宗教

本页面适用于最新的版本(2.0)。
(重定向自Pantheon

{{#evt: | service= youtube | id= ntS8eA9MwuI | description= Imperator: Rome - Culture and Religion Remade (religion section starts at 2:10). | alignment= right | container=frame }}

File:2.0 religion menu.jpg
The religion interface

Religious power.png 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 File:Menu religion.png Religion tab.

State religion

Every country starts with a predefined state religion, which can be viewed just above the pantheon deities in the File:Menu religion.png 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 Opinion improvement active.png +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 Happiness.png +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 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 determines the nation's zeal修正 Religious Unity value, which is the main component of Omen.png 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 Country capital.png capital, or at least 20% of all the pops of the country and at least one Change pantheon cost modifier.png pantheon deity, follow the new religion the country intends to convert to. Switching religions can only be done once every 10 years and costs Political influence.png 200 political influence and Stability.png 30 stability, also giving a temporary drop of Loyalty.png −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 Loyalty.png −10 maximum loyalty modifier, and pops have a Happiness.png -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.png loyalty is at least 60, at the cost of Tyranny +5.00 Tyranny and a temporary drop of Loyalty.png −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

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 Country capital.png 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 Policy religious conversion.png convert and Pop assimilation.png assimilate. Such a territory where the Dominant Religion is not State Religion gets the following modifiers:

  • Policy religious conversion.png -25% Pop Conversion Speed
  • Pop assimilation.png -10% Pop Assimilation Speed
  • Local pop demotion speed.png +5% Pop Demotion Speed

State religion happiness

State religion happiness 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 culture happiness 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 State Religion Happiness
Government Menu government.png Theocratic Monarchy government form +10%
Menu government.png Theocratic Republic government form +10%
Inventions Invention.png Zero (zeal修正 Religious Invention) +6%
Invention.png Shorthand Writing (zeal修正 Religious Invention) +4%
Invention.png Proscribed Canon (zeal修正 Religious Invention) +3%
Invention.png Stoicism (zeal修正 Religious Invention) +2%
Buildings Temple Great Temple (city) +10%
Trade goods Incense Incense (Capital bonus) +5%
Laws Enact law cost modifier.png Traditional Observance (Republic) +4%
Enact law cost modifier.png Avoid Religious Mandates (罗马的国旗  Roman Republic) +4%
Religion Religious power.png Druidic +5%
Religious power.png Megalithic +5%
Deities State religion.png Belinus (Druidic deity)
State religion.png Zeus Naios (伊庇鲁斯的国旗  Epirote Hellenic deity)
State religion.png Demeter Potnia (雅典的国旗  Athenian Hellenic deity)
State religion.png Helios (Hellenic deity)
State religion.png Apollo Didymaios (叙拉古的国旗  Syracusan Hellenic deity)
State religion.png Sol (Italic Hellenic deity)
State religion.png Ataecina (Iberic deity)
State religion.png Horus (Kemetic deity)
State religion.png Ameretat (Zoroastrian deity)
State religion.png Mithra (Zoroastrian deity)
Omens Omen.png Sila Parami (Buddhist deity)
Omen.png Marduk (Chaldean deity)
Omen.png Eki (Aquitani Druidic deity)
Omen.png Zeus Ammon (Serapis Cult Hellenic deity)
Omen.png Apollo Aktiakos (伊庇鲁斯的国旗  Epirote Hellenic deity)
Omen.png Telephos (Aeolian Hellenic deity)
Omen.png Rhea (Cretan Hellenic deity)
Omen.png Cels (Etruscan Hellenic deity)
Omen.png Vishwanath (Hindu deity)
Omen.png Endouellicus (Iberic deity)
Omen.png Arghya Ritual (Jain deity)
Omen.png Samuel (Jewish deity)
Omen.png Khaldi (Khaldic deity)
Omen.png Saulia (Matrist deity)
Omen.png Guidance of the Sun (Ritualistic deity)
Governor Traits 狂热 Zealous +2.5%
Heritages 埃及的国旗  Heritage of Ptolemaios (Egypt) +10%
昔兰尼加的国旗  Cyrenaican Heritage (Cyrenaica) +10%
Religious State heritage (Mission created) +10%
伊比利亚的国旗  Iberian Heritage (Iberia) +5%
File:Delphi.png  Delphic Heritage (Delphi) +5%

Pop Conversion

Policy religious conversion.png 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 Policy religious conversion.png 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 Policy religious conversion.png Religious Conversion governor policy and the dominant province Policy cultural assimilation.png culture and Religious power.png 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.png omen power means that it is still generally undesirable to have too many other pops of a non-state religion.

