Religion represents the belief systems of the ancient world, usually polytheistic and encompassing a wide range of gods, and important to everything, from daily life to the highest political echelons. In the game, every state, character, and pop belongs to a particular religion, with their interactions playing a significant role in loyalty and pop happiness. The choice of pantheon gods and omens in the state religion forms an important part of the modifiers and bonuses that a country has, and is the one of the main interactions that a player will have with religion, with the systems of holy sites and sacred treasures providing more auxiliary goals and flavour. Most religion interactions can be managed through the Religion tab.
State religion
Every country starts with a predefined state religion, which can be viewed just above the pantheon deities in the Religion tab. Every religion has bonuses that are applied to the entire country, and also determines the base deities that are always available regardless of the population or holy sites of the country. State religion also has a small effect on diplomacy—countries of the same religion get a +10 opinion bonus with each other. There is no malus for having a different state religion.
There is no default happiness bonus or penalty for pop religion, but pops will receive a +4% happiness bonus for each deity in the state pantheon that matches their religion, making it useful for polytheistic states to take on pantheon gods of religions that are widespread inside their country - though spreading out the deity happiness bonus between deities of different religions means a smaller happiness modifier for each individual religion. The happiness of state religion pops specifically is also be increased with the state religion happiness modifier, which is given by various omens and deities, inventions, laws, heritages, and more.
Additionally, the percentage of pops following the state religion is the nation's Religious Unity value, which is a major component of Omen Power.
State Conversion
The state religion can be changed by decision if there is at least 1 character of the new religion in the country, and either 50% of the non-slave pops in the capital or at least 20% of all the pops of the country, as well as at least one pantheon deity, follow the new religion the country is converting to. Switching religions can only be done once every 10 years and costs 200 political influence and 30 stability, also giving a temporary drop of −15 Loyalty for all characters that are followers of the old faith.
Character religion
Each character also has their own character religion, usually but not always the same as that of the state. Characters that do not follow the state religion have a −10 maximum loyalty modifier and will be hesitant to use the Religious Conversion governor policy on provinces of their own religion. Pops also have a -6% happiness penalty if the governor of their region is not of their religion - notably, this includes even state religion pops, if their governor is not of the state religion.
Characters can be forced to convert if their loyalty is at least 60, at the cost of +5.00 Tyranny and a temporary drop of −30 loyalty for 5 years. There are also a few events by which a character's religion can otherwise be changed — governors may switch to the religion of the regional capital if the Religious Conversion policy is not being used, office holders may take on the religion of the state that employs them, the heir of a monarchy may switch to the religion of the Royal Tutor, and rulers may get an event to switch to the state religion if they do not follow it.
Territory religion
这部分内容可能已不适合当前版本,最后更新于1.5。 |
Every territory has a dominant religion, which is the religion with the highest number of pops in the territory. This is the religion as displayed for the territory in the religion map mode and is generally considered the religion of the territory for most purposes, particularly for colonization, moving the capital, and many event and mission task checks.
Most importantly, there are also territory modifiers applied if the dominant religion is not the state religion, which makes them harder to convert and assimilate. Such a territory where the Dominant Religion is not State Religion gets the following modifiers:
State religion happiness
这部分内容可能已不适合当前版本,最后更新于1.5。 |
State Religion Happiness modifiers are applied to all pops of the state religion, regardless of what religions the pantheon deities are of. Unlike with integrated cultures, there is no base state religion happiness modifier, though modifiers from other sources can still add up to a significant amount that makes conquering provinces with the same religion significantly easier.
