Gain   1% mercantilism.
  Progress of the Supreme Governor 200   Stability is less than 3 Gain   1 stability.

MuslimEdit

All Islamic denominations use the   Piety mechanic.

Piety is graded on a scale between −100 (mysticism) and +100 (legalism). Each side of the scale provides a different set of scaling bonuses while being in the center (0 piety) offers no bonus at all.

  Mysticism (maxed at −100 piety):[5]

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

  Legalism (maxed at +100 piety):[6]

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

A ruler's piety level can be affected by random piety events or through a more direct approach. These can either be religious conversions (increases), wars with heretics and heathens (increases), wars with the same denomination (decreases), and etc. Upon the ruler's death only a 1/4 of their piety score is inherited by the new ruler - this is to represent the differences in their religious devotion.

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   +2 Yearly manpower  −75 Piety
  Enforce Faithful Adherence   −2 Corruption  +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.

Certain countries have national ideas which move their piety rating on a monthly basis towards legalism (+) or mysticism ().

  Traditions Ideas Bonuses Policies
+0.1%
  • Hejazi idea 7: Successor to the Caliphate
  • Tunisian idea 7: Tunisian Caliphate
−0.1%
  • Andalusian idea 4: Legacy of Ibn Arabi
  • Ardabili idea 1: The Safavid Order
  • Moroccan idea 2: Sufi Marabouts
  • Mushasha idea 1: Fervent Millenarianism
  • Shirvani idea 1: The Khalwati Order

Muslim denominationsEdit

Note: On   Local missionary strength modifiers, a −XY% value means that the province is harder to convert, while a +XY% value means it is easier to convert.

Denomination Country effects[1] Province effects Heresies Description
  Sunni
  •   +10% Cavalry ratio
  •   +100% Chance of new heir
  −2% Local missionary strength
  •   Ahmadi
  •   Bektashi
  •   Yazidi
  •   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.
  Shia
  •  +5% Morale of armies
  •   +100% Chance of new heir
  −2% Local missionary strength 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
  •  +10% Goods produced modifier
  •   +100% Chance of new heir
  −2% Local missionary strength 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 lawEdit

There are 7 Islamic schools of law, each providing a bonus to the nation following it as well as affecting that nation's   diplomatic relations with other Muslim nations.

Every Muslim nation adheres to one school of law. The school is predetermined (based on historical setting) and can't be changed by normal means during the campaign. Newly created nations or forcefully converted ones can choose any school to follow provided it is not excluded to their new denomination. Note that   Ibadi nations are more flexible, with access to both Sunni and Shia Schools.

School Denomination Effect
  Hanafi   Sunni   −5% Administrative technology cost
  Hanbali   Sunni   −10% Aggressive expansion impact
  Maliki   Sunni   −10% Development cost
  Shafi'i   Sunni   +1 Merchant
School Denomination Effect
  Ismaili   Shia
  •   Based on government type, either:
  •   +1% Yearly legitimacy
  •   +1% Yearly horde unity
  •   +1% Yearly devotion
  •   +0.5% Yearly republican tradition
  Jafari   Shia   +10% Shock damage
  Zaidi   Shia   −10% Shock damage received
  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:

  •   +10 Same religious school
  •   −25 Religious school relation
  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   20 years.

The conditions for doing so require the inviting nation to have:

  • A nation which is either an ally, an overlord or a subject following the desired school.
  •   +150 Relations with said nation
  •  −50 piety (if the school is excluded to the inviting nation's denomination).
  •   50 Administrative power

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

EasternEdit

Buddhist religionsEdit

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

KarmaEdit

The Buddhist religions have a   Karma slider. Positive karma is mostly gained from releasing nations and returning cores, which uniquely never costs diplomatic power cost for Buddhist countries, and honoring military alliances. Negative karma is incurred from declaring wars and taking provinces for yourself (unfortunately making it essentially impossible to keep karma neutral as an expansionist nation). The ruler of a nation with strongly positive karma will gain a small buff to diplomatic reputation. A ruler of a nation with strongly negative karma will gain a small buff to discipline. Neutral karma gives a stronger buff to both discipline and diplomatic reputation.

Low Karma[7] Neutral Karma[8] High Karma[9]
  +2.5% Discipline
  +2 Diplomatic reputation
  +5% Discipline
  +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   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   republic −10

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

TheravadaEdit

 
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]

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

VajrayanaEdit

 
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]

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

MahayanaEdit

 
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]

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

ConfucianEdit

 
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]

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

HarmonyEdit

Harmony is a value that increases over time, and increases more from high stability and the humanist full idea group bonus. Low harmony increases development cost and decreases tolerance of the true faith, yearly meritocracy, and legitimacy.

Yearly harmony changes

  • +1 base value
  • +0.25 per each point of positive stability
  • +0.25 from full Humanist Ideas bonus
  • -3 while harmonizing a religion

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:

  −3 Tolerance of the true faith
  +25% development cost
  −1 Yearly legitimacy
  −2 Yearly meritocracy

At 100% harmony a country receives:

  +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. Note that there are several events that speed up harmonization but they require state provinces with the religion being harmonized.

