Religion

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.10.

For information on individual religions, see religions and denominations. For religious events, see religious historical events.
Religion interface

The religion that a nation follows and how tolerant it is of other faiths is an important aspect of gameplay in EUIV. Religion will affect diplomatic actions and nations of mutually accepted religions have a better chance of reaching agreements with one another. Religion is also connected to unrest and provinces of non-tolerated religions are more rebellious. The player has some control over religion by having the option to change the state religion, religious decisions that may impact internal and external religious relations, and sending missionaries to convert heathen or heretic provinces to the state religion.

Religion map[edit]

Religion by province in 1444 (as of Common Sense).

Religious unity.pngReligious unity[edit]

Religious unity is the percentage of a country's development provided by provinces that follow the state religion or a positively tolerated heretic or heathen religion.

  • Provinces of the state religion always contribute 100% unity regardless of tolerance.
  • Provinces of a heretic or heathen religion contribute a percentage determined by how tolerated they are.

The effects of tolerance on religious unity per province are as follows:

Tolerance Contribution
Negative Tolerance +0%
0 +25%
1 +50%
2 +75%
3 +100%

For example, suppose a Catholic country has a 10 development Catholic province, a 4 development Protestant province, and a 16 development Sunni province. If heretic tolerance is +1 and heathen tolerance is -2, the country's religious unity will be (100%*10 + 50%*4 + 0%*16)/(10 + 4 + 16) = 40%/

Religious unity directly affects national unrest and stability cost as follows:

  • National unrest: +0.03 for each percentage of religious unity below 100%
  • Stability cost: +1% for each percentage of religious unity below 100%

Ideas and policies which increase religious unity:

Religious unity.png Traditions Ideas Bonuses Policies
+50%

Bengali idea 1: Bengali Hindu-Sufi Syncretism
Gujarati idea 1: Garba!
Indian Sultanate idea 1: Tolerate the Idol Worshipers
Jaunpuri idea 3: Sants and Sufis
+35%

Mughal idea 1: An Indian Padishah
+33%

South Indian traditions
+25%

Bosnian traditions
Granadan traditions
Papal traditions
Punjabi traditions
Humanist idea 1: Tolerance
Bahmani idea 2: Legacy of Gisu Daraz
Hessian idea 3: Welcome the Reformers
Kazani idea 1: Steppe Tolerance
Permian idea 6: Komi Tolerance
Zaporozhian idea 6: Steppe Tolerance
+20%

American traditions
Ayutthayan traditions
Vijayanagar traditions
Javan idea 1: Candi Shrines
Karamanid idea 6: Home of the Whirling Dervishes
Taungu idea 3: Nat Worship
West African idea 4: Ancestors and Crescent
Defensive-Religious: Edict of Expulsion
Humanist-Aristocratic: Enlightened Aristocracy
Religious-Diplomatic: Policy of Calculated Delay
Religious-Offensive: The Anti-Heresy Act
+15%

Smolenskian idea 1: Smolenskian Resolve
+10%

Central Indian idea 2: Tribal Religion
Pueblo idea 6: Clown Societies
Exploration-Religious: Colonial Restrictions

Tolerance[edit]

Countries have three tolerance values. These tolerance values are national, but have provincial effects depending on the province's religion, relative to the state religion.

Each point of positive tolerance gives:

  • Local unrest.png –1 Local unrest

Each point of negative tolerance gives:

  • Local unrest.png +1.25 Local unrest
  • Local tax modifier.png –10% Local tax modifier
  • Goods produced.png –10% Goods produced

Note that Hungary and the United States of America have national ideas which remove all penalties for having negative tolerance.

Tolerance own.pngTolerance of the true faith[edit]

This refers to the state religion. For example, if the state religion is Catholic, Catholic provinces will use this tolerance value. The base value of Tolerance of the True Faith is +3, and there is no maximum value.

