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The Inquisitor is a religious unit in Civilization VI. It can only be purchased with Faith Faith in a city that has a majority religion and a Holy Site with a Temple (or one of its replacements).

You can only create Inquisitors if you have founded a religion and had an Apostle use the Launch Inquisition ability on a Holy Site.

  • Attributes:
    • Must have an Apostle use the Launch Inquisition ability to purchase.
    • Can engage in (initiate), as well as defend against, theological combat.
    • +35 Religious Strength Religious Strength when in friendly territory (even near cities that don't follow the Inquisitor's religion).
    • +4 Religious Strength Religious Strength from Wars of Religion (when at war with a civilization that follows another religion).
    • +5 Religious Strength Religious Strength from Defender of the Faith (when near friendly cities that follow its religion).
    • +10 Religious Strength Religious Strength from Crusade (when near foreign cities that follow its religion).
    • Cannot enter another civilization's territory without Open Borders.
    • GS-Only Only remove 75% presence of other Religions instead of 100%. Spanish Inquisitors remove 100%.
  • Abilities:
    • Remove Heresy (3 charges)

Strategy[]

Inquisitors are the defenders of the faith, specializing in removing competing religions from your cities as well as waging theological combat inside your territory. They start with 3 charges of Remove Heresy (4 when playing as Philip II). Using one charge in a City Center tile removes all religions (or 75% of all religions in Gathering Storm) from that city, besides your own.

Inquisitors can also initiate Theological Combat. They receive +50% Religious Strength Religious Strength if battling in friendly territory, which (alongside the fact that they are quite cheap) makes them ideal for withstanding massive attack waves of enemy Apostles. Note, however, that the Inquisitor's Religious Strength Religious Strength is the lowest of all religious units, which makes them practically useless outside your territory! So, avoid straying outside your territory with Inquisitors, where the bonus won't be active - they will surely die if attacked there, which will turn them into a liability instead of an asset.

The mechanics of Religion now permit that a particular Religion is practically eliminated from the game by enemy religious agents converting all of its cities with a Holy Site. This makes it impossible for religious units of this religion to be purchased, and from that moment on, it's only a matter of time until this religion is completely wiped out. That's why it is always a good idea to have an Inquisitor or two stashed away when facing strong religious opponents, ready to convert back at least the Holy City so that you can start purchasing religious units again.

Civilopedia entry[]

Every faith has its inquisitors, those charged by the church to find the non-believers, back-sliders, and evil influences among the flock. But it is in Europe that the role reached its apex, as the Catholic Church during the Medieval and the Renaissance periods strove to ensure the Jews, Moslems, and Protestants (not to mention scientists, artists, and philosophers) didn’t corrupt the faithful. The Catholic inquisitors were on the front lines in this struggle, as they banned and burned books, and disposed of heretics, all in the name of the Lord. In some cases, with the support of the secular government, as in Isabella’s Spain or the Holy Roman Empire, all made legal by the papal bull "Ad extirpanda" in 1252 AD. Despite some excesses it can be said that inquisitors did keep the faith – whichever faith it may be.

See also[]

Civilization VI Units [edit]
Civilian SettlerBuilderTraderArchaeologistSpyNaturalistRock Band GS-Only
Land military AT CrewArcher (Hul'che1Pítati Archer1) • ArtilleryBarbarian Horse ArcherBarbarian HorsemanBombardCatapultCavalry (CossackHuszár GS-OnlyLlanero1) • Courser GS-Only (Black Army GS-OnlyOromo Cavalry1) • Crossbowman (Voi Chiến1) • Crouching TigerCuirassier GS-Only (Rough RiderWinged Hussar1) • Field Cannon (Hwacha R&F-Only) • Giant Death Robot GS-OnlyHeavy ChariotHelicopterHorseman (Hetairoi1) • Infantry (Digger1) • Keshig R&F-OnlyKnight (Mandekalu Cavalry GS-OnlyMamlukTagma1) • Line Infantry (Garde ImpérialeRedcoat) • Machine GunMalón Raider R&F-OnlyMan-At-Arms (Khevsur R&F-OnlyBerserkerSamurai) • Maryannu Chariot ArcherMechanized InfantryModern ATModern ArmorMountie GS-OnlyMusketman (ConquistadorJanissary GS-Only) • Nihang1Pike and Shot (Carolean GS-Only) • Pikeman (Impi R&F-Only) • Questing Knight4Ranger (Highlander R&F-Only) • Rocket ArtillerySabum Kibittum1Saka Horse ArcherScout (Okihtcitaw R&F-Only) • Skirmisher GS-Only (Warak'aq GS-Only) • SlingerSpearman (Hoplite) • Spec Ops R&F-OnlySwordsman (Hypaspist1Immortal1LegionNgao MbebaToa GS-Only) • TankTrebuchet (Domrey1) • Vampire3VaruWar-CartWarrior MonkWarrior (Eagle WarriorGaesatae1) • Zombie5
Naval military Aircraft CarrierBattleship (Minas Geraes) • Caravel (Nau1) • DestroyerFrigate (De Zeven Provinciën R&F-OnlyJong1) • Galley (Bireme GS-OnlyViking Longship) • IroncladMissile CruiserNuclear SubmarinePrivateer (Barbary Corsair GS-OnlySea Dog) • Quadrireme (Dromon1) • Submarine (U-Boat)
Aircraft BiplaneBomberFighter (P-51 Mustang) • Jet BomberJet Fighter
Support Anti-Air GunBattering RamCultist3Drone R&F-OnlyMedicMilitary EngineerMobile SAMObservation BalloonSiege TowerSoothsayer2Supply Convoy R&F-Only
Religious ApostleGuruInquisitorMissionary
See also Great PeopleHeroes
1 Requires DLC2 Apocalypse mode only • 3 Secret Societies mode only • 4 Heroes & Legends mode only • 5 Zombie Defense mode only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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