Faith And Pantheons Pdf Merge
Religion is a feature reintroduced in the expansion pack. Just as in the real world, Religion consists of a series of Beliefs, which define the religion's ideas and goals.
In the game environment this is represented through a system of bonuses, which have a diverse set of possible effects. A well-crafted Religion may considerably enhance your civilization's abilities, although it doesn't lead to a separate victory. Unlike other aspects of the game, it is definitely possible to win a game without even creating a Pantheon. However, considering the power of Religion, it is highly favorable if you succeed in creating one.Religion is dependent on the Faith resource. For more information on it, visit the.There are eleven named religions to choose from (thirteen in ). These religions, however, are no more than the icons that represent them - it doesn't matter which one you pick because you have to customize it at your own will.
You can even change the name, if you like. Contents The Path to ReligionReligion doesn't exist at the start of a game (unlike and, which start developing immediately after settling the Capital). It has to be created first, and then formed by selecting Beliefs for it. The way to do this lies through accumulation of Faith.Beliefs are the practical effects of religions and pantheons, selected when they are founded or enhanced.
Each belief is unique and may only be selected by one religion/pantheon in the game - thus each religion/pantheon is distinct from all others and has no overlapping effects.The only nation able to generate Faith on turn one is the. Their unique ability nets them +1 Faith in any city with an adjacent unimproved forest tile and +2 in a city with three unimproved forest tiles. Because their start bias places them near forests, you'll always start producing faith from turn 1. On a quick game speed, you should be founding your pantheon within 5 to 10 turns after startup. The Celts' unique unit, the, which replaces the, is able to generate Faith equal to half the strength of any unit it kills.Founding a PantheonPantheons are simple, proto-religious Beliefs, centered on gods which are related to many natural phenomena.
When enough Faith has been accumulated by a civilization, it may be spent to found a pantheon. A pantheon allows for one Pantheon Belief to be chosen. Each successive pantheon founded in the world costs more Faith (+5 per Pantheon) to found.Pantheon Beliefs are chosen from a common pool for all civilizations, which means that, once chosen by someone, a Pantheon isn't available anymore to the others. So, when founding a Pantheon, speed is important for you to be able to choose from a wider pool of Beliefs. The best thing about pantheons is that they have many bonuses based on terrain, allowing you to use your starting terrain to your advantage in the early game. Additionally, pantheons such as Desert Folklore can effectively give you a free religion by allowing you to produce abundant Faith from terrain without the need to build or.After adopting a Pantheon, all your current and future cities will automatically acquire your Pantheon Belief, until you found a full-fledged Religion. This merits noting, because the same doesn't happen with a full Religion (see below).Pantheons may not be founded anymore once any religion in the world has been enhanced (unless there are still fewer pantheons than the maximum number of religions, in which case they still can).
Whereas in most games all civilizations in play are able to found a Pantheon, it is theoretically possible for this not to happen if one civilization progresses too fast towards a full religion while the others dally.Founding a ReligionAfter you have founded a pantheon, a will eventually appear (through further Faith accumulation, or from completing Wonders). He has the special ability to 'Found a Religion' - use it to create your own! Note the Prophet must be in one of your cities to activate this ability, and doing so will consume him.Note that spawning a Great Prophet will consume all your accumulated Faith, not only for the first one, but for each one until you enter the. Consider this when choosing whether to spend your Faith, or wait for a Great Prophet. Sometimes an 'accidental' Great Prophet spawn could in fact hamper your plans.The founding of a religion consists of the following steps:. Selecting an icon and a name for your religion. You may choose among the contemporary religious symbols available and the real-world name related to it, or you can type a new name of your own.
Selecting one Founder belief. Selecting one Follower belief.These two new Beliefs are then added to your Pantheon belief for the formation of your new Religion (for a detailed description of Beliefs and their effects, look below). The city where the Prophet was used to found a Religion turns into the for that Religion. Most of its citizens immediately convert to it, mesmerized by the speech of your Great Prophet, but some citizens resist and remain pagans. Nevertheless, this Religion becomes the Majority religion in this city.From the moment you found a Religion on, your cities stop acquiring Pantheon Beliefs automatically. New cities will be founded with no religious allegiance at all, and you will have to work actively to convert them, if you want the benefits of your new Religion to apply there.Note that if you are playing as you can also choose a fourth, Bonus belief when founding a religion.
