Religions and denominations

From Europa Universalis 4 Wiki
(Redirected from Shiite)
Jump to: navigation, search
See also: Religion

This article lists and discusses the various religions and denominations of the world.

Religion by province in 1444
Ingame used colours of the religions
Christian Muslim Eastern Dharmic Pagan Jewish Zoroastrian
Catholicism Catholic
Protestantism Protestant
Reformed.png Reformed
Orthodoxy Orthodox
Coptic.png Coptic
Sunni Islam Sunni
Shiite Islam Shia
Ibadi Islam Ibadi
Theravada.png Theravada
Vajrayana.png Vajrayana
Mahayana.png Mahayana
Confucianism Confucian
Shintoism Shinto
Hinduism Hindu
Sikhism Sikh
Animism Animist
Fetishist Fetishist
Totemism Totemist
Inti.png Inti
Nahuatl.png Nahuatl
Mayan.png Mayan
Tengri Tengri
Norse.png Norse
Jewish.png Jewish
Zoroastrianism.png Zoroastrian

Christian[edit]

Christianity includes the Catholic, Orthodox, and Coptic churches at the default 1444 start date. After the Protestant Reformation event, some Catholic nations and provinces will begin to adopt Protestant and Reformed (i.e. Calvinist) religions. All five 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.png prestige, but will give them +10% Missionary strength.png missionary strength for ten years. Orthodox and Coptic nations cannot select the option to convert to Protestantism or Reformed, but Orthodox nations have the mission to Restore the Pentarchy, which upon completion will remove the Papacy from the game, disabling Excommunication, Crusades, and the college of Cardinals.

Only Christians may form personal unions.

Catholic[edit]

Catholic icon
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]

  • Tolerance own.png +1 Tolerance of the True Faith
  • Tolerance heretic.png −1 Tolerance of heretics
  • +5% (on top of the base 10%) more control of territory development demanded by the Clergy.png Clergy estate (only with The Cossacks.png The Cossacks)

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.png El Dorado DLC)

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

Curia[edit]

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

Catholic nations accrue Papal influence.png 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 Flag of the Papal State 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.png papal influence, the next 10 invested influence costs 10 Papal influence.png papal influence, then 15 Papal influence.png 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).

Papal Controller[edit]

The Papal Controller will gain the following bonuses:

Diplomat.png +1 Diplomats
Prestige.png +1 Yearly prestige
Stability cost modifier.png −10% Stability cost modifier
Possible advisors.png +2 Possible advisors
Advisor cost.png −20% Advisor cost
Leader(s) without upkeep.png +1 Leader(s) without upkeep
Aggressive expansion impact.png −20% Aggressive expansion impact
Technology cost.png −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 Icon stability.png −1 stability hit.
Excommunication[edit]

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:

  • Prestige.png −2 Yearly prestige
  • Papal influence.png −10 Yearly papal influence
  • Devotion.png −5 Yearly devotion
  • Tolerance own.png −3 Tolerance of the True Faith
  • Icon diplomacy relations.png −50 Relation with Catholic nations
  • Icon diplomacy relations.png −200 Relation with Catholic theocracies

Catholic reform desire.png Reform desire[edit]

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 players' actions, reform desire will generally increase based on AI nations' choices.

Protestant[edit]

Protestant icon
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 or after the Msg event.pngevent ‘The Protestant Reformation’ which may happen if the Catholic reform desire.png reform desire of Catholicism has reached 95%. The capital of the country that had this initial event becomes a Protestant Center of reformation.png center of reformation as well as a random province of the first two nations that convert to Protestantism. These center of reformation convert neighboring non-Protestant Christian provinces to Protestant, much like a missionary but with 5% extra conversion strength, in a maximum range of 150. A center of reformation can only be removed by converting the province to a religion other than Protestantism.

All Protestant nations receive:[1]

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

Church power.png Church power[edit]

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 enable one or two events 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:

\text{Monthly church power gain} = \text{Base monarch power} \cdot 0.10 \cdot \left(\text{Religious unity} + \text{Other modifiers}\right)