Type | Modifier | State Religion Happiness |
---|---|---|
Government | Theocratic Monarchy government form | +10% |
Theocratic Republic government form | +10% | |
Inventions | Shorthand Writing (Religious Tech 3) | +2% |
Stoicism (Religious Tech 11) | +2% | |
Zero (Religious Tech 15) | +2% | |
Buildings | Temple (city) | +3% |
Trade goods | Incense (Capital bonus) | +5% |
Laws | Traditional Observance (Republic) | +4% |
Avoid Religious Mandates ( Roman Republic) | +4% | |
Religion | Druidic | +5% |
Megalithic | +5% | |
Deities | Belinus (Druidic deity) | |
Zeus Naios ( Epirote Hellenic deity) | ||
Demeter Potnia ( Athenian Hellenic deity) | ||
Helios (Hellenic deity) | ||
Apollo Didymaios ( Syracusan Hellenic deity) | ||
Sol (Italic Hellenic deity) | ||
Ataecina (Iberic deity) | ||
Horus (Kemetic deity) | ||
Ameretat (Zoroastrian deity) | ||
Mithra (Zoroastrian deity) | ||
Omens | Sila Parami (Buddhist deity) |
|
Marduk (Chaldean deity) | ||
Eki (Aquitani Druidic deity) | ||
Zeus Ammon (Serapis Cult Hellenic deity) | ||
Apollo Aktiakos ( Epirote Hellenic deity) | ||
Rhea (Cretan Hellenic deity) | ||
Cels (Etruscan Hellenic deity) | ||
Vishwanath (Hindu deity) | ||
Endouellicus (Iberic deity) | ||
Arghya Ritual (Jain deity) | ||
Samuel (Jewish deity) | ||
Khaldi (Khaldic deity) | ||
Saulia (Matrist deity) | ||
Guidance of the Sun (Ritualistic deity) | ||
Governor Traits | Zealous | +2.5% |
Heritages | Heritage of Ptolemaios (Egypt) | +10% |
Cyrenaican Heritage (Cyrenaica) | +10% | |
Religious State heritage (Mission created) | +10% | |
Iberian Heritage (Iberia) | +5% | |
File:Delphi.png Delphic Heritage (Delphi) | +5% |
Pop Conversion
In every territory, a single pop can undergo conversion to the state religion at a time, as long as there are any pops in that territory that can convert and are not otherwise busy (e.g. assimilating or promoting). Outside of events, pops will always convert to the state religion. Conversion progress builds each month, with the exact progress determined by the sum of all Pop Conversion Speed modifiers. Once progress reaches 100%, the pop will be converted to the state religion and another pop will begin to convert, if there are any other pops that can be converted. The speed of conversion is influenced by many factors, particularly the Religious Conversion governor policy and the dominant province culture and religion being different from the state culture and religion. Note that it is possible for conversion to be completely stalled.
All else being equal, it is generally preferable to convert pops to the state religion, though the differences in happiness are much less than with unintegrated culture or culture group pops and can be ameliorated by adopting deities of the pop's religion in the pantheon (though this will necessarily come at the expense of the happiness of pops of other religions), which generally makes conversion less important than assimilation. Under some circumstances it may also be beneficial to retain pops of other religions in order to have continued access to their deities, though the strong effects of religious unity on omen power means that it is still generally undesirable to have too many other pops of a non-state religion.
Type | Modifier | Pop Conversion Speed |
---|---|---|
Pop | Noble | +0.40 |
Citizen | +0.60 | |
Freemen | +0.60 | |
Slaves | +0.60 | |
Tribesmen | +0.40 | |
Non Integrated Culture | -20% | |
Inventions | Religious Assimilation (Civic Tech 10) | +10% |
Grand Temples (Religious Tech 1) | +0.50 | |
Territories | Nation capital | +20% |
Road Network in Territory | +2.5% for each outgoing road | |
Dominant Culture is not Integrated Culture | -10% | |
Dominant Religion is not State Religion | -25% | |
Buildings | Temple (city) | +1.00 |
Governor policies | Religious Conversion | +3.00 per 10 finesse of the governor, plus a base of +0.30 |
Laws | Religious Conversion (Monarchy) | +30% |
Deny Priests in Senate (Republic) | +20% | |
Lex Aeila et Fufia ( Roman Republic) | +20% | |
Religions | Buddhist | +30% |
Deities | Zeus Ammon (Serapis Cult Hellenic deity) | |
Esther (Jewish deity) | ||
Saulia (Matrist deity) | ||
Deified Ruler in Pantheon | +15% per Deified Ruler | |
Mismatching Pantheon Deity Religion | -20% per Mismatching Deity | |
Omens | Trapusa and Bahalika (Buddhist deity) |
|
Intarabus (Treverian Druidic deity) | ||
Eacus (Iberic deity) | ||
Zoroaster (Zoroastrian deity) | ||
National ideas | Institutional Proselytism | +20% |
Heritages | Nabatean Heritage (Nabatea) | -5% |
Judean Heritage (Judea) | -25% |
Pantheons
Every nation has a state pantheon consisting of four deities (or prophets/yazatas/paradigms, depending on religion), one for each category: War, Culture, Economy, and Fertility. Every nation can select from a fixed list of their religion's deities to fill the slots. Polytheistic nations can additionally select from other polytheistic deities if they own that deity's holy site, or a high enough percentage of their pops follows a given religion. The percentage required depends on the deity's rarity: Very Common deities require 5% of the nation's total pops to follow the deity's religion, Common deities require 10%, Rare deities require 20%, and Very Rare deities require 40%.
