Religion (Civ6)

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Religion is a returning feature in Civilization VI ,but its role has been greatly expanded both in scope and in importance, becoming the focus of a new victory condition. Religion is primarily based around the Faith stat, which you can gain through various means including buildings, theological combat, and Wonders.

Establishing ReligionEdit

Pantheons Edit

As in Civilization V: Gods & Kings, Pantheons precede established religions, and are founded authomatically as Faith is accumulated. Unlike in Civilization V, a civilization's Pantheon will not get overwritten by foreign religions converting your cities. Pantheons worship a number of minor Gods, usually related to nature and natural phenomena, and provide minor bonuses, usually based on terrain.

Despite staying with you through the whole game this time, Pantheons are still seen as stepping stone towards creating a Religion, and thus it is encouraged to not just settle with a pantheon if you are hoping to gain power from faith.

Creating a Religion Edit

Once a Great Prophet is obtained, a civilization may found a religion in any Holy Site district (or, if applicable, the Stonehenge wonder). As before, players choose from symbols and may customize the name, and must initially assign two Beliefs, one of which is mandatory a Founder Belief, and the other may be either a Follower or a Worship Belief.

Later, you may add two additional Beliefs to your Religion using an Apostle's Evangelize Belief action. This will destroy the Apostle and let you choose another Follower, and later another Founder Belief. You may add these Beliefs whenever you wish - that is, there is no time limit to this possibility, and the limited number of Religions that can be created ensures that you will always have some Beliefs to choose from.

Spreading a ReligionEdit

Converting Citizens with Religious UnitsEdit

Religion can be spread with a Missionary or Apostle, both of which can spread their Religion twice per unit (without any special effects or promotions). You can easily tell how many charges they have left based on how many characters are visible on the unit's tile. Once more than 50% of the Citizens convert to a particular religion, it becomes the city's Dominant religion..

Religious Pressure Edit

After converting to a particular religion, the city starts exerting religious pressure for this religion, and may use its Belief benefits. Thanks to this pressure, left on their own nearby cities will eventually also convert to this religion. The amount of Religious Pressure your cities exert decides how fast or how far your Religion will spread. If there is, however, another religion which also exerts pressure over these cities, the two will start competing, converting Citizens at the same time. Eventually, the religion with the stronger pressure will win and convert the other city.

The amount of religious pressure on a particular city for a particular religion depends mainly on the number of nearby cities exerring pressure for it.

Theological Combat Edit

Civilization VI brings about a veritable clash of religions, and this is not just figurative speaking! Religious units in the game may engage in Theological Combat, calling with Scripture in hand upon the powers of God to destroy their oponents physically.

Apostles and Inquisitors can engage in theological combat against other religious units. Defeating an enemy unit in this matter will increase the pressure and influence of victorious religion while decreasing the losing religion's influence (up to ten tiles away). Missionaries cannot initiate theological combat, but can still defend themselves.


Inquisitors excel at defending against enemy religions, receiving a +35 Religious Strength bonus when in your home territory. They receive 2 "remove heresy" charges, 3 if you play as Philip of Spain, which can be used to remove all religions besides your own from a city. Inquisitors are acquires through faith purchases after an Apostle has launched an inquisition.



Dance of the Aurora: Holy Site districts get +1 Civ6 24x faith Faith from adjacent Tundra tiles.
Desert Folklore: Holy Site districts get +1 Civ6 24x faith Faith from adjacent Desert tiles.
Sacred Path: Holy Site districts get +1 Civ6 24x faith Faith from adjacent Rainforest tiles.
River Goddess: +1 Amenities6 Amenity to cities if they have a Holy Site district adjacent to a River.
Monument to the Gods: +15% Civ6 24x production Production to Ancient and Classical era Wonders.
Divine Spark: +1 Great Person Point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.
Lady of the Reeds and Marshes: +1 Civ6 24x production Production from Marsh, Oasis, and Floodplains.
God of the Sea: +1 Civ6 24x production Production from Fishing Boats.
God of the Open Sky: +1 Civ6 24x culture Culture from Pastures.
Goddess of the Hunt: +1 Civ6 24x food Food from Camps.
Stone Circles: +2 Civ6 24x faith Faith from Quarries.
Religious Idols: +1 Civ6 24x faith Faith from Mines over Luxury and Bonus resources.
God of Craftsmen: +1 Civ6 24x production Production from Mines over Strategic resources.
Goddess of Festivals: +1 Civ6 24x food Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition: +1 Civ6 24x culture Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge: +25% Civ6 24x production Production toward Ancient and Classical military units.
Initiation Rites: +50 Civ6 24x faith Faith for each Barbarian Outpost cleared.
God of Healing: Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
God of War: Bonus Civ6 24x faith Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
Fertility Rites: City growth rate is 10% higher.
Religious Settlements: Border expansion rate is 15% higher.
Goddess of the Harvest: Harvesting a resource or removing a feature receives Civ6 24x faith Faith equal to the other yield's quantity.