This one can come from either the Pantheon, the Founder, Follower or Enhancer pool, which turns the bonus very powerful this early in the game!Once you have founded a Religion, every subsequent Great Prophet born in your civilization is considered to belong to the Religion you founded (even if most of your cities follow a different Religion), and will be born in its Holy City (as long as you have control of it). From this point and on, the Great Prophet has the ability to Spread Religion, or Enhance Religion.Only a limited number of religions can be founded in the world, determined by the starting number of civilizations - the maximum is equal to half the number of civilizations rounded up, plus one.Enhancing a ReligionLater on, when you acquire another Great Prophet, you can use him to Enhance the religion, allowing you to choose a second Follower belief and an Enhancer belief (chosen from a separate Enhancer pool). Note that enhancing a religion also consumes the Prophet; also note that if he has spent even one of his four uses of Spread Religion, you can no longer use him to enhance your religion!
Again, the Prophet needs to be in the Holy City (or any other city belonging to you) to Enhance the Religion.In Brave New World, if you adopt the Reformation policy in the tree, you can choose one additional Reformation belief, for a total of 6 Beliefs per Religion (7 if you play as Byzantium). The Reformation Belief, however, is chosen from its own pool of powerful special bonuses (see below). It can be added as soon as you Found a religion, before you Enhance it.What if I couldn't found a Religion?There is a limited number of religions that can be founded in each game, and they are always less than the total number of players. That means that several players won't be able to found a religion. The remaining number of religions that can be founded is shown in the pop-up info tab when you point at the Faith stat in the main interface.If the number of remaining religions reaches zero before you manage to gather enough Faith for a Great Prophet, you lose the chance to found a religion. However, that doesn't mean that you won't be able to enjoy the benefits of one in this game!. If you managed to adopt a Pantheon Belief, your new cities will start with it, and you will enjoy its benefit in each city until a real Religion takes hold there.
While you won't have a Religion of your own, tailored for your own benefit, your cities will still be able to adopt a Religion. You will have to wait until they get converted via one of the methods described below, after which you will be able to purchase the units and probably buildings associated with the new Religion. You may then spread it as you would your own.
Since these foreign Religions will be 'imported', you will be able to use all city-level bonuses from their various Beliefs, but not the empire-level bonuses. You also don't get some secondary effects, such as Influence with City-States diminishing slower if they've adopted 'your' religion, or their religion-oriented quests.Spreading a Religion The Religious BattleThe in-game use of religion manifests itself only after converting the citizens of cities (yours and all others) to it. Most Beliefs' effects only work on city level, so you will only benefit from them if your (and other) cities convert to your religion. In short, the more cities worldwide follow your religion, the better for you! In practice, founding a religion doesn't do much good if you can't manage to spread it around. All sorts of religious effects depend on the number of cities and citizens following it.When more than 50% of the citizens of a city convert to a certain religion, it is declared the majority religion of this city, and the icon of the religion will appear just beside the city name in its tab. From now on, the owner of the religion will receive all religious bonuses applied on the city-level (which are most of the bonuses), and this city will start exerting religious pressure.
Moreover, units and buildings related to this religion can now be purchased in this city, while any terrain bonuses from its Pantheon belief will be applied to nearby terrain.Thus, spreading religions becomes another mini-game inside the civilization. You (and your adversaries) may use religion offensively to weaken the enemy, or simply to boost your own empire's stats. Religions are usually great sources of Happiness, Culture, Gold and, of course, Faith.
Other leaders will try to spread their own religions when they can, and will do so more aggressively if they are hostile toward you. They may refrain from converting your cities if they are friendly, or at least neutral. They will always try to convert City-States, however - regardless of whether those are your allies, or not. Diplomatic incidents may also occur due to overzealous spreading of a religion, so be wary! On the other hand, the benefits are usually worth the trouble.Religious PressureIf a city has a majority religion (i.e. More than half of the city population are its followers), the city starts exerting religious pressure for the respective religion on all other cities and City-States within 10 tiles, regardless of their civilization affiliation. This pressure results in conversion of citizens in those cities.
Faiths And Pantheons Pdf
Note that if the target city already has a majority religion, it needs at least two cities from another religion to start the conversion process. By default, the amount of religious pressure each city exerts is 6. Pressure from various cities adds together for increased effect. The greater the pressure, the faster citizens in that city convert to the religion exerting the pressure.If there is more than one religion competing for influence in a given city, the one with greater pressure gains the upper hand, and will eventually convert the city. However, there will always be some followers of the competing religion(s) in that city, unless a special unit like the Inquisitor removes them.In Brave New World, also spread the Religion of their source city to the target city, regardless of the distance. The effect lasts as long as the Trade Route is active.