Name Effect
  Christian group   −5% Stability cost
  Dharmic group   +1 Tolerance of the true faith
  Muslim group   +5% Trade efficiency
  Pagan group   −0.5 National unrest
  Shinto   +5% Infantry combat ability
  Mahayana   −7% Idea cost
  Theravada   −5% Advisor cost
  Vajrayana   +5% Production efficiency
  Judaism   +15% Institution spread
  Zoroastrianism   +10% Trade efficiency

ShintoEdit

 
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]

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

All Shinto provinces receive:

  •  −2% Local missionary strength[2]

IsolationismEdit

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
  •  −5% Technology cost
  •  −10% Embracement cost
1 Adaptive
  •  +10% Institution spread
  •   −10% Development cost
2 Selective Integration
  •  −10% Idea cost
  •  −10% Construction cost
3 Isolationism
  •  −15% Culture conversion cost
  •  +1 Missionary
4 Closed Doors
  •  −0.03 Monthly war exhaustion
  •  −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
Neo-Confucianism The country:
  • did not have an incident in the last 30 years.
200 months The country:
Nanban Trade   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:
Proliferation of Firearms The country:
  • had the ‘Nanban Trade’ incident.
  • did not have an incident in the last 30 years.
150 months The country:
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:
Rising Shogunate Authority It is ‘Age of Discovery’, ‘Age of Absolutism’ or ‘Age of Revolutions’.

The country:

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

At least one of the following is true:

200 months The country:
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:
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:
Urbanization The country:
  • did not have an incident in the last 30 years.
  • has embraced   ‘Global Trade’.
  • has at least 2 cities.
200 months The country:

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.

DharmicEdit

HinduEdit

 
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]

  •  +1 Tolerance of the True Faith
  •  +1 Tolerance of heathens
  • Possible heresies: Bhaktis

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:

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

SikhEdit

 
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.

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:[1]

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

All Sikh provinces receive:

  •  −1% Local missionary strength[2]
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   −5% Technology cost
Guru Amar Das 1552
  •   +2% Missionary strength
  •   −2 National unrest
Guru Ram Das 1574   −10% Stability cost modifier
Guru Arjan 1581   −5% Diplomatic technology cost
Guru Hargobind 1606   +5% Discipline
Guru Har Rai 1644   +1 Diplomatic Reputation
Guru Har Krishan 1661
  •   −1 Diplomatic relations
Guru Tegh Bahadur 1665   +4 Tolerance of heretics
Guru Gobind Singh 1675
  •   +5% Discipline
  •   +20% Religious unity
Guru Granth Sahib 1708
  •   -15% State maintenance
  •   +1 Missionary

Or

  • +50% Drill gain modifier

PaganEdit

AnimistEdit

 
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]

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

All Animist provinces receive

  •   +2% Local missionary strength[11]

FetishistEdit

 
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]

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

All Fetishist provinces receive:

  •   +2% Local missionary strength [11]

CultsEdit

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
  Buddhadharma Buddhism   −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 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   +10% Goods produced modifier
  Teotl Inti/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

TotemistEdit

 
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]

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

All Totemist provinces receive:

  •   +2% Local missionary strength[11]

TengriEdit

 
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]

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

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)

The available secondary religions and their bonuses are:[1]

Christian religions

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

Muslim religions

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

Eastern religions

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

Dharmic religions

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

Pagan religions

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

Jewish religions

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

Zoroastrian religions

  Zoroastrian:
  •   +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.

NorseEdit

 
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]

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

All Norse provinces receive:

  •   +2% Local missionary strength[11]

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

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

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

Mesoamerican and South American religionsEdit

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

The Mayan, Inti and Nahuatl religions each have a mechanic to reach five religious reforms. When the last reform is passed and the country borders a province that is a core of a nation that has embraced   Feudalism (colonial nations included), it will be able to reform its religion, getting a technology boost (which brings it up to 80% of the neighboring nation’s technology level in each category) and gaining the permanent benefit of the religious reforms. Reforming the religion immediately grants all the   institutions that the bordering province had.

IntiEdit

 
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]

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

All Inti provinces receive:

  •   +2% Local missionary strength[11]

Each point of authority gives:[12]

  −0.1% Stability cost modifier
  −0.02 National unrest

Authority is gained and lost as follows:

  • Yearly authority: +0.02 * total development
  • Authority from autonomy: −0.2 or +0.2 per point of autonomy raised or lowered respectively

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

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

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

The available reforms are:

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

When the last reform is passed and the country borders a nation that has embraced   Feudalism, it will be able to reform the religion, getting 80% of the neighbor's tech level, all institutions that the neighbor has embraced, and gaining the permanent benefit of the religious reforms.

After reforming the religion, the player's monarch power cap will be reduced in accordance with the number of institutions gained, e.g. if the player has gained all institutions currently available, the cap will be reduced to 999 for each type of monarch power. Excess monarch points above the new monarch power cap will not be lost immediately, but they may be lost after the first expenditure of monarch points of each type.

