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 Civ6Faith 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 automatically 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.

In Civilization VI, all Pantheons require 25 Civ6Faith Faith (at Standard speed), regardless of how many other Pantheons have been created already.

Despite staying with you through the whole game this time, Pantheons are still seen as just a 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 the Stonehenge wonder, if it exists. Note that Great Prophets are not obtained through simple accumulation of Civ6Faith Faith. You will need a source of Prophet6 Great Prophet Points, such as a Holy Site. The number of Religions possible is still limited, and is always less than the number of players on the map, so you will need to race the others if you want your own Religion.

A Religion can only be founded after you have founded a Pantheon, even if you already have a Great Prophet! This is important in the event a player manages to build the Stonehenge wonder before accumulating enough Civ6Faith Faith to adopt a Pantheon. In this case the player will have to work towards a Pantheon first, and only then will be able to use the Great Prophet.

As before, players must choose from available symbols for their new Religion; this time there are some custom symbols which may be assigned to custom Religion names. Two Beliefs are assigned initially, 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 Belief (which may be of any type). 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.

Note that both Pantheon and Religious Beliefs are chosen from a common pool, as before. Those already belonging to other Religions may not be chosen twice.

Maximum Number Edit

The total number of religions that can be founded is determined by map size, by half the default amount of players plus one:

  • Duel: 2
  • Tiny: 3
  • Small: 4
  • Standard: 5
  • Large: 6
  • Huge: 7

Adding extra players via Advanced Setup will not increase the maximum number of religions. Once the limit is reached, no further Great Prophets may be recruited, and the Revelation policy card will expire.

Spreading a ReligionEdit

Converting Citizens with Religious UnitsEdit

Religion can be spread with a Missionary or Apostle, both of which can spread their Religion three times 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. The strength of the spread is equal to the current Religious strength of the unit x 2. Note that this strength diminishes if the unit is injured!

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 exerting pressure for it.

Theological combat Edit

The final, most dramatic way to spread a Religion is when the agents of two different religions clash in a contest of faith. For more information on this most interesting new feature in Civilization VI, check here.

Religions Edit

There are twelve default religions in the game, and some leaders have a preferred religion that the AI will choose:

In addition to the above, there are also twelve icons for "custom religions" for which a player will be asked to type in a name. The AI will never found a custom religion; if they have no preferred or theirs is already taken, they will randomly choose from one of the default religions.


There are three main types of Beliefs in the game:

  • Founder Beliefs bestow bonuses on the civilization that founded the religion. It doesn't matter whether it's your own cities or foreign cities that follow the religion; the bonuses will always benefit only the founding civilization. There is a special group of Founder Beliefs that only becomes available after the initial founding (i.e. with the Evangelize Belief action of an Apostle). These concentrate on ways to spread your religion.
  • Follower Beliefs focus on bonuses for the cities that follow the religion, regardless of whether they belong to the founding civilization or not. So, even foreign cities will benefit from Follower Beliefs. These must be chosen upon founding.
  • Worship Beliefs allow for the construction of special buildings in Holy Site Districts of follower cities, which means that they can also be constructed in cities that do not belong to the founding civilization. These buildings may be purchased with Civ6Faith Faith. Note that each Holy Site may contain only 1 Worship building, which stays there permanently! If the Dominant religion changes later, and the new one has a different Worship Belief, you won't be able to replace the Worship building already existing.

There are also Pantheon Beliefs, which, as mentioned above, focus mainly on terrain bonuses.


Dance of the Aurora: Holy Site districts get +1 Civ6Faith Faith from adjacent Tundra tiles.
Desert Folklore: Holy Site districts get +1 Civ6Faith Faith from adjacent Desert tiles.
Sacred Path: Holy Site districts get +1 Civ6Faith 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% Civ6Production 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 Civ6Production Production from Marsh, Oasis, and Floodplains.
God of the Sea: +1 Civ6Production Production from Fishing Boats.
God of the Open Sky: +1 Civ6Culture Culture from Pastures.
Goddess of the Hunt: +1 Civ6Food Food from Camps.
Stone Circles: +2 Civ6Faith Faith from Quarries.
Religious Idols: +1 Civ6Faith Faith from Mines over Luxury and Bonus resources.
God of Craftsmen: +1 Civ6Production Production from Mines over Strategic resources.
Goddess of Festivals: +1 Civ6Food Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition: +1 Civ6Culture Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge: +25% Civ6Production Production toward Ancient and Classical military units.
Initiation Rites: +50 Civ6Faith 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 Civ6Faith 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 Civ6Faith Faith equal to the other yield's quantity.

Founder Beliefs (Group 1)Edit

Church Property: +2 Civ6Gold Gold for each city following this Religion.
Lay Ministry: Each Holy Site or Theater Square district in a city following this Religion provides +1 Civ6Faith Faith or +1 Civ6Culture Culture respectively.
Papal Primacy: Type bonuses from City-States following your Religion 50% more powerful.
Pilgrimage: +2 Civ6Faith 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 Civ6Science Science or +1 Civ6Gold Gold respectively.
Tithe: +1 Civ6Gold Gold for every 4 followers of this Religion.
World Church: +1 Civ6Culture Culture for every 5 followers of this Religion in other civilizations.

Founder Beliefs (Group 2) Edit

Defender of the Faith: Combat units gain +10 Civ6StrengthIcon 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 Civ6StrengthIcon 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 Civ6Faith Faith.
Feed the World: Shrines and Temples provide Food equal to their intrinsic Civ6Faith Faith output.
Jesuit Education: May purchase Campus and Theater Square district buildings with Civ6Faith Faith.
Reliquaries: Relics have triple yield of both Civ6Faith Faith and Tourism.
Religious Community: Shrines and Temples each provide +1 Housing6 Housing.
Work Ethic: +1% Civ6Production Production for each follower.
Zen Meditation: +1 Amenities6 Amenity in cities with 2 specialty districts.

Worship BeliefsEdit

Cathedral: +4 Civ6Faith Faith; 1 slot for religious art
Gurdwara: +3 Civ6Faith Faith; +2 Civ6Food Food
Meeting House: +3 Civ6Faith Faith; +2 Civ6Production Production
Mosque:  +3 Civ6Faith Faith; Missionaries and Apostles +1 Spread Religion charge
Pagoda: +3 Civ6Faith Faith; +1 Housing6 Housing
Synagogue: +5 Civ6Faith Faith
Wat: +3 Civ6Faith Faith; +2 Civ6Science 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 extant civilization's cities following your Religion. To clarify, you need to reach 50% of each civilization's 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 civilizations and one of them only has two cities, if 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-StatesCivicsCivilizationsDistrictsLeadersImprovementsPolicy CardsPromotionsResourcesTechnologiesTerrainUnitsWonders

AgendaAmenitiesBarbariansBordersCityContinentCultureDiplomacyEspionageEureka MomentFaithFoodGoldGossipGovernmentGreat PeopleGreat WorksMapMovementProductionReligionScienceTourismTrade RoutesTileVictoryWarmongering

DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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