Founder Beliefs (Group 1)Edit

Church Property: +2 Civ6 30x gold Gold for each city following this Religion.
Lay Ministry: Each Holy Site or Theater Square district in a city following this Religion provides +1 Civ6 24x faith Faith or +1 Civ6 24x culture Culture respectively.
Papal Primacy: Type bonuses from City-States following your Religion 50% more powerful.
Pilgrimage: +2 Civ6 24x faith Faith for every city following this Religion in other civilizations
Stewardship: Each Campus or Commercial Hub district in a city following this Religion provides +1 Civ6 24x science Science or +1 Civ6 30x gold Gold respectively
Tithe: +1 Civ6 30x gold Gold for every 4 followers of this Religion
World Church: +1 Civ6 24x culture Culture for every 5 followers of this Religion in other civilizations

Founder Beliefs (Group 2) Edit

Defender of the Faith: Combat units gain +10 Civ6 40x combat strength Combat Strength near friendly cities that follow this Religion
Holy Order: Missionaries and Apostles are 30% cheaper to Purchase
Itinerant Preachers: Religion spreads to cities 30% further away
Crusade: Combat units gain +10 Civ6 40x combat strength Combat Strength near foreign cities that follow this Religion
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
Scripture: Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing Press is researched

Follower BeliefsEdit

Divine Inspiration: All world wonders provide +4 Civ6 24x faith Faith.
Feed the World: Shrines and Temples provide Food equal to their intrinsic Civ6 24x faith Faith output
Jesuit Education: May purchase Campus and Theater Square district buildings with Civ6 24x faith Faith
Reliquaries: Relics have triple yield of both Civ6 24x faith Faith and Tourism
Religious Community: Shrines and Temples each provide +1 Housing6 Housing
Work Ethic: +1% Civ6 24x production Production for each follower
Zen Meditation: +1 Amenities6 Amenity in cities with 2 specialty districts

Worship BeliefsEdit

Cathedral: +4 Civ6 24x faith Faith; 1 slot for religious art
Gurdwara: +3 Civ6 24x faith Faith; +2 Civ6 24x food Food
Meeting House: +3 Civ6 24x faith Faith; +2 Civ6 24x production Production
Mosque:  +3 Civ6 24x faith Faith; Missionaries and Apostles +1 Spread Religion charge
Pagoda: +3 Civ6 24x faith Faith; +1 Housing6 Housing
Synagogue: +5 Civ6 24x faith Faith
Wat: +3 Civ6 24x faith Faith; +2 Civ6 24x science Science

Religious VictoryEdit

It is possible to win the game by becoming the most dominant Religion in the world. This is done by having 50% of every Civilizations cities following your Religion. To clarify, you need to reach 50% of each Civilizations Cities, and each Civilization that you do this with counts as one point towards the victory, so if you are playing a game with only four Civilization, one of them only has two cities, and you convert one of those cities, then you would be 1/3 of the way to achieving this victory, even if the other Civilizations have several more cities.

Civilization VI [edit]

BeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsDLCLeadersImprovementsPolicy CardsResourcesSoundtrackTechnologiesTerrainUnitsWonders

AgendaAmenitiesBarbariansCityDiplomacyEureka MomentGossipGovernmentGreat PeopleReligionScienceTrade RoutesTile

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