  • Base monarch power is amount of monarch power the country gains every month including all bonuses (ruler skills, advisors, power projection bonus).
  • Other modifiers is the sum of modifiers that also affect monthly church power gain; for example, being a lucky nation gives +25%.
Church power.png Traditions Ideas Bonuses Policies
+10%
  • Religious idea 4: Devoutness
  • Ansbach idea 4: Franconian Reformers
  • Danish idea 7: Religious Freedom is Atheism
  • Saxon idea 5: Corpus Evangelicorum
+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 aspects
Aspect Effects
Organized through bishops Development cost.png −5% Development cost
Priests may marry Stability cost modifier.png −10% Stability cost modifier
Adult baptism Missionary strength.png +1% Missionary strength
Holy sacraments Discipline.png +2.5% Discipline
Saints accept prayers Morale of armies.png +5% Morale of armies
Morale of navies.png +5% Morale of navies
Icons Prestige.png +0.50 Yearly prestige
Legalised divorces Legitimacy.png +0.25 Yearly legitimacy
Republican tradition.png +0.10 Yearly republican tradition
Devotion.png +0.25 Yearly devotion
Horde unity +0.25 Yearly horde unity
Heretics deported Global settler increase.png +15.00 Global settler increase
Parish registers Manpower recovery speed.png +10% Manpower recovery speed
Individual creeds Idea cost.png −5% Idea cost
Allow usury Production efficiency.png +10% Production efficiency
Translated Bibles National unrest.png −1 National unrest

Reformed[edit]

Reformed icon
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.

All Reformed nations receive:[1]

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

Monthly fervor increase.png Fervor[edit]

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

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

Ideas and policies:

Monthly fervor increase.png Traditions Ideas Bonuses Policies
+0.25
  • Religious idea 4: Devoutness

Events:

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

Orthodox[edit]

Orthodox icon
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.

The Orthodox religion has the unique feature of Patriarch authority.pngpatriarchal authority. Events will periodically pop up enabling you to increase or decrease the authority and prestige of your autocephalous Patriarchate. Patriarchal authority is not shared between all Orthodox nations in the way that Reform Desire is shared among all Catholics, but is unique to your nation. Muscovy's decisions will not affect Byzantium's Patriarchal Authority. This reflects the autocephaly of the Orthodox Church. 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]

  • Stability cost modifier.png−10% Stability cost modifier
  • Tolerance own.png+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:

  • Local missionary strength.png−1% Local missionary strength[2]

Patriarch authority.png Patriarch Authority[edit]

Each point of authority will reduce unrest by −0.03, increase the Manpower pool by 0.33% and Missionary Strength by 0.02% ultimately reaching the numbers below at 100%. Note that with the exception of missionary strength this will only affect Orthodox provinces in the country, high authority will have no impact in non-Orthodox provinces except in making them easier to convert.

The patriarchal authority can be changed by the random events that pop up, they are semi-frequent but occur at regular intervals, as well as through interaction with the Clergy Estate, specifically the 'Seek Support of Clergy' estate interaction.

Effects at 100% patriarchal authority:[3]

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

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

Coptic[edit]

Coptic icon
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]

  • Tolerance own.png+1 Tolerance of the True Faith
  • Fort defense.png+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:

  • Local missionary strength.png−2% Local missionary strength[2]

Holy sites[edit]

A list of patriarchal blessings.

Coptic countries gets a unique Holy Sites system. They will have access to a screen showing their Holy Sites. There are 5 in total, detailed with who is currently controlling them 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.

In 1444 the only Holy site that is Coptic and in the control of the Copts is Aksum, in the far north of Flag of Ethiopia 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 Flag of Makuria Makuria gets an event that gives a province modifier to Qasr Ibrim that makes it easier to convert the province to Copticism.

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

Muslim[edit]

All of the Islamic denominations have the Piety mechanism. Piety is graded on a scale between +100 (pious) and -100 (impious). Being pious or impious gives bonuses. There are no corresponding penalties, and there are no bonuses in the center, so it is beneficial to be either completely pious or impious. When a new ruler succeeds to the throne, the Piety score is reset and 3/4 of the Piety score is lost, the new sultan is not assumed to be as impious or as pious as his predecessor.

A ruler has some control over how much Piety they have. While there are events that affect a ruler's Piety, their behavior is the primary factor. For example, declaring war on heretics and heathens increases Piety, while declaring war on other Muslims of the same sect decreases it.

Being pious Positive Piety gives up to the following bonuses (displayed as "Being Pious"):[4]

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

Lack of piety Negative piety gives up to the following bonuses (listed as "Lack of Piety"):[5]

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

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.

Sunni[edit]

Sunni icon
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.

All Sunni nations receive:[1]

  • Cavalry.png +10% Cavalry Ratio
  • Chance of new heir.png+100% Chance of new heir
  • Possible heresies include: Bektashi, Amhadi, Zikri, and Yazidi.

All Sunni provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

Shia[edit]

Shia icon
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, Yemen and as the minority religion in some Indian Sultanates.

All Shia nations receive:[1]

  • Morale of armies.png+5% Morale of armies
  • Chance of new heir.png+100% Chance of new heir
  • Possible heresies include: Druze, Hurufi, and Zaidi.

All Shia provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

Ibadi[edit]

Ibadi icon
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.