Ideas and policies that affect tolerance of the true faith:

Tolerance own.png Traditions Ideas Bonuses Policies
+3

Byzantine traditions
+2

Lan Xang traditions
Laotian traditions
Québécois traditions
Romanian traditions
Sukhothai traditions
Tapuian traditions
Bremish idea 2: Memories of Verden
Cham idea 1: Memory of the My Son Temples
Danish idea 7: Religious Freedom is Atheism
Fulani Jihad idea 5: Islamic Scholarship
Hejazi idea 1: Custodian of the Two Holy Cities
Lan Na idea 4: The White Elephant
Manipur idea 4: Mayek
Miao idea 1: Sacrificing to the Spirits
Mossi idea 6: Honoring the Masks
Münster idea 1: Great Procession
Najdi idea 7: Enforce Tawhid
Northumbrian idea 3: Cradle of British Christianity
Papal idea 1: Ecclesiastical Primacy
Pegu idea 3: Dhammazedi
Pueblo idea 6: Clown Societies
Songhai idea 6: Sharia
Transylvanian idea 6: Unitarian Zeal
+1

Religious idea 5: Devoutness
Croatian idea 4: Antemurale Christianitatis
Kanem Bornuan idea 4: House of Kanem
Khmer idea 2: Theravada Buddhism
Kievan idea 5: Center Of Orthodox Church
Montenegrin idea 2: Metropolitanate of Montenegro
Ruthenian idea 7: Birth of Russian Orthodoxy
Swahili idea 3: Great Mosque of Kilwa
Teutonic idea 7: One State, One Religion
Theodorian idea 7: Cave Monasteries
Vindhyan idea 3: A Sacred Land
Welsh idea 7: Welsh Church

Tolerance heretic.pngTolerance of heretics[edit]

This refers to different religions within the same religious group. For example, if the state religion is Catholic, the religion group is Christian, and provinces that are Protestant, Reformed, Coptic, or Orthodox will use this tolerance value. The base value of Tolerance of heretics is –2. The possible maximum value is +3.

Ideas and policies that affect tolerance of heretics:

Tolerance heretic.png Traditions Ideas Bonuses Policies
+4

Lithuanian traditions
+3

Bosnian traditions Humanist idea 3: Ecumenism
Bohemian idea 1: Compacta of Prague
Dutch idea 5: Embrace Humanism
Knights Hospitaller idea 5: Ecumenical Defenders of Christendom.
Saxon idea 4: Wittenberg University
Transylvanian idea 5: Patent of Toleration
Polish ambitions
+2

Baden idea 4: Cuius Regio, Eius Religio
Burgundian idea 6: Allow Freedom of Worship
Canadian idea 5: The Quebec Act
French idea 7: Liberté, Égalité, Fraternité
Kurdish idea 2: Li Gora Gawirî Kurd Misilman e
Pomeranian idea 4: Religious Freedom
Ruthenian idea 2: Foreign Influences
Swiss idea 5: Swiss Tolerance
Thüringian idea 3: Protector of Reformers
Palatine ambitions Religious-Plutocratic: The Tolerance Act
+1

Albanian idea 6: Albanian Tolerance
Arawak idea 4: Tribal Tolerance
Circassian idea 7: Religious Flexibility
Prussian idea 7: Religious Toleration
Tibetan idea 4: The Way of Virtue
Vijayanagar idea 4: Tolerance

Heretic conversion events[edit]

Tolerance of heretics of ≥ 2 will allow provinces to randomly convert to those heretic religions. The median time to happen is 5000 months, lowered by Innovative Ideas and having a neighboring province with the new religion while increased by having the Theocracy government type. Provinces with the "Religious Zeal" modifier will not receive these events at all.

A province is more likely to convert via event to a particular religion if a neighboring province has that religion. Adjacency is not required for most conversions. However, the following conversions only occur if a neighboring province has the new religion:

  • Orthodox <-> other Christian
  • Buddhism, Shinto -> Confucianism

In addition, only Japanese-culture provinces can convert to Shinto.