Type Modifier Policy religious conversion.png Pop Conversion Speed
Pop Pop noble.png Noble +0.40
Pop citizen.png Citizen +0.60
Freemen Freemen +0.60
Slaves Slaves +0.60
Tribesmen Tribesmen +0.40
Policy cultural assimilation.png Non Integrated Culture -20%
Inventions Invention.png Formulaic Worship (zeal修正 Religious Invention) +0.5
  • +15.00%
Invention.png Religious Assimilation (Finesse.png Civic Invention) +10.00%
Invention.png Ban Witchcraft (zeal修正 Religious Invention) +5.00%
Invention.png Major Syncretism (zeal修正 Religious Invention) -90.00%
Territories Country capital.png Nation capital +20%
Ability road building.png Road Network in Territory +2.5% for each outgoing road
Policy cultural assimilation.png Dominant Culture is not Integrated Culture -10%
Religious power.png Dominant Religion is not State Religion -25%
Buildings Temple Great Temple (city) +2.00
Library Library (city) +2.5%
Great wonders Gw effect culture expansion.png Expanding Culture effect +10% per Tier
Governor policies Policy religious conversion.png Religious Conversion +3.00 per Finesse.png 10 finesse of the governor, plus a base of +0.30
Laws Enact law cost modifier.png Religious Conversion (Monarchy) +0.25
  • +30%
Enact law cost modifier.png Deny Priests in Senate (Republic) +20%
Enact law cost modifier.png Lex Aeila et Fufia (罗马的国旗  Roman Republic) +20%
Religions Religious power.png Buddhist +30%
Deities State religion.png Zeus Ammon (Serapis Cult Hellenic deity)
State religion.png Esther (Jewish deity)
State religion.png Saulia (Matrist deity)
Deify ruler cost modifier.png Deified Ruler in Pantheon +15% per Deified Ruler
Change pantheon cost modifier.png Mismatching Pantheon Deity Religion -20% per Mismatching Deity
Omens Omen.png Trapusa and Bahalika (Buddhist deity)
Omen.png Intarabus (Treverian Druidic deity)
Omen.png Eacus (Iberic deity)
Omen.png Zoroaster (Zoroastrian deity)
National ideas Idea proselytism.png Institutional Proselytism +20%
Heritages 纳巴忒阿的国旗  Nabatean Heritage (Nabatea) -5%
犹地亚的国旗  Judean Heritage (Judea) -25%

Pantheons

Change pantheon cost modifier.png Every nation has a state pantheon consisting of four deities (also called prophets, yazatas, or paradigms, depending on the 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, with some deities available to all countries of that religion and some with stricter requirements such as culture, tag, or finishing a certain mission task. In addition, polytheistic nations can also select deities from other polytheistic religions if they own that deity's Holy Site.png 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 Policy religious conversion.png −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 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.png 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. Owning the deity's Holy Site.png holy site increases the effect of both its passive and omen modifiers (if enabled) by 25%.

Switching a deity in the pantheon costs a base of Stability.png −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, through the Change pantheon cost modifier.png Cost to Change Pantheon Deity modifier. Deities whose omens are currently being invoked cannot be replaced.

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.png Omen Power:

Type Scenario Omen.png Omen Power
Government Menu government.png Theocratic Monarchy government form +15%
Menu government.png Imperial Cult government form +15%
Menu government.png Theocratic Republic government form +15%
Party traditionalist.png Traditionalists Faction in power (Republic) +10%
Religion Religious power.png Religious Unity +1% per point
Religious power.png Jewish +15%
Ideas Idea mandate observe.png Mandated Observance +15%
Military Traditions Military tradition.png Pietas (Italic Tribe Traditions) +15%
Offices Office High Priest (Monarchy) +3% per Statesmanship Statesmanship-adjusted Religious power.png Zeal
Office Augur (Republic) +3% per Statesmanship Statesmanship-adjusted Religious power.png Zeal
Office High Priest (Tribal) +3% per Statesmanship Statesmanship-adjusted Religious power.png Zeal
Laws Enact law cost modifier.png Priestly Status (Republic) +15%
Enact law cost modifier.png Lex Ogulnia (Roman) +15%
Enact law cost modifier.png Adopt Human Sacrifices (Tribal) +10%
Great wonders Gw effect omen doctrine.png Omen Observations effect +5% per Tier
Technology level Religious power.png Religious Advances +1% per level
Inventions Invention.png Major Syncretism (zeal修正 Religious Invention) +15%
Invention.png Proscribed Canon (zeal修正 Religious Invention) +10%
Invention.png War Dedication (zeal修正 Religious Invention) +5%
Invention.png Hierarchical Haruspication (zeal修正 Religious Invention) +2.5%
Invention.png Reinterpreted Prodigies (zeal修正 Religious Invention) +2.5%
Invention.png Militant Epicureanism (zeal修正 Religious Invention) -90%
Ruler Traits 高洁 Devout +5%
虔诚 Pious +2.5%
多疑 Skeptical -5%
高洁 Lapsed -10%
Heritages File:Delphi.png  Delphic Heritage +10%
阿克拉加斯的国旗  Acragantine Heritage +10%
Religious State Heritage +5%

Holy sites

参见:Treasure

Holy Site.png 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 strength of both their passive and omen effects by +25%. There are many 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 Wealth −300 Gold and Political influence.png−50 Political Influence, adjusted by the Holy site cost Enact Holy Site Cost modifier.

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:

  • Tax income.png+10% Local Tax
  • Local building slot.png +1 City Building Slots
  • Migration attraction +5 Migration Attraction

Holy sites can hold Treasure chest.png 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 rank of its territory: one for Territory settlement.png settlements, two for Territory city.png cities, and three for Territory metropolis.png 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 at any time at the cost of Aggressive expansion.png +1.00 Aggressive Expansion.

Unplaced sacred treasures are held in the nation's National treasure.png 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 File:Menu religion.png Religion menu if it is owned, or by using the Desecrate holy site Desecrate Holy Sites army ability with an army located on a controlled holy site's territory - note that a holy site does not necessarily need to be owned for an army to desecrate it, which means that an army can desecrate a holy site belonging to another nations if it is occupied. Desecrating a holy site destroys it and deposits all of its sacred treasures in the desecrating nation's reliquary, while the territory gets a Happiness.png -10% Local Population Happiness modifier to the territory for 12 months. Using the army interaction also costs Aggressive expansion.png +2.00 Aggressive Expansion, and if the army is a Legion.png they may gain either the File:Phalera zeus.png Pia or File:Phalera zeus dishonor.png Impia distinctions depending on whether or not the holy site's deity belongs to the state religion. Every nation that follows the religion of the holy site's deity will also receive a notification event and might lose Opinion improvement active.png opinion of the desecrating country.

In the holy sites tab in 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 National treasure.png reliquary, at the cost of Happiness.png -10% Local Population Happiness in the territory for 1 year (as well as the loss of the holy site itself). Treasures in holy sites of deities not in the pantheon can be removed here.

Apotheosis

Deify ruler cost modifier.png 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 each time their omen is invoked. The strength of the apotheosis effect is often affected by the attributes of the deified ruler, and can include gaining Wealth gold, Manpower.png manpower, Monthly food.png province food, Technology speed research progress, Military experience.png military experience, Population.png pops, Pop assimilation.png assimilation, Policy religious conversion.png conversion, or even Province investment province investments.

Monotheistic religions, in particular 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 Omen duration +50% Omen Duration modifier). All republics except for Theocratic Republics and Athenian Republics 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. Certain characters can also be deified through special mission tasks, in particular Antigonus Monopthalmus through one of the 弗里吉亚的国旗 弗里吉亚's unique mission trees. Deifying a ruler requires the Magna Graecia (DLC).png Magna Graecia content pack and costs a base of Political influence.png −200 Political Influence, modified by the Deify ruler cost modifier.png Cost to Deify Ruler modifier (decreased by several Invention.png inventions and increases based on the number of deified rulers currently in the pantheon, making each successive deified ruler more expensive). Deification also also requires the current ruler to have at least Popularity.png 90 Popularity, and the current ruler's family to have at least Family prestige 800 Prestige.

Every defied ruler in a nation's pantheon gives the following modifiers, stackable up to the four possible deities in the pantheon:

  • Tyranny +0.01 Monthly Tyranny
  • Ruler popularity gain.png +0.02 Monthly Ruler Popularity Gain
  • Policy religious conversion.png +15% Pop Conversion Speed
  • Deify ruler cost modifier.png +25% Cost to Deify Ruler

Generally speaking, the most important modifier is generally the pop conversion speed, as the full Policy religious conversion.png +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 Site.png 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.