All Ibadi nations receive:[1]

  • Morale of navies.png+10% Morale of navies
  • Chance of new heir.png+100% Chance of new heir
  • Possible heresies include: Haruri, Sufri, Najadat, and Azraqi

All Ibadi provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

Eastern[edit]

With patch 1.12 the Buddhism.png Buddhist religion was split into Theravada, Vajrayana and Mahayana.

Theravada[edit]

Theravada icon
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]

  • Advisor cost.png−10% Advisor costs
  • Tolerance heretic.png+2 Tolerance of heretics
  • Possible heresies: Zen

Vajrayana[edit]

Vajrayana icon
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]

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

Mahayana[edit]

Mahayana icon
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 start as Mahayana Buddhist as many countries where it was dominant are instead categorized as Confucianist.

All Mahayana countries receive:[1]

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

If playing with the Common Sense.png Common Sense expansion, the religions Theravada, Vajrayana and Mahayana have a Karma slider. Positive karma is gained from releasing nations, returning cores and honoring military alliances. Negative karma is incurred from declaring wars and conquering provinces. The ruler of a nation with an excessive positive karma will be too detached from worldly experiences and incur a penalty to discipline. A ruler of a nation with excessive negative karma will lose the trust of their neighbours and suffers a penalty to diplomatic reputation. Neutral karma gives a bonus to both discipline and diplomatic reputation.

Low Karma[6] Neutral Karma[7] High Karma[8]
Diplomatic reputation.png −1 Diplomatic reputation
Diplomatic reputation.png +1 Diplomatic reputation
Discipline.png +5% Discipline
Discipline.png −5% Discipline

Confucian[edit]

Confucian icon
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.

All Confucian countries receive:[1]

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

Harmony[edit]

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

At 0% Harmony a country receives the following effects:

  • Development cost.png Development Cost +25%
  • Tolerance own.png Tolerance of the True Faith -3
  • Meritocracy.png Yearly Meritocracy -2
  • Legitimacy.png Yearly Legitimacy -2
  • Devotion.png Yearly devotion -2
  • Horde unity.png Yearly horde unity -2

At 100% Harmony a country receives:

  • Tolerance own.png Tolerance of the True Faith +1

These benefits scale to the value of the country's Harmony, and provides neither maluses nor bonuses at 50%

When a religion is Harmonized, it is tolerated as if it were Confucian. Harmonizing a religion takes 33.3 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.

Name Effect
AnimismPagan Group
  • National unrest.png National Unrest -0.5
CatholicismChristian Group
  • Stability cost modifier.png Stability Cost -5%
Sunni IslamMuslim Group
  • Trade efficiency.png Trade Efficiency +5%
HinduismDharmic Group
  • Tolerance own.png Tolerance of the True Faith +1
ShintoismShinto
  • Infantry combat ability.png Infantry Combat Ability +5%
Vajrayana.pngVajrayana
  • Production efficiency.png Production Efficiency +5%
Theravada.pngTheravada
  • Advisor cost.png Advisor Cost -5%
Mahayana.pngMahayana
  • Idea cost.png Idea Cost -7%
Jewish.pngJudaism
  • Institution spread.png Institution Spread +16%
Zoroastrianism.pngZoroastrianism
  • Trade efficiency.png Trade Efficiency +10%

Shinto[edit]

Shinto icon
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]

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

All Shinto provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

Isolationism[edit]

There are five levels of isolationism, ranging from Open Doors at level 0 to Closed Doors at level 4. The isolation level of a country is only changed through Incidents, which will occur rarely throughout the game when their triggers have been met.

Name Effect
Open Doors (Level 0)
  • Technology cost.png-5% Technology Cost
  • Embracement cost.png-10% Institution Embracement Cost
Adaptive Isolationism (Level 1)
  • Institution spread.png+10% Institution Spread
  • Development cost.png-10% Development Cost
Selective Integration (Level 2)
  • Idea cost.png-10% Idea Cost
  • Construction cost.png-10% Construction Cost
Isolationism (Level 3)
  • Culture conversion cost.png-15% Culture Conversion Cost
  • Missionaries.png+1 Missionary
Closed Doors (Level 4)
  • War exhaustion.png-0.03 Monthly War Exhaustion
  • Stability cost modifier.png-15% Stability Cost

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.