Every deity that is not part of the state religion gives a stacking −20% conversion speed malus for all pops in the nation (regardless of whether or not their gods are currently represented in the pantheon).
Each deity has a fixed passive modifier which is in effect as long as that deity is part of the pantheon. Additionally, every 5 years (adjusted by the Omen Duration modifier) one can invoke an omen from one of the pantheon's deities, which confers an additional, usually more powerful, bonus. The current omen's effects are multiplied by the nation's current Omen Power, with the base effects being reached at 100% Omen Power - note that omen power is uncapped and often will rise above 100% as the game progresses. Deities whose omens are currently being invoked cannot be replaced.
Switching a deity in the pantheon costs a base of −15 stability and prevents that deity's omen from being invoked for 3 years. The stability penalty is temporarily reduced by -75% for 10 years after converting to another religion, though the Cost to Change Pantheon Deity modifier.
Each deity and its requirements and bonuses are listed on the page of the religion it belongs to.
Omen power
The following modifiers increase Omen Power:
Type | Scenario | Omen Power |
---|---|---|
Government | Theocratic Monarchy government form | +15% |
Imperial Cult government form | +15% | |
Theocratic Republic government form | +15% | |
Traditionalists Faction in power (Republic) | +10% | |
Religion | Religious Unity | +1% per point |
Jewish | +15% | |
Ideas | Mandated Observance | +15% |
Military Traditions | Pietas (Italic Traditions) | +15% |
Offices | High Priest (Monarchy) | +3% per Statesmanship-adjusted Zeal |
Augur (Republic) | +3% per Statesmanship-adjusted Zeal | |
High Priest (Tribal) | +3% per Statesmanship-adjusted Zeal | |
Laws | Priestly Status (Republic) | +15% |
Lex Ogulnia (Roman) | +15% | |
Adopt Human Sacrifices (Tribal) | +10% | |
Technology level | Religious Advances | +2.5% per level |
Inventions | Hierarchical Haruspication (Religious Advances 0) | +5% |
Reinterpreted Prodigies (Religious Advances 11) | +5% | |
War Dedication (Religious Advances 12) | +5% | |
Proscribed Canon (Religious Advances 15) | +5% | |
Ruler Traits | Devout | +5% |
Pious | +2.5% | |
Skeptical | -5% | |
Lapsed | -10% | |
Heritages | File:Delphi.png Delphic Heritage | +10% |
Acragantine Heritage | +10% | |
Religious State Heritage | +5% |
Holy sites
- 参见:Treasure
A holy site is a temple, sanctuary, or other sacred site that is particularly important to the worship of a specific deity. Each deity can have one holy site anywhere in the world, and owning a deity's holy site while worshiping the deity in your pantheon increases the potency of both their passive and omen effects by +25%. There are a number of holy sites present at the start of the game, and a new one can be consecrated for a pantheon deity in an owned territory at a cost of −400 Gold and −100 Political Influence.
Holy sites confer the following modifiers to the territory they are located in, regardless of its size, status, and whether it is dedicated to a deity in the state religion/ pantheon or not:
Holy sites can hold sacred treasures, which confer bonuses to the entire province the holy site is located in - it is therefore typically useful to bring as many sacred treasures as possible to the capital province in order to maximize the effects of their bonuses. Any treasure can be placed in any holy site regardless of its religion, but each holy site has a limited number of altars where sacred treasures can be placed, depending on the status of its territory: one for settlements, two for cities, and three for metropolises. There is a fixed amount of sacred treasures in the world, with new ones only being created as a result of certain missions and events. Sacred treasures can be removed from an owned holy site whose deity is part of your pantheon at the cost of +1.00 Aggressive Expansion.
