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  3. Beliefs | Civilization VI

Beliefs | Civilization VI

Posted on November 12, 2026November 12, 2026 by alienshooter

Worship Beliefs

Cathedral

  • Allows construction of Cathedrals (+3 Faith, 1 slot for religious art).

Dar-e Mehr

  • Allows construction of Dar-e Mehrs (+3 Faith, +1 additional for each era since constructed or last repaired).

Gurdwara

  • Allows construction of Gurdwaras (+3 Faith, +2 Food).

Metting House

  • Allows construction of Meeting Houses (+3 Faith, +2 Production).

Mosque

  • Allows construction of Mosques (+3 Faith). Missionaries and Apostles +1 Spread.

Pagoda

  • Allows construction of Pagodas (+3 Faith, +1 Housing).

Stupa

  • Allows construction of Stupas (+3 Faith, +1 Amenity).

Synagogue

  • Allows construction of Synagogues (+5 Faith).

Wat

  • Allows construction of Wats (+3 Faith, +2 Science).

Follower Beliefs

Choral Music

  • Shrines and Temples provide Culture equal to their intrinsic Faith output.

Divine Inspiration

  • All world wonders provide +4 Faith.

Feed the World

  • Shrines and Temples provide Food equal to their intrinsic Faith output.

Jesuit Education

  • May purchase Campus and Theater Square district buildings with Faith.

Religious Community

  • Shrines and Temples each provide +1 Housing.

Reliquaries

  • Relics have triple yield of both Faith and Tourism.

Warrior Monks

  • Allows spending Faith to train Warrior Monks, medieval land combat units with a unique promotion tree. May only be purchased in a city with a Temple in its Holy Site.

Work Ethic

  • +1% Production for each citizen following this religion in the city.

Zen Meditation

  • +1 Amenity in cities with 2 specialty districts.

Founder Beliefs

Church Property

  • +2 Gold for each city following this Religion.

Cross-Cultural Dialogue

  • +1 Science for every 5 followers of this Religion in other civilizations.

Lay Ministry

  • Each Holy Site or Theater Square district in a city following this Religion provides +1 Faith or +1 Culture respectively.

Papal Primacy

  • Type bonuses from city-states following your Religion are 50% more powerful.

Pilgrimage

  • +2 Faith for every city following this Religion in other civilizations and City-States.

Religious Unity

  • +1 Envoy at each City-State when it first adopts this Religion, in addition to any envoy from a City-State quest.

Stewardship

  • Each Campus or Commercial Hub district in a city following this Religion provides +1 Science or +1 Gold respectively.

Tithe

  • +1 Gold for every 4 followers of this Religion.

World Church

  • +1 Culture for every 5 followers of this Religion in other civilizations.

Enhancer Beliefs

Burial Grounds

  • Culture Bomb adjacent tiles when completing a Holy Site.

Crusade

  • Combat units gain +10 that follow this Religion. Combat Strength when within the borders of foreign cities.

Defender of the Faith

  • Combat units gain +5 that follow this Religion. Combat Strength when within the borders of friendly cities.

Holy Order

  • Missionaries and Apostles are 30% cheaper to purchase.

Itinerant Preachers

  • Religion spreads to cities 30% further away.

Missionary Zeal

  • Religious units ignore Movement costs of terrain and features.

Monastic Isolation

  • Your Religion’s pressure never drops due to losses in Theological Combat.

Religious Colonization

  • Cities start with this Religion in place if founded by a player who has this as their majority Religion.

Scripture

  • Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing is researched.

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