Dharmic[edit]

Hindu[edit]

Hindu icon
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]

  • Tolerance own.png+1 Tolerance of the True Faith
  • Tolerance heathen.png+1 Tolerance of heathens
  • Possible heresies: Bhaktis

With the Wealth of Nations.png 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 your nation:

Hindu Deity Shiva Shiva:
  • Core-creation cost.png−10% Core creation cost
  • Aggressive expansion impact.png−5% Aggressive expansion impact
Ganesha.png Ganesha:
  • Diplomatic reputation.png+1 Diplomatic reputation
  • Better relations over time.png+20% Better relations over time
Hindu Deity Surya Surya:
  • National tax modifier.png+10% National tax modifier
  • Trade efficiency.png+10% Trade efficiency
Ganga.png Ganga:
  • Construction cost.png−10% Build cost
  • Interest per annum.png−1 Interest per annum
Hindu Deity Shakti Shakti:
  • Discipline.png+5% Discipline
  • Siege ability.png+5% Siege ability
Vishnu.png Vishnu:
  • Missionary strength.png+2% Missionary strength
  • Fort defense.png+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 stats to adjust to game circumstances.

Sikh[edit]

Sikh icon
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 start with Sikh religion in the game but it will likely appear some decades from the start.

All Sikh nations receive:[1]

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

All Sikh provinces receive:

  • Local missionary strength.png−1% Local missionary strength[2]

NB: Sikhism can appear via event starting in 1499 if any Hindu nation borders a Muslim nation.

Pagan[edit]

Animist[edit]

Animist icon
Animism is the belief that the world is habited by a number of supernatural spiritual beings without any separation of the mundane and spiritual worlds. Spirits may inhabit anything from mountains to lightening depending on the location of the worshippers.
In the game Animist religion is as a label for a wide range of beliefs from South America to Africa or Indonesia.

All Animist nations receive:[1]

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

All Animist provinces receive

  • Local missionary strength.png +2% Local missionary strength[9]

Fetishist[edit]

Fetishist icon
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]

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

All Fetishist provinces receive:

  • Local missionary strength.png +2% Local missionary strength [9]

Cults[edit]

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 event upon first going to war with a nation in the corresponding religious group or other fetishist nations that start with different cults.

The available cults and their bonuses are:[1]

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

Totemist[edit]

Totemist icon
Totemistic belief teaches that every individual has a spiritual kinship with an animal, the totem. Those who share a totem animal form clans, and consider one-another family.
In the game Totemism is the state religion of all North American Native states and it is present in most of the North American continent.

All Totemist nations receive:[1]

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

All Totemist provinces receive:

  • Local missionary strength.png +2% Local missionary strength[9]

Tengri[edit]

Tengri icon
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.

Tengri has the following features:[1]

  • Cavalry.png +25% Cavalry Ratio
  • Regiment cost.png −20% Regiment cost
  • Possible heresies: Old Tengri

Secondary religion[edit]

Tengri is a syncretic faith; the player (or AI) 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 Prestige.png 50 Prestige and can be done once every 10 years.

Choosing a secondary religion will do the following things:

  • 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]

Catholicism Catholic:
  • Possible advisors.png +1 Possible advisors
  • Diplomatic reputation.png +1 Diplomatic reputation
Protestantism Protestant:
  • Idea cost.png −10% Idea cost
Reformed.png Reformed:
  • National unrest.png −1 National unrest
  • Advisor cost.png −10% Advisor cost
Orthodoxy Orthodox:
  • Global settler increase.png +10 Global settler increase
  • Tolerance own.png +1 Tolerance of the true faith
Coptic.png Coptic:
  • Fort defense.png +10% Fort defence
  • Siege ability.png +10% Siege ability
Sunni Islam Sunni:
  • Trade efficiency.png +10% Trade efficiency
  • Chance of new heir.png +100% Chance of new heir
Shiite Islam Shia:
  • Morale of armies.png +5% Morale of armies
  • Advisor cost.png −10% Advisor cost
Ibadi Islam Ibadi:
  • Advisor cost.png −10% Advisor cost
  • Ship costs.png −10% Ship cost
Theravada.png Theravada:
  • Development cost.png −10% Development cost
  • Diplomat.png +1 Diplomats
Vajrayana.png Vajrayana:
  • Tolerance own.png +1 Tolerance of the true faith
  • Horde unity +1 Yearly horde unity
Mahayana.png Mahayana:
  • National tax modifier.png +10% National tax modifier
  • Tolerance heathen.png +2 Tolerance of heathens
Confucianism Confucian:
  • Stability cost modifier.png −10% Stability cost modifier
  • Administrative technology cost −10% Administrative technology cost
Shintoism Shinto:
  • National unrest.png −1 National unrest
  • Discipline.png +5% Discipline
Hinduism Hindu:
  • Tolerance heretic.png +1 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
Sikhism Sikh:
  • National unrest.png −1 National unrest
  • Morale of armies.png +5% Morale of armies
Animism Animist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Fetishist Fetishist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Totemism Totemist:
  • Tolerance own.png +2 Tolerance of the true faith
  • Looting speed.png +25% Looting speed
Inti.png Inti:
  • Tolerance own.png +1 Tolerance of the true faith
  • Autonomy.png −0.05 Monthly autonomy change
Nahuatl.png Nahuatl:
  • Razing power gain +20% Razing power gain
  • Morale of armies.png +5% Morale of armies
Mayan.png Mayan:
  • Stability cost modifier.png −10% Stability cost modifier
  • Possible advisors.png +1 Possible advisors
Norse.png Norse:
  • Mercenary maintenance.png −10% Mercenary maintenance
  • Galley combat ability.png +20% Galley combat ability
Jewish.png Jewish:
  • Advisor cost.png −10% Advisor cost
  • Possible advisors.png +1 Possible advisors
Zoroastrianism.png Zoroastrian:
  • Merchants.png +1 Merchants
  • Tolerance own.png +1 Tolerance of the true faith