Unplaced sacred treasures are held in the nation's reliquary and confer no benefits, but cannot be taken through desecration. Upon annexation by conquest, the conqueror is guaranteed to seize at least 2 treasures from the reliquary, if there exist that many; above that, up to 2 treasures in the nation's reliquary will be spirited away to another country within diplomatic range if any exist, with all the rest taken by the conqueror. Diplomatic annexation, will transfer all reliquary treasures to the overlord.
Desecrating a holy site can be done at any time through the Religion menu if it is owned, or by using the Desecrate Holy Sites army interaction with an army located on a controlled holy site's territory - note that this is permitted even if the territory currently belongs to another nation. Desecrating a holy site destroys it and deposits all of its sacred treasures in the desecrating nation's reliquary, while the territory gets a -10% Local Population Happiness modifier to the territory for 12 months. Using the army interaction also costs +2.00 Aggressive Expansion. Every nation that follows the religion of the holy site's deity will receive a notification event and might lose opinion of the desecrating country.
In the holy sites interface at the bottom of the religion menu, all holy sites in owned territories as well as those for deities currently being worshiped in the pantheon, even if currently unowned, are shown and can be selected in the list. Owned holy sites - even those of deities currently in the pantheon - can be desecrated at any time, with their treasures being returned to the reliquary, at the cost of -10% Local Population Happiness in the territory for 1 year (as well as the loss of the holy site itself).
Apotheosis
Apotheosis, or deification, is the process of deifying a past or present ruler of the country. A deified ruler inherits the effects of an existing pantheon deity, which they must be based on, but give an additional apotheosis effect bonus when their omen is invoked, the potency of which is sometimes affected by their attributes.
Monotheistic religions, such as Judaism, have pantheons consisting entirely of "deified" characters (sometimes known as prophets), and are unable to deify more. As a counterbalance to the early access to apotheosis bonuses, they can only invoke omens once every 7.5 years (as Judaism has a +50% Omen Duration modifier). All republics except for Theocratic Republics, Athenian Republics, and Dictatorships, are also unable to deify rulers.
A number of deified characters exist in the game at the start: the Jewish prophets, Hellenic Alexander the Great, Zoroastrian Zoroaster, Buddhist Siddhartha, and Jain Mahavira. Only owners of the Magna Graecia content pack can deify new ones. Deification costs a base of −200 Political Influence, modified by the Cost to Deify Ruler modifier which is decreased by several inventions and increases based on the number of deified rulers currently in the pantheon, making each successive deified ruler more expensive. It also requires the current ruler to have at least 90 Popularity, and the current ruler's family to have at least 800 Prestige.
Every defied ruler in a nation's pantheon gives the following modifiers, stackable up to the four possible deities in the pantheon:
- +0.01 Monthly Tyranny
- +0.02 Monthly Ruler Popularity Gain
- +15% Pop Conversion Speed
- +25% Cost to Deify Ruler
Generally speaking, the most important modifier is generally the pop conversion speed, as the full +60% Pop Conversion Speed modifier if all four deities are deified rulers is very significant. Note that this modifier applies only for rulers deified during the game, and not for existing deified characters available at the beginning of the game; in particular, this means that it is generally not possible for Jewish countries to get access to the deified ruler modifiers, even if they start with access to the other apotheosis bonuses.
As a separate god, deified rulers are not affected by the holy sites of their parent deity and may have their own holy sites created in a territory - this does mean that if a deified ruler is created out of a deity whose holy site is currently owned, the new deity will not get the +25% bonus from owning the holy site until a new holy site is created for the new deity. If a deified ruler is not part of any country's pantheon for more than 20 years, their cult will be forgotten, and the deity, including any holy sites, will no longer be available.
