Guide to Religion

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Creating a Religion

Religions in Civilization 13 are custom-made, and as a founder you can choose its symbol, colors, focus, clergy organization and so on. First, you will need to maximize the philosophy skill. You can do it by either reading books by other people or writing them. Only with 2.5 philosophy will you be able to create a new religion! Then, click on Create Religion under the Faction tab.

Customization

Symbol

The symbol you choose will be the one featured in the holy books, as well as the totems and structures. The color will be the primary color you choose, while the secondary color will be the background one.

Religion Focus

Knowledge

Knowledge-focused religions give a 25% modifier when writing/reading books. They give a 15% modifier when researching.

Combat

Combat-focused religions give a 10% buff to combat skills.

Production

Production-focused religions give a discount when building things. The discount is of 1 when building anything with a cost between 4 and 9, and 2 for 10 and above.


Clergy Organization

When choosing the Clergy Organization type, you will be able to choose the way your religious leaders act and what advantages and disadvantages they have.

Shamans

Requirement to join the Clergy: NONE

Religious power acquisition: Totems

Shamanistic religions have the advantage of anyone being able to become a Shaman. Shamans have a buff on medical skill (they will learn it twice as fast), so they make good healers. Totems built around the map increase the religion's power.


Cultists

Requirement to join the Clergy: NONE

Religious power acquisition: Sacrifice of Infidel Iconography

Cult-oriented religions, like Shamanistic religions, have the advantage of not having a minimum philosophy requirement to become a member of the Clergy. Cultists are also hidden from other religions (they don't get the honorific title attached to their names), and can recognize each other. Destruction of non-cultist iconography (holy books, talismans) at an altar will increase their religious power.

Priests

Requirement to join the Clergy: 1.75 Philosophy

Religious power acquisition: Worshiping Sessions

Religions with Priesthood have the advantage of priests being able to recruit without a Holy Book (needing only an altar). Priest-oriented religions can also increase power by holding public worshiping sessions near an altar.


Monks

Requirement to join the Clergy: 1.5 Philosophy

Religious power acquisition: Filled Bookcases

Religions with Monks have a big focus on knowledge - Monks will have learning buffs, will be able to produce research books faster, and can copy Holy Books without the need of a printing press.


Clerics

Requirement to join the Clergy: 2.2 Philosophy

Religious power acquisition: Conversions

Religions with Clerics, despite having very high requirements for Clergy, enable all ordained members to write Holy Books - effectively enabling the religion to spread under persecution where all the original works are destroyed. Contrary to other religions, members cannot leave clerical religions. Conversions will increase religious power greatly.

Religious Items and Structures

Holy Book

The religion's holy book is the main means of converting outsiders. Holy Books can only be written by the founder (except in the case of Clerical religions). These books can be copied using printing presses (or, in the case of Monk religions, by hand), but be aware that if all the books are lost, you might not be able to expand the religion further!


Totems and Monuments

Posters and Altars can be built. Some styles of religion might rely more on these, like the Shamanistic religions with totems and Priesthood religions with altars.


Amulets and Talismans

Amulets and Talismans enable the wearer to get the religion focus advantages.

Conversion and Organization