Norse[edit]

Norse icon
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 Norse 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]

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

All Norse provinces receive:

  • Local missionary strength.png +2% Local missionary strength[9]

With the Wealth of Nations.png 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.png Freya:
  • National tax modifier.png +10% National tax modifier
  • National manpower modifier.png +10% National manpower modifier
Tor.png Tor:
  • Land leader shock.png +1 Land leader shock
  • Local defensiveness.png +10% Fort defense
Odin.png Odin:
  • Core-creation cost.png −10% Core-creation cost
  • Horde unity +0.1 Yearly horde unity
  • Legitimacy.png +0.1 Yearly legitimacy
Tyr.png Tyr:
  • National sailors modifier.png +10% National sailors modifier
  • Discipline.png +5% Discipline
Njord.png Njord:
  • Trade efficiency.png +10% Trade efficiency
  • Goods produced modifier.png +10% Goods produced modifier
Snotra.png Snotra:
  • Construction cost.png −10% Construction cost
  • Technology cost.png −5% Technology cost

Mesoamerican and South American religions[edit]

With the El Dorado.png El Dorado DLC, 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.png 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.png institutions that the bordering province had.

Inti[edit]

Inti icon
Inti religion covers a wide range of disparate Andean faiths with many common features. Inti itself is the name of the sun god that the Inca empire promoted over all the other local Huacas.
In the game most of the Andes start out with the Inti religion.

The Inti faith is about maintaining the authority of the Sapa Inca by having the people worship him as a God. Inti nations have an authority value that goes up from owning vast stretches of territory, and goes down when the autonomy of a province the country owns increases (either from manually increasing it, being forced to by rebels, or choosing to do so in an event). Authority ranges between 0 and 100. It is also affected by a number of unique events added for the Inti religion.

All Inti countries also receive:[1]

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

All Inti provinces receive:

  • Local missionary strength.png +2% Local missionary strength[9]

Each point of authority gives:[10]

Stability cost modifier.png −0.1% Stability cost modifier
National unrest.png −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 Icon stability.png stability, no rebel-controlled provinces, and owns at least 10 Province icon.png 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: Manpower recovery speed.png +10% Manpower recovery speed
  • Yana Lords: Morale of armies.png +10% Morale of armies
  • Reform the Cult of Inti: Legitimacy.png +0.5 Yearly legitimacy, Devotion.png +0.5 Yearly devotion
  • Expanded Mitma Policy: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −10% Core-creation cost

When the last reform is passed and the country borders a nation that has embraced Feudalism.png Feudalism, it will be able to reform the religion, getting 80% of the neighbor's tech level, all embraced institution for free, and gaining the permanent benefit of the religious reforms. The maximum tech point will be reduced, though any excess will not be lost and can be spent on newly unlocked idea slot and cost reduced tech.

Mayan[edit]

Mayan icon
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.png overextension, positive Icon stability.png stability, and own at least 20 Province icon.png provinces.

All Mayan countries also receive:[1]

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

All Mayan provinces receive:

  • Local missionary strength.png +2% Local missionary strength[9]

Upon passing a reform, a Maya state will lose cores by releasing nations or giving provinces to existing nations, 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.png 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: Land maintenance modifier.png −10% Land maintenance modifier
  • Central Arbitration: National unrest.png −2 National unrest
  • Central Armories: Infantry combat ability.png +10% Infantry combat ability
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Reform the Bureaucracy: Core-creation cost.png −20% Core-creation cost

Nahuatl[edit]

Nahuatl icon
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]

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

All Nahuatl provinces receive:

  • Local missionary strength.png +2% Local missionary strength[9]

Each point in Doom gives:[11]

Technology cost.png +0.5% Technology cost
Idea cost.png +0.2% Idea cost
Aggressive expansion impact.png −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.png liberty desire by +25.
    • Sacrificing a subject's heir raises the subject's Liberty desire.png liberty desire by +20.