Divine Sacrifice
A Divine Sacrifice can be made to appease the people and reassure them that the country will continue to receive the favour and bounty of the gods and higher powers, and is the most reliable way to increase the stability of the realm. A sacrifice has a base cost of 50 political power and gives the following effects for 5 years:
It is possible to stack the effects of a sacrifice by making another one while the effects of the previous one(s) is ongoing, which has the additional effect of extending the length of the stacked effect by another 5 years - therefore it is beneficial to wait until the duration is almost elapsed before making another sacrifice, in order to maximize the stability gain per political influence spent. However, as the cost increase of each additional sacrifice stacks as well while the effects of the previous sacrifices are being felt, the efficiency of making additional sacrifices decreases rapidly as the number of concurrently effective sacrifices increases.
The cost of making a sacrifice is modified by the Divine Sacrifice Cost modifier, which can be decreased through various inventions, laws, deities, and other modifiers. All static sources are listed below.
Type | Modifier | Divine Sacrifice Cost |
---|---|---|
Base | Divine Sacrifices | +65% per concurrent sacrifice |
Offices | Royal Tutor (Monarchy) | -2% per statesmanship-adjusted charisma |
High Priest (Republic) | -2% per statesmanship-adjusted zeal | |
Laws | Senatorial Veto (Republic) | -33% |
Lex Domitia de Sacerdotiis ( Roman Republic) | -33% | |
Electoral Model (Republic) | -5% | |
Leges Genuciae ( Roman Republic) | -5% | |
Inventions | Contractual Obligation (Religious Tech 2) | -5% |
Tolerated Cults (Religious Tech 7) | -5% | |
State Burials (Religious Tech 12) | -5% | |
Household Priests (Religious Tech 16) | -5% | |
Formulaic Worship (Religious Tech 19) | -5% | |
Deities | Berobreo (Celtiberian Druidic deity) | |
Bhrigu (Hindu deity) | ||
Heritages | Boeotian Heritage (Boeotia) | +10% |
Invoke Devotio
If a war is going badly and war exhaustion is high, the country's ruler can Invoke Devotio to offer himself as a sacrifice in exchange for victory and strengthen the resolve of the population to fight on. Invoking devotio has a base cost of 3 tyranny and gives the following effects for 5 years:
Like with making divine sacrifices, it is possible to stack the effects of invoking devotio by making another invokation while the effects of the previous one(s) is ongoing, which has the additional effect of extending the length of the stacked effect by another 5 years. However, as the amount of tyranny gained is not particularly high and war exhaustion is generally not too problematic unless it is very high, this is generally not as important as with making divine sacrifices.