Tolerance heathen.pngTolerance of heathens[edit]

This refers to religions of other religious groups. For example, if the state religion group is Christian, provinces that are of Muslim, Eastern, or Pagan religious groups will use this tolerance value. The base value of Tolerance of heathens is -3. The possible maximum value is +3.

Ideas and policies that affect Tolerance of heathens:

Tolerance heathen.png Traditions Ideas Bonuses Policies
+3

Bahmani traditions
Bengali traditions
Gujarati traditions
Indian Sultanate traditions
Jaunpuri traditions
Ottoman traditions
Semien traditions
Humanist idea 7: Humanist Tolerance
Granada idea 1: People of the Book
Mughal idea 1: An Indian Padishah
Siddi idea 1: Goma
+2

Javan traditions
Kazani traditions
Malian traditions
Pagarruyung traditions
Permian traditions
Punjabi traditions
Arakanese idea 2: Rohingya Immigrants
Carib idea 6: Religious Syncretism
French idea 7: Liberté, Égalité, Fraternité
Guarani idea 4: Jesuit Conversions
Kutai idea 2: Muslim Trading Communities
Laotian idea 3: Satsana Phi
Malayan sultanate idea 2: Sufi Legacy
Omani idea 3: Association With Unbelievers
Sadiyan idea 2: Crossroad of Religions
+1

Jerusalem traditions Albanian idea 6: Albanian Tolerance
Circassian idea 7: Religious Flexibility
Tibetan idea 4: The Way of Virtue
Vijayanagar idea 4: Tolerance
Humanist-Exploration: Native Assimilation Act

Become Defender of the Faith.png Defender of the Faith[edit]

Each Christian or Muslim denomination can have one Defender of the Faith. It costs 500Gold Icon.pngducats for a country to claim the title. Countries with female rulers or regencies cannot claim the title. Being Defender of the Faith gives the following modifiers:

  • Morale of armies.png+5% Morale of armies
  • Morale of navies.png+5% Morale of navies
  • Technology cost.png+5% Technology cost
  • War exhaustion.png−0.025 Monthly war exhaustion
  • Papal influence.png+1 Yearly papal influence
  • Prestige.png+1 Yearly prestige
  • Missionaries.png+1 Missionary

Countries automatically call the Defender of the Faith of their religion to arms if attacked by a nation of another religion. Since patch 1.8, it seems Defender of the Faith get a call to arms only for same continents countries and for countries which has a border. The Defender of the Faith doesn't get a call to arms if the country attacked is a co-belligerent (e.g., if France is Catholic Defender of the Faith and Venice (Catholic) is allied with Serbia (Orthodox), then if Ottomans (Sunni) attack Serbia and make Venice co-belligerent, France doesn't get a call to arms).

The Defender of the Faith loses the title, but no prestige, if they refuse or lose the war.

Missionaries.pngConversion[edit]

Province conversion[edit]

The most common way to convert provinces is the use of missionaries, but there are also several other methods.

Missionaries[edit]

Missionaries are envoys that can convert a province to a nation's official religion. Missionaries slowly convert provinces over time: each month, the effective missionary strength in that province is added as ongoing progress, and when it reaches 100% the province is converted. If strength is insufficient, the province will never convert (although the missionary will not lose progress). There is a 0.40 gold/month cost per active missionary [inaccurate - what else does it depend on?], and a province being converted will have +6% local unrest.

Each country has 1 missionary by default. More can be obtained through the following:

Missionaries.png Traditions Ideas Bonuses Policies
+1

Divine traditions
Spanish traditions
Religious idea 2: Missionary Schools
Ajuuraan idea 3: Gareen Imams
Circassian idea 4: Franciscan Missionaries
Fulani Jihad idea 1: Wandering Scholars
Jerusalem idea 4: Land of the Heathen
Münster idea 3: Founding of Monasteries
Najdi idea 2: Hanbali School
Teutonic idea 6: Promote Prussian Bishops
Bremish ambitions
Najdi ambitions
Northumbrian ambitions
  • +1 missionary from being Defender of the Faith (Christian or Muslim only)
  • The following triggered modifiers award more missionaries:
    • +1 missionary from being Christian or Muslim and owning Mecca.
    • +1 missionary from being Christian or Muslim and owning Judea/Jerusalem/Al-Quds.
    • +1 missionary from being non-Catholic and owning Rome.
    • +1 missionary from being Orthodox and owning and converting Rome, Constantinople, Aleppo, Judea/Jerusalem, and Alexandria.
  • +2 missionaries from joining the Counter-Reformation (Catholics only)

Missionary strength.pngMissionary strength[edit]

Base missionary strength is 2% at full funding, scaling down to 0% at no funding. Modifiers that increase strength include:

  • Advisors: +2% from an Inquisitor advisor
  • Stability: +0.5% for each point of positive stability
  • Piety: Up to +3% for Muslim states that are pious
  • Patriarch Authority: Up to +2% for Orthodox states that have Patriarch Authority.
  • Buildings: +0.1% for each fort level in a province, +3% for a Cathedral
  • Decisions: A number of national decisions increase (or decrease) missionary strength.
  • Events: Many events give a temporary bonus (or penalty) to missionary strength.
  • Province's current religion: +2% in pagan provinces.
  • Holy Roman Empire: +1% for being the dominant religion in the Holy Roman Empire
  • Converting religions through the Religion tab gives a +10% "Religious Zeal" bonus for ten years, but only to converting heretics, not heathens.
  • Several ideas also affect missionary strength:


Missionary strength.png Traditions Ideas Bonuses Policies
+5.0%

Najdi traditions
+3.0%

Religious idea 4: Divine Supremacy
Byzantine idea 7: Restore the Ecumenical Patriarch
Colonial idea 3: Religious Outposts
+2.0%

Bremish traditions
Jerusalem traditions
Armenian idea 1: Apostolic Church
Austrian idea 5: Edict of Restitution
Divine idea 4: Let No Man Tolerate the Witch
Javan idea 3: Dharmasastra
Kanem Bornuan idea 4: House of Kanem
Moldavian idea 5: Metropolis of Moldavia
Pagarruyung idea 1: Tantric Legacy
Palatinate idea 5: Heidelberg Catechism
Savoyard idea 4: Crush the Vaudois
Spanish idea 2: Spanish Inquisition
Sumatran idea 2: Porch of Mecca
Teutonic idea 4: Assume Religious Authority
+1.0%

Ajuuraan traditions
Lan Xang traditions
Tibetan traditions
Air idea 7: Ineslemen Teachings
Arabian idea 4: Spreading the Prophet's Word
Athenian idea 6: Preserve Archbishop of Athens
Breton idea 4: Breton Catholicism
Ethiopian idea 5: The Ark of the Covenant
Fulani Jihad idea 3: Fulani Jihads
German idea 5: Cuius Regio, Eius Religio
Hejazi idea 6: Hajj
Khivan idea 4: Djuma Mosque
Kievan idea 5: Center Of Orthodox Church
Novgorod idea 2: City of Churches
Québécois idea 7: Jesuit Missions
Sukhothai idea 4: Wat Si Sawai
Religious-Aristocratic: The Witchcraft Act
Religious-Diplomatic: Policy of Calculated Delay
Religious-Espionage: Enforce Religious Law
Religious-Trade: Religiously Sponsored Guilds

In addition, a few ideas specifically affect missionary strength when converting heretics, but have no effect when converting heathens.