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 Icon stability.png stability, and less than 50 Doom. When enacted, Doom will increase by 25, Icon stability.png 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: War exhaustion.png −0.05 Monthly war exhaustion
  • Extend Pochteca Obligations: Diplomatic relations.png +1 Diplomatic relations
  • Warrior Ranks: Discipline.png +5% Discipline
  • Tribal Expansion: Colonists.png +1 Colonists (provinces adjacent to colonies are auto explored)
  • Legal Reform: Stability cost modifier.png −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.png Feudalism. This brings the country up to 80% of that nation's technology level and it also permanently disables the Doom mechanic.

Jewish[edit]

Jewish[edit]

Jewish icon
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 nations receive:[1]

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

All Jewish provinces receive:

  • Local missionary strength.png−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.

Zoroastrian[edit]

Zoroastrian[edit]

Zoroastrian icon
Zoroastrian religion is the traditional faith of the Iranian peoples and the old Persian Empire. Zoroastrianists 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]

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

All Zoroastrian provinces receive:

  • Local missionary strength.png−2% Local missionary strength[2]

NB: Yazd, owned by the Timurids in 1444, is the only Zoroastrian province.

Religion and DLC[edit]

Many religions have new mechanics with different DLC. The table below lists the religion impacted.

DLC Religion with new mechanics
Wealth of Nations.png Wealth of Nations
  • Reformed.png Reformed
  • Hinduism Hindu
El Dorado.png El Dorado
  • Inti.png Inti
  • Mayan.png Mayan
  • Nahuatl.png Nahuatl
Common Sense.png Common Sense
  • Protestantism Protestant
  • Theravada.png Theravada
  • Vajrayana.png Vajrayana
  • Mahayana.png Mahayana
The Cossacks.png The Cossacks Tengri Tengri
Rights of Man.png Rights of Man
  • Coptic.png Coptic
  • Fetishist Fetishist
Mandate of Heaven.png Mandate of Heaven
  • Confucianism Confucian
  • Shintoism Shinto

Additional religions in converted CK2 games[edit]

Ingame used colours of the religions
Christian Muslim Dharmic Pagan Jewish Zoroastrian
Cathar.png Cathar
Fraticelli.png Fraticelli
Waldesian.png Waldensian
Lollard.png Lollard
Bogomilist.png Bogomilist
Monothelite.png Monothelite
Iclonocast.png Iconoclast
Paulician.png Paulician
Monophysite.png Monophysite
Nestorian.png Nestorian
Messalian.png Messalian
Zikri.png Zikri
Yazidi.png Yazidi
Druze.png Druze
Hurufi.png Hurufi
Kharijite.png Kharijite
Jain.png Jainism
Romuva.png Romuva
Slavic.png Slavic
Suomenusko.png Suomenusko
Hellenic.png Hellenic
Reformed Zunist.png Zunist
Samaritan.png Samaritan
Karaite.png Karaite
Mazdaki.png Mazdaki
Manichean.png Manichean

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 DLC enabled will the heresies be converted as separate religions. Otherwise they will be assimilated into their parent faiths.

Christian[edit]

Cathar.png Cathar[edit]

Cathar icon
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'.
  • Tolerance own.png+2 Tolerance of the True Faith
  • Stability cost modifier.png−10% Stability cost modifier
  • Church power.pngChurch Aspects, as with Protestant

A heresy of Catholicism in CK2. Can recruit female generals and has increased chance of female advisors. Can cause religious leagues to form in the HRE.

Fraticelli.png Fraticelli[edit]

Fraticelli icon
The Fraticelli, or 'Little Brethren', is a Catholic heresy that originated in the Fransiscan 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.
  • Legitimacy.png+1 Yearly legitimacy
  • Tolerance own.png+2 Tolerance of the True Faith
  • Local tax modifier.png-10% Local tax modifier

A heresy of Catholicism in CK2. If Fraticelli believers take Rome in CK2 they may have founded the state of the Fraticelli Papacy. This Papacy is more politically aloof than the Catholic one. The Fraticelli focus on asceticism, and ecclesiastical vows of poverty also seem to prevent any calls for reformation - Fraticelli countries will not trigger reform events, potentially preventing the appearance of the Protestant or Reformed faiths. (Note: this may no longer be true with the Crusader Kings 2.3 update)

Waldesian.png Waldensian[edit]

Waldesian icon
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.
  • Tolerance heretic.png+2 Tolerance of heretics
  • Technology cost.png−10% Technology cost
  • Monthly fervor increase.pngFervor mechanic, as with Reformed

A heresy of Catholicism in CK2. Can cause religious leagues to form in the HRE.