The cost of making invoking devotio is modified by the Invoke Devotio Cost modifier, which is given only by the Devout trait (-10%) and the stacking costs of invoking devotio itself.
宗教列表
宗教 | 修正 | 描述 | 代码关键字 | |
---|---|---|---|---|
+8% National citizen happiness | 奥林匹亚诸神于希腊中心地带传播开来,受到许多人的信仰。众神的名字、面貌和等级在不同地区有很大差异,然而,宙斯,抑或是罗马人所熟知的朱庇特,被认为是奥林匹亚诸神的代表人物。 | roman_pantheon | ||
+0.10 Monthly ruler popularity gain | 埃及本土宗教的历史可以追溯到几千年前。其表现为一种多神信仰,即对拉、阿图姆、塞赫美特等神的敬奉,也体现出对自然界不同基本侧面的深深敬意。 | egyptian_pantheon | ||
−10% Navy maintenance cost | 秉持多神论的迦南宗教崇敬各路神灵以及祂们的不同形象。巴力是这复杂的次神神阶制中的主神,祂们受人崇拜的神龛通常位于深山中或山顶上。 At the start of the game the Canaanite religion is primarily found in Phoenicia and Phoenician colonies, such as Carthage. | carthaginian_pantheon | ||
+3% National tribesman output | 扎尔莫克西斯最初究竟是先知还是神,这点无人知晓。达契亚人和盖塔人将扎尔莫克西斯奉为神明,认为很多奇迹行为都是出自他手。 | shamanism | ||
+10% Fort defense | 高加索—伊柏里亚地区的神系由阿尔玛兹神统治,并且可能与附近的安那托利亚各宗教有关。 | caucasian_religion | ||
+0.01% Monthly civilization value | 迦勒底神系的历史可以追溯到几千年前。迦勒底宗教的信徒建造雄伟的神庙以纪念他们所选择的神,敬奉如安努、恩基和南那等等神灵。 | mesopotamian_religion | ||
+6% National freeman output | 哈尔迪神系代表了一种宗教,成长自许多世纪以前的乌拉尔图文化。其主要是多神论信仰,主神被称作哈尔迪,同时也作为战神受崇拜。 | armenian_religion | ||
+5% Unintegrated culture happiness | 弗里吉亚的库柏勒崇拜与史前的母神崇拜有关。在数千年的演变中,库柏勒崇拜经常与神话人物和英雄们产生关联,并且通过崇敬圣像来实践他们的宗教信仰。 | anatolian_religion | ||
+5% State religion happiness | 德鲁伊活跃于凯尔特人中,作为一个独特的社会阶级而存在。他们通常扮演政务官与立法者的角色,同时他们也决定了当地的宗教习俗和信仰。Druidic faiths are primarily found in Iberia, Gaul and the British Isles at the start of the game. | druidism | ||
+10% Import value | 伊比利亚多神教本质上是一种混合多神教,其宗教活动包括崇敬动物灵魂,以及祖先崇拜。伊比利亚人敬奉各种希腊和腓尼基的神,以及诸如贝塔屯或阿塔克纳等地方神。 | animism | ||
不同于当时的各种信仰,犹太教是一神论宗教。追随着众先知与老师的步伐,犹太圣书《托拉》记载了上帝和以色列子孙之间所立之约的细节。 | judaism | |||
−5% Army maintenance cost | 先知琐罗亚斯德教导关于造物主阿胡拉马兹达以及其宿敌阿里曼的信仰。其从早期的印度—伊朗多神教演变而来,尤为崇敬“永恒法则”,或称妲厄娜,拥护善良和公正之举。 | zoroaster | ||
+5% State religion happiness | 这种古老的文化和宗教是传统埃及信仰、星辰崇拜和敬奉先祖的大熔炉。许多巨石,即为了纪念众神而筑起的石头建筑,仍然存在并点缀着非洲景观。 | berber_religion | ||
−10% Migration cost | 古代的日耳曼神,也即蒂乌斯、提尔或图伊斯托,受到当代斯堪的纳维亚的早期迁徙部落的敬奉。许多说法表明,日耳曼人信奉一种万物有灵论的宗教,崇敬大地和天空,以及所有生物的生命力。 | germanic_religion | ||
+5% Monthly military experience | 这一泛神论信仰起源于斯基泰之地,其敬奉七个主神,而他们等同于希腊神系中的神。斯基泰人的早期多神论民间宗教的某些特点仍类似于凯尔特人,比如用马祭祀以及战车墓葬。 | indo_iranian_religion | ||
+8% National tribesman happiness | 阿拉伯的宗教是多神论,一种各类神明、灵体和魔鬼崇拜的混合体,奉行于当地和区域周边的聚居区。在这段时间里的某些地方那儿,造物主阿拉可能作为神系的首领而受人敬奉。 | arabian_pantheon | ||
+30% Pop conversion speed | 作为一个相对年轻的宗教,佛教源起自北印度,追随乔达摩·悉达多(或简称佛陀)的生命轨迹。佛陀是一位游历印度、谈论中道的苦行导师。 | buddhism | ||
+1 Diplomatic reputation | 印度教从吠陀时期发展而来,由奥义书的创立所引导,并且在古典时代早期的印度广受尊崇。 | hindu | ||
+1 Diplomatic relations | 作为种种地方信仰和民间宗教的代表,仪式祭祀包含祖先崇拜、万物有灵论和还愿祭。 | eastern_animism | ||
−10% Build cost | 苯教代表了一批最初在青藏高原上活动的民间宗教。祖先敬奉和万物有灵论,以及新生多神教的守护神频繁出现。 | bon_religion | ||
+5% Manpower recovery speed | 人们对波罗的海的部落以及他们的宗教知之甚少。尽管如此,仍有记载讲述了这个在波罗的海沿岸敬奉一位母神的教派。 | matrist_religion | ||
+25% Pop promotion speed | 耆那教是一个历史悠久的印度宗教,可以追溯到早期的宗教祖师。耆那们坚信禁欲主义和非暴力,并与其它印度传统保持友好的关系。 | jainism |
参考资料