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.