Lollard.png Lollard[edit]

Lollard icon
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.
  • Tolerance own.png+2 Tolerance of the True Faith
  • Stability cost modifier.png−20% Stability cost modifier
  • Local tax modifier.png-10% Local tax modifier
  • Monthly fervor increase.pngFervor mechanic, as with Reformed

A heresy of Catholicism in CK2. Can cause religious leagues to form in the HRE.

Bogomilist.png Bogomilist[edit]

Bogomilist icon
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.
  • Stability cost modifier.png−10% Stability cost modifier
  • Morale of armies.png+10% Morale of armies
  • Local missionary strength.png−2% Local missionary strength[2]
  • Local unrest.png−1 Local unrest
  • Church power.pngChurch Aspects, as with Protestant
  • Halved relations penalty from non-Bogomilist Christians (they consider the Bogomils to be "misguided heretics")

A heresy of Orthodoxy in CK2.

Monothelite.png Monothelite[edit]

Monothelite icon
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.
  • Tolerance own.png+2 Tolerance of the True Faith
  • Autonomy.png-0.05 Monthly autonomy change
  • Local missionary strength.png−1% Local missionary strength[2]
  • Patriarch authority.pngPatriarchal Authority, as with Orthodox
  • Halved relations penalty from other Christians (they consider the these religions to be "misguided heretics")

Heresy of Orthodoxy in CK2.

Iclonocast.png Iconoclast[edit]

Iclonocast icon
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.
  • Tolerance heretic.png-2 Tolerance of heretics
  • Tolerance own.png+4 Tolerance of the True Faith
  • Local missionary strength.png−1% Local missionary strength[2]
  • Patriarch authority.pngPatriarchal Authority, as with Orthodox
  • Halved relations penalty from other Christians (they consider the Iconoclast to be "misguided heretics")

A heresy of Orthodoxy in CK2.

Monophysite.png Monophysite[edit]

Monophysite icon
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."
  • National tax modifier.png+10% Global tax modifier
  • Tolerance own.png+2 Tolerance of the True Faith
  • Local missionary strength.png−2% Local missionary strength[2]
  • Patriarch authority.pngPatriarchal Authority, as with Orthodox
  • Halved relations penalty from non-Monophysite Christians (they consider the Monophysites to be "misguided heretics")

A heresy of Miaphysite in CK2.

Nestorian.png Nestorian[edit]

Nestorian icon
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.
  • Tolerance own.png+2 Tolerance of the True Faith
  • Administrative technology cost−10% Administrative Technology Cost
  • Local missionary strength.png−1% Local missionary strength[2]
  • Patriarch authority.pngPatriarchal authority, as with Orthodox
  • Halved relations penalty from non-Nestorian Christians (they consider the Nestorians to be "misguided heretics")

Paulician.png Paulician[edit]

Paulician icon
Paulicianism is Christian Gnostic heresy influenced by Manichaeism, originating in Armenia.
  • Stability cost modifier.png−20% Stability cost modifier
  • Tolerance heathen.png+2 Tolerance of heathens
  • Local missionary strength.png−1% Local missionary strength[2]
  • Patriarch authority.pngPatriarchal authority, as with Orthodox

Messalian.png Messalian[edit]

Messalian icon
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.
  • Missionary strength.png+1% Missionary strength
  • Chance of new heir.png100% Chance of new heir
  • Local missionary strength.png−1% Local missionary strength[2]
  • Monthly fervor increase.pngFervor mechanic, as with Reformed
  • Halved relations penalty from non-Messalian Christians (they consider the Messalians to be "misguided heretics")

A heresy of Nestorian in CK2. Can recruit female generals and has increased chance of female advisors.

Muslim[edit]

Zikri.png Zikri[edit]

Zikri icon
Zikris are the followers of the Imam Akhar Zaman Hazrat Syed Muhammad Jaunpuri (Imam Mehdi.)
  • Institution spread.png+15% Institution spread
  • Chance of new heir.png+100% Chance of new heir
  • Local missionary strength.png−2% Local missionary strength[2]
  • Being piousUses Piety mechanic

Heresy of Sunni in CK2.

Yazidi.png Yazidi[edit]

Yazidi icon
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.
  • Tolerance own.png+3 Tolerance of the true faith
  • Tolerance heretic.png-1 Tolerance of heretics
  • Tolerance heathen.png−1 Tolerance of heathens
  • Advisor.png+1 Advisors
  • Missionary strength.png-1% Missionary strength
  • Local missionary strength.png−1% Local missionary strength[2]
  • Patriarch authority.png Uses Patriarch Authority.