Global heretic missionary strength.png Traditions Ideas Bonuses Policies
+3%

Bavarian idea 4: Establish the Geistlicher Rat
+2%

Religious idea 7: Inquisition
Bulgarian idea 2: Root Out the Heresies
Finnish ambitions
Münster ambitions
+1%

Kievan traditions Welsh idea 7: Welsh Church


Things that decrease this speed include:

  • Province's current religion: -2% in Coptic, Muslim and Shinto provinces.
  • Province's current religion: -1% in Orthodox and Sikh provinces.
  • Culture: -2% for non-accepted cultures.
  • Trade company provinces get -2% (but don't get the wrong culture penalty, so switching a province in or out of a trade company has no net effect).
  • Provincial development: -0.1% for each point of a province development level.
  • Rome, Mecca and the initial Sikh province (historically Punjab, but in-game potentially any Indian province) get a special -5% Religious Center modifier.
  • Recently converted provinces get -100% for 30 years.

Centers of reformation[edit]

The first three nations to convert to Protestant and the first three to convert to Reformed have a random province designated as a Center of Reformation. These centers of reformation will automatically convert nearby provinces to their religion, unless they are conquered and converted to a different faith. Provinces converted by a center of reformation get the -100% religious zeal modifier to missionary strength in that province for 30 years. Missionaries can work in the same province that is being converted by a center of reformation. Each center of reformation can only convert one province at a time.

National conversion[edit]

There are several different ways a country may change religion.

By decision[edit]

Catholic, Protestant and Reformed Christians can convert among each other through the Religions tab once the Reformation starts. Hindu and Sikhs may similarly interconvert once Sikhism is unlocked.

Conversion is also possible through decision: with the Sword and Crescent DLC, Sunni and Shiite (but not Ibadi) Muslims may convert to the other denomination if both their capital and the majority of their provinces follow the other denomination. Japanese daimyos - but not Japan itself - may convert to Catholicism by decision if the majority of their territories are Catholic; this can happen following certain events in the 16th century.

Countries of other religions cannot convert peacefully, but can change religion due to warfare or rebels.

By event[edit]

Totemist, Shamanist and Animist pagans undergoing Westernization get events to convert to Catholic, Protesant or Reformed Christianity if they have neighbors of the appropriate denomination. Kongo has a special event chain to convert to Catholicism.

Forcing religion[edit]

A nation can force a heretic (but not a heathen) country to change their state religion as part of a peace deal. Without an appropriate casus belli such as "Cleansing of Heresy" or "Religious Conformance" (unique to the Holy Roman Emperor against HRE members), this will have the same war score cost as annexing the nation. When a country is converted this way, only the state religion and the capital province's religion change. It is possible to combine forcing religion with annexation if the country is small enough; this will convert a province for free before annexation.

Enforcing religion[edit]

Once the religion of the Holy Roman Empire has been locked, the emperor can request a prince to change their state religion depending on their opinion of the Emperor. Similarly to when forcing a religion of an enemy country, the prince has its capital converted while the rest of the provinces remained unaffected.

With the Common Sense DLC, suzerains may force their subject nations to change religions if they follow a heretic faith. This gives +50 liberty desire, gradually ticking down.

Rebel conversion[edit]

Nations can support religious zealots in enemy countries. These rebels convert a province's religion to the one they represent when occupation is achieved.

Supporting religious zealots is only possible if the desired religion is present in the target nation and is the likely rebel type in a province with unrest above 0. If there are no such provinces in the target nation, one way to achieve it is to sell the target a province of the correct religion.

Generally the nation will be able to overpower the rebels if left to its own devices, so it is critical to support them militarily. This can be done by declaring war against the target nation using the "Support Rebels" casus belli.

A nation that is broken by religious rebels, or that accepts their demands, will convert to the rebels' religion provided that the rebels' religion is the plurality religion. For most countries, giving in to religious rebels is the only way to change religious group.

Strategy[edit]

  • Base missionary strength is very small compared to modifiers, both positive and negative. This means that conversion will usually either be very fast or impossible. Religious Ideas is often essential for any serious conversion work.
  • Provinces that do not have the state religion generally suffer from low tolerance and also lower the nation's Religious Unity. Therefore, nations with large amounts of wrong religion provinces will have to choose between two main ways of dealing with them- high tolerance or conversion. There are represented by the Humanist and Religious idea groups respectively.
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