Each deity Apotheosis effect and holy site starting location are listed on the page of the religion it belongs to (links for each religion at the end of this page).

Divine Sacrifice

Sacrifice pig.png 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.png stability of the realm. A sacrifice has a base cost of Political influence.png 50 political influence and gives the following effects for 5 years:

  • Stability.png +0.15 Monthly Stability Change
  • Stability cost modifier.png +100% Divine Sacrifice Cost

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. However, as the cost increase of each additional sacrifice stacks quickly if the effects of previous sacrifices are still active, trying to save political influence this way is generally of limited effectiveness unless the country already has a highly reduced sacrifice cost modifier.

The cost of making a sacrifice is modified by the Stability cost modifier.png Divine Sacrifice Cost modifier, which can be decreased through various Invention.png inventions, laws, deities, and other modifiers. All static sources are listed below.

Type Modifier Stability cost modifier.png Divine Sacrifice Cost
Base Sacrifice pig.png Divine Sacrifices +100% per concurrent sacrifice
link= 28px Aggressive Expansion +1.5% per point above 50
Offices  Office High Priest (Republic) -2% per Statesmanship statesmanship-adjusted zeal修正 zeal
Laws Enact law cost modifier.png Senatorial Veto (Republic) -33%
Enact law cost modifier.png Lex Domitia de Sacerdotiis (罗马的国旗  Roman Republic) -33%
Enact law cost modifier.png Electoral Model (Republic) -5%
Enact law cost modifier.png Leges Genuciae (罗马的国旗  Roman Republic) -5%
Inventions Invention.png State Burials (zeal修正 Religious Invention) -5%
Invention.png Household Priests (zeal修正 Religious Invention) -5%
Invention.png Contractual Obligation (zeal修正 Religious Invention) -2.5%
Invention.png Tolerated Cults (zeal修正 Religious Invention) -2.5%
Deities State religion.png Bagaios (Cybelene deity)
State religion.png Berobreo (Celtiberian Druidic deity)
State religion.png Bhrigu (Hindu deity)
Heritages 玻俄提亚的国旗  Boeotian Heritage (Boeotia) +10%

Invoke Devotio

Invoke devotio.png If a war is going badly and Monthly war exhaustion 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 Tyranny 2 tyranny and gives the following effects for 5 years:

  • Monthly war exhaustion -0.05 Monthly War Exhaustion
  • Invoke devotio.png +50% Invoke Devotio Cost

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.png Invoke Devotio Cost modifier, which is given only by the 高洁 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
希腊多神教Hellenic Pop citizen happiness.png +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
埃及多神教Kemetic Ruler popularity gain.png +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
迦南多神教Canaanite Navy maintenance cost.png −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,祂们受人崇拜的圣坛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
扎尔莫克西斯信仰Zalmoxian Tribesman output +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
阿尔玛兹多神教Armazic Fort defense.png +10% Fort defense 高加索—伊柏里亚区域的神系由阿尔马济神统治,并且可能与附近的安那托利亚各宗教有关。 caucasian_religion
迦勒底多神教Chaldean Civilization.png +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
哈尔迪多神教Khaldic Freeman output +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
库柏勒崇拜Cybelene Unintegrated culture happiness +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
德鲁伊教Druidic State religion happiness +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
伊比利亚多神教Iberic Import value +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
犹太教Jewish
  • Omen.png +15% Omen power
  • Omen duration +50% Omen duration
  • Pop assimilation.png +20% Assimilation speed
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》记载了上主和以色列子孙之间所立之约的细节。 judaism
琐罗亚斯德教Zoroastrian Army maintenance cost.png −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
巨石崇拜Megalithic State religion happiness +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
图伊斯托崇拜Tuistic Migration cost −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
七神崇拜Heptadic Military experience.png +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
阿拉伯多神教Arabic Tribesman happiness +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
佛教Buddhist Policy religious conversion.png +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
印度教Hindu Diplomatic reputation.png +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
仪式祭祀Ritualistic Diplomatic relations.png +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
苯教Bon build_cost修正 −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
母神教Matrist Manpower recovery speed.png +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
耆那教Jain Local pop promotion speed.png +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


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置