Religion

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Revision as of 13:49, 13 March 2023 by Kami-sama (talk | contribs)

Each City and character will follow their own Religion. When enough characters in a Family convert to the Nation's religion the Nation will receive additional benefits. Cities that follow a Religion will gain a yield bonus of 2 YIELD CULTURE.png Culture. If the Opinion of its Religion of the Nation is Pleased or Friendly the city will gain YIELD HAPPINESS.png Happiness. However if the Opinion of its Religion of the Nation is Upset, Angry, or Furious, the City will gain YIELD DISCONTENT.png Discontent. The city where a Religion is first founded will be its Holy City and gain a yield bonus of 2 YIELD CIVICS.png Civics.

There are two types of religions in Old World: Pagan Religions and World Religions.

  • Pagan Religions are unique to each Nation and founded once the Nation completes its first Shrine improvement. Pagan Religions cannot spread, do not have Disciples and Theologies and can only be adopted as State Religion with the LAW DIVINE RULE.png Divine Rule law.
  • World Religions can be founded once certain requirements are met, or when a Family Seat is founded for a Clerics family. Pagan Religions can spread, have Disciples and Theologies and can always be adopted as State Religions. When a World Religion is founded, it founder will receive the option to gain 50 YIELD CIVICS.png Civics, make a donation and gain 40 Opinion with the Religion for 40 years, or gain 2 YIELD LEGITIMACY.png Legitimacy and lose 40 Opinion with the Religion for 40 years.
World Religion Founding Requirements Disciple Appearance Monastery Appearance Temple Appearance Cathedral Appearance Holy Site Appearance
RELIGION ZOROASTRIANISM.png Zoroastrianism SPECIALIST ACOLYTE.png 2 Acolyte specialists UNIT ZOROASTRIANISM DISCIPLE.png IMPROVEMENT ZOROASTRIANISM MONASTERY.png IMPROVEMENT ZOROASTRIANISM TEMPLE.png IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png IMPROVEMENT HOLY SITE ZOROASTRIANISM.png
RELIGION JUDAISM.png Judaism TECH LABOR FORCE.png Labor Force technology
SPECIALIST RANCHER.png 2 Rancher specialists
UNIT JUDAISM DISCIPLE.png IMPROVEMENT JUDAISM MONASTERY.png IMPROVEMENT JUDAISM TEMPLE.png IMPROVEMENT JUDAISM CATHEDRAL.png IMPROVEMENT HOLY SITE JUDAISM.png
RELIGION CHRISTIANITY.png Christianity TECH METAPHYSICS.png Metaphysics technology
RELIGION JUDAISM.png 2 Cities in the world that follow Judaism
1 Owned City that follows Judaism
12 Citizens
UNIT CHRISTIANITY DISCIPLE.png IMPROVEMENT CHRISTIANITY MONASTERY.png IMPROVEMENT CHRISTIANITY TEMPLE.png IMPROVEMENT CHRISTIANITY CATHEDRAL.png IMPROVEMENT HOLY SITE CHRISTIANITY.png
RELIGION MANICHAEISM.png Manichaeism TECH MONASTICISM.png Monasticism technology
RELIGION CHRISTIANITY.png 2 Cities in the world that follow Christianity
RELIGION ZOROASTRIANISM.png 2 Cities in the world that follow Zoroastrianism
UNIT MANICHAEISM DISCIPLE.png IMPROVEMENT MANICHAEISM MONASTERY.png IMPROVEMENT MANICHAEISM TEMPLE.png IMPROVEMENT MANICHAEISM CATHEDRAL.png IMPROVEMENT HOLY SITE MANICHAEISM.png

State Religion

A Nation may adopt a Religion as its State Religion at the cost of 400 YIELD CIVICS.png Civics. Adopting a Religion as State Religion has the following effects:

  • All cities that follow the Religion gain 1 YIELD HAPPINESS.png Happiness each year
  • All cities that follow the Religion lose 1 YIELD CIVICS.png Civics each year
  • If the Nation Leader doesn't follow the State Religion they will gain the choice to convert or lose 40 Opinion with the Religion for 40 years
  • Disciples can establish Theologies

Theology

Theologies can only be created by Nations that have a World Religion as their State Religion and require the use of a Disciple. Theologies will grant a city yield bonus to all Nations that have the Religion as its State Religion and increases the chance for the Religion to spread by 5%. Each World Religion may have up to 3 Theologies.

Theology Yearly Yield Religion Opinion Required Technology Civics Cost
THEOLOGY LEGALISM.png Legalism YIELD MAINTENANCE.png -10% Maintenance
YIELD CIVICS.png +2 Civics per Monastery
+20 LAW CENTRALIZATION.png Centralization law None 200
THEOLOGY MYTHOLOGY.png Mythology YIELD CULTURE.png +2 Culture per Shrine
YIELD CULTURE.png +4 Culture per Monastery
+20 LAW POLYTHEISM.png Polytheism law None 200
THEOLOGY VENERATION.png Veneration YIELD MONEY.png +10 Money per Monastery
-5% Rebels Chance
+40 LAW ICONOGRAPHY.png Iconography law None 200
THEOLOGY DUALISM.png Dualism YIELD SCIENCE.png +1 Science
YIELD HAPPINESS.png +1 Happiness per Temple
+30 LAW TOLERANCE.png Tolerance law TECH RHETORIC.png Rhetoric 400
THEOLOGY GNOSTICISM.png Gnosticism YIELD CIVICS.png +2 Civics with Archive
YIELD SCIENCE.png +1 Science per Urban Specialist
+20 LAW MONOTHEISM.png Monotheism law TECH DRAMA.png Drama 400
THEOLOGY REVELATION.png Revelation YIELD ORDERS.png +0.5 Orders with Temple +30 LAW ORTHODOXY.png Orthodoxy law TECH LABOR FORCE.png Labor Force 400
THEOLOGY ENLIGHTENMENT.png Enlightenment YIELD HAPPINESS.png +2 Happiness per Elder Monk
YIELD GROWTH.png +1 Growth per Citizen per Cathedral
+40 LAW PHILOSOPHY.png Philosophy law TECH FORESTRY.png Forestry 600
THEOLOGY REDEMPTION.png Redemption IMPROVEMENT HARBOR.png +20% Harbor Yield
IMPROVEMENT HAMLET.png +20% Hamlet Yield
IMPROVEMENT MINE.png +20% Mine Yield per Cathedral
IMPROVEMENT QUARRY.png +20% Quarry Yield per Cathedral
IMPROVEMENT LUMBERMILL.png +20% Lumbermill Yield per Cathedral
+40 LAW PILGRIMAGE.png Pilgrimage law TECH METAPHYSICS.png Metaphysics 600

Dissent

If the The Sacred and The Profane DLC is installed, Cities that follow a Religion whose Opinion is Upset, Angry or Furious can cause Dissent, which has a 5% chance each year to spawn Rebels. Dissent can be removed either by using the MISSION REMOVE HERESY.png Quell Dissent action or the Suppress Dissent project.