Heresy of Sunni in CK2.

Druze.png Druze[edit]

Druze icon
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.
  • Chance of new heir.png+100% Chance of new heir
  • Diplomatic technology cost-10% Diplomatic technology cost
  • Tolerance heretic.png-1 Tolerance of heretics
  • Local missionary strength.png−2% Local missionary strength[2]
  • Being piousUses Piety mechanic

Heresy of Shia in CK2.

Hurufi.png Hurufi[edit]

Hurufi icon
The Hurufi faith is a mystical, kabbalistic, Sufi sect within Islam.
  • Chance of new heir.png+100% Chance of new heir
  • Diplomatic relations.png+2 Diplomatic relations
  • Local missionary strength.png−1% Local missionary strength[2]
  • Being piousUses Piety mechanic

Kharijite.png Kharijite[edit]

Kharijite icon
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.
  • Improve relations.png+20% Improve relations
  • Chance of new heir.png+100% Chance of new heir
  • Local missionary strength.png−2% Local missionary strength[2]
  • Being piousUses Piety mechanic

A heresy of Ibadi in CK2.

Jewish[edit]

Samaritan.png Samaritan[edit]

Samaritan icon
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.
  • Advisor cost.png-15% Advisor cost
  • Administrative technology cost-5% Administrative technology cost
  • Tolerance heathen.png-2 Tolerance of heathens
  • Local missionary strength.png−1% Local missionary strength[2]
  • Local tax modifier.png+2% Local tax modifier

Heresy of Judaism in CK2.

Karaite.png Karaite[edit]

Karaite icon
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.
  • Number of states.png+5 States
  • Idea cost.png-10% Idea cost
  • Tolerance heathen.png-2 Tolerance of heathens
  • Local missionary strength.png−1% Local missionary strength[2]
  • Local tax modifier.png+2% Local tax modifier

Heresy of Judaism in CK2.

Zoroastrian[edit]

Mazdaki.png Mazdaki[edit]

Mazdaki icon
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.
  • National unrest.png-3 National unrest
  • Tolerance heretic.png+1 Tolerance of heretics
  • Tolerance heathen.png+1 Tolerance of heathens
  • National tax modifier.png-15% National tax modifier

Heresy of Zoroastrianism in CK2.

Manichean.png Manichean[edit]

Manichean icon
Manichaeism is a Gnostic religion which incorporates elements of Christianity, Zoroastrianism, Buddhism and Gnosticism.
  • Tolerance heathen.png+2 Tolerance of heathens
  • Legitimacy.png+1 Yearly legitimacy

Heresy of Zoroastrianism in CK2.

Dharmic[edit]

Jain.png Jainism[edit]

Jain icon
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.
  • Tolerance heathen.png+2 Tolerance of heathens
  • Tolerance heretic.png+2 Tolerance of heretics
  • Religious unity.png+50% Religious unity
  • Local missionary strength.png +2% Local missionary strength[9]

Reformed Pagan[edit]

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 religions, but only the Norse have the personal deity mechanic.

Romuva.png Romuva[edit]
Romuva icon
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.
  • Fort maintenance.png-10% Fort maintenance
  • Tolerance own.png+1 Tolerance of the True Faith
  • Local defensiveness.png+10% Local defensiveness
  • Local missionary strength.png−2% Local missionary strength[2]
Slavic.png Slavic[edit]
Slavic icon
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.
  • Culture conversion cost.png-15% Culture conversion cost
  • Local manpower modifier.png+10% Local manpower modifier
Suomenusko.png Suomenusko[edit]
Suomenusko icon
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.
  • Fort defense.png+10% Fort defense
  • Max promoted cultures.png+1 Max promoted cultures
Hellenic.png Hellenic[edit]
Hellenic icon
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.
  • Tolerance own.png+1 Tolerance of the True Faith
  • Development cost.png−10% Development cost
Reformed Zunist.png Zunist[edit]
Reformed_Zunist icon
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.
  • Tolerance own.png+3 Tolerance of the True Faith
  • Attrition for enemies.png+1 Attrition for enemies

Footnotes[edit]

  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 1.26 See in /Europa Universalis IV/common/religions/00_religion.txt.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 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. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Being Pious).
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Lack of Piety).
  6. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Low Karma).
  7. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Neutral Karma).
  8. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#High Karma).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 This means that these provinces are easier to convert.
  10. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Authority).
  11. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Doom).
Province mechanics
Management CapitalCoreCultureReligionRebellionAutonomyList of provinces
Economy DevelopmentTaxProductionBuildingsManpowerSailors