For example: suppose that a player has stockpiled 2000 admin power, and spends 500 admin power to research a new technology immediately after reforming their religion. The player's admin power stockpile may immediately drop to the new monarch power cap (999 if the player has acquired all institutions), resulting in the loss of several hundred monarch points. This behavior applies individually to each type of monarch power. The new cap will be applied to the admin power stockpile after the first expenditure of admin power, but the diplomatic & military monarch power stockpiles will be unaffected until points of those type have been spent.

MayanEdit

 
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]

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

All Mayan provinces receive:

  •   +2% Local missionary strength[11]

Upon passing a reform, a Maya state will lose cores by releasing nations or giving provinces to existing nations and lose all subjects, shrinking to a size of 10 provinces + 2 provinces per already passed reform. Exact provinces released are determined by culture, religion and distance to capital. When the last reform is passed and the country borders a nation that has embraced   Feudalism, it will be able to reform the religion, getting a tech boost and gaining the permanent benefit of the religious reforms.

Available reforms are:

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

NahuatlEdit

 
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]

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

All Nahuatl provinces receive:

  •   +2% Local missionary strength[11]

Each point in Doom gives:[13]

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

To avert Doomsday, Nahuatl states have a few options. The ‘Flower Wars’ Casus Belli gives them the ability to declare war on their neighbours freely while occupying provinces and winning battles will result in Doom being reduced as they secure captives to send to the gods. If just warring with neighbours isn’t sufficient, a Nahuatl state can also sacrifice ruling monarchs and adult heirs in their vassal states. Doing so will reduce Doom by an amount equal to the total skills of that monarch or heir, but will anger all subject states and make them more likely to seek independence. There is a 3-year cooldown before you can sacrifice another ruler/heir from any country. Nahuatl can declare war during regency.

Doom is gained and lost as follows:

  • Yearly doom increase: +1 per province owned
  • Doom reduction: −20% per reform passed
  • Doom decrease from occupation: −0.05 per province development
  • Doom decrease from battle: −1 per 1000 men killed
  • Doom decrease from sacrifice: −1 per skill level of character sacrificed
    • 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 subject states will declare independence (which creates a one-way truce), forcing the country to go to war to bring them back into the fold. Furthermore, each reform decreases the rate at which the country accumulates Doom by 20% from the base rate. Enacting all five reforms effectively stops Doom from increasing every year, although it can still increase through special events.

Available reforms are:

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

Once the country has passed all five reforms, the religion can be reformed as soon as the country borders a nation that has embraced   Feudalism. This brings the country up to 80% of that nation's technology level and it also permanently disables the Doom mechanic.

JewishEdit

 
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]

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

All Jewish provinces receive:

  •  −2% Local missionary strength[2]

NB: Semien and Dembiya, owned by Ethiopia in 1444, are the only Jewish provinces. In version 1.14 there is a chance to generate Jewish Tribal Kingdom in Random New World.

ZoroastrianEdit

 
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]

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

All Zoroastrian provinces receive:

  •  −2% Local missionary strength[2]

NB: Yazd, owned by the Timurids in 1444, is the only Zoroastrian province, and only until 1504 when it changes to Sunni.

Additional religions in converted CK2 gamesEdit

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.

DescriptionsEdit

The following table contains the flavour descriptions of the CK2 denominations. Expand it to learn more.

Denomination Group Heresy (of) Description
  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 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 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 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 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 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 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 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 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 Christian Orthodox Paulicianism is Christian Gnostic heresy influenced by Manichaeism, originating in Armenia.
  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 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 Muslim The Hurufi faith is a mystical, kabbalistic, Sufi sect within Islam.
  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 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 Muslim Sunni Zikris are the followers of the Imam Akhar Zaman Hazrat Syed Muhammad Jaunpuri (Imam Mehdi.)
  Bön Pagan Bön is the ancient indigenous pre-Buddhist religion of Tibet. It is shamanistic and animistic in nature with multiple deities. After the introduction of Buddhism to Tibet, Bön adopted many of its elements.
  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 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 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 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 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 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 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 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 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 Zoroastrian Zoroastrian Manichaeism is a Gnostic religion which incorporates elements of Christianity, Zoroastrianism, Buddhism and Gnosticism.
  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.

EffectsEdit

The following table provides details of the denomination effects (national and provincial - if available). Also detailed are the effects gained through them by religions -   Tengri for syncretism and   for harmonizing (down below).

Any other details, such as the usage of an EU4 unique religion mechanics (if enabled), can be found in the notes column.

Note: On   Local missionary strength modifiers, a −XY% value means that the province is harder to convert, while a +XY% value means it is easier to convert.

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

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

Name Effect
  Christian group   −5% Stability cost
  Dharmic group   +1 Tolerance of the true faith
  Muslim group   +5% Trade efficiency
  Pagan group   −0.5 National unrest
  Shinto   +5% Infantry combat ability
  Mahayana   −7% Idea cost
  Theravada   −5% Advisor cost
  Vajrayana   +5% Production efficiency
  Judaism   +15% Institution spread
  Zoroastrianism   +10% Trade efficiency

ReferencesEdit

  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).