Use this as a way to reach cities out of the normal reach of automatic spread.Religious UnitsThe other way of spreading a religion is by using a special civilian unit, the. Great Prophets also have an ability to spread religion, which is much more effective - it removes any influence from other religions, just like using an Inquisitor - but be aware that once they spread religion a single time, they can't be used to enhance a religion or create a!
Faiths And Pantheons 3.5 Pdf
Both Missionaries and Prophets have a maximum number of times they can 'Spread Religion' (2 for Missionaries, 4 for Prophets), after which they will be removed from play.You may move these units to target cities, and when they're in, or right next to them, they may use their special ability 'Spread Religion' to immediately convert some citizens to their religion. Generally, it's easier to convert Pagan cities (those that have no majority religion yet). Note that the presence of an in the city greatly diminishes the effect of this type of conversion.Both Missionaries and Prophets can move through territory you have no access to - that is, they can move through another civilization's territory without an Open Borders treaty. Missionaries, however, will suffer losses from attrition if they end their turn there (as they are considered unwelcome), losing 25% of their maximum conversion power per turn, and disappearing once their power drops to 0. Prophets aren't affected by this - their faith is apparently too strong. Also note that Great Prophets and Missionaries can use roads in unwelcome territory and are unaffected by the wonder.Other Gameplay Effects of ReligionOther than receiving all these nice bonuses from Beliefs, Religion has some other gameplay effects:. When a City-State shares your Religion, your Influence with it diminishes 25% slower.
Dnd Faiths And Pantheons
Sharing Religion with another nation nets you a 25% bonus to Tourism (more with certain ). You can designate a Religion to be the official World Religion via the, by successfully passing the respective resolution. Once enacted, this religion spreads 25% faster than others (conversion is 25% faster, albeit still in the same distance), its Holy City receives a 50% Tourism bonus, and all nations following this religion will receive two additional congress delegates.You have to be aware that other nations are pretty protective of their religions. If they have founded one, and you try to convert their cities using Missionaries and Prophets, they will object diplomatically. Disregarding this objection may cause a diplomatic incident.
You can also ask another player to stop preaching in your cities, if you want. However, civs that have not founded a religion of their own rarely object to you spreading yours in their territory, no matter how aggressively.ReligionsThere are thirteen religions to choose from, and they are:. ( ).Originally, when Religion was reintroduced in, there were eleven religions, including Christianity. Due to the large number of Christian civilizations, however, split Christianity into three religions based on its three major contemporary denominations: Catholicism (which reuses the icon of the original Christian religion), Eastern Orthodoxy and Protestantism (two denominations of Christianity which originally appeared in the Gods & Kings scenario ).BeliefsReligious Beliefs are split into four categories: Pantheons, Founder Beliefs, Follower Beliefs, and Enhancer Beliefs.
In Brave New World, a new category, Reformation Beliefs, is added.You can have up to five beliefs in the Religion you found once it has enhanced. Please note that there is also an additional Bonus Belief, exclusive to Byzantium, increasing the number of beliefs to six. These beliefs do not include the Reformation Belief.Also note that once a belief is chosen, it's impossible to change it, and it also becomes unique to that Religion. You can only choose any of the beliefs that no other religions have.PantheonsPantheons provide basic bonuses for cities, usually based on terrain or resources.
You may found a Pantheon when you accumulate a sufficient amount of Faith.Note that if a bonus applies to a particular resource (, etc.), the bonus will work regardless of whether the resource is improved or not. On the other hand, bonuses applying to particular improvements (, etc.) will work as long as the improvement is not pillaged. Terrain bonuses always apply as long as you don't change the terrain - for example, by cutting down the in a tile.NameBenefitAncestor Worship+1 Culture fromDance of the Aurora+1 Faith from tiles withoutDesert Folklore+1 Faith from tiles (including Flood Plains and Oasis)Earth Mother+1 Faith for each, and resourceFaith Healers+30 HP healed per turn if adjacent to a friendly cityFertility Rites10% faster Growth ratesGod of Craftsmen+1 Production in cities with Population of 3+God of the Open Sky+1 Culture fromGod of the Sea.