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Religion

โœจ Religious Spread

5 rolling religionsร—67% connected distance12 spread bonuses

A city can get a religion from the religion's own roll every turn, a Disciple, a shrine or other religious improvement, a converted tribal settlement, or an event. This page is about the roll: how often it happens, and which city it picks. For how families and characters pick a faith, see Religious Conversion.

The roll each turn

chance per turn = base + map size + ฮฃ theologies + ฮฃ every player's bonuses
one roll per founded world religion per turn ยท at most one new city per success

Once per turn, after every player has moved, each founded world religion rolls its spread chance. On a success it spreads to exactly one city or tribal settlement, picked as described in the next section.

  • The chance belongs to the religion, not to a player, and the city it picks can be anyone's: yours, a rival's, or a tribe's.
  • Map size adds to it for world religions only: Duel +0, Tiny +0, Small +2, Medium +4, Large +6, Huge +8.
  • Every theology the religion has established adds to it.
  • Player bonuses add up across all players. Pilgrimage gives +25 to your state religion's chance, and if two players both run it with the same state religion, that religion gets it twice. The target city is still anyone's, so the law also pushes your religion into your neighbours' cities.
  • Some religions never roll: every nation's pagan religion, plus Atenism and Hinduism. They spread only through their shrines, improvements and events.

Worked chance for Christianity on a Medium map with Revelation: 10 base + 4 map + 20 theology = 34% per turn, before any player bonus.

Base chance

Religion% per turn
Zoroastrianism 5%
Judaism 5%
Christianity 10%
Manichaeism 10%
BuddhismEmpires of the Indus 10%

Map size

Mapadds
Duel0
Tiny0
Small+2
Medium+4
Large+6
Huge+8

Theologies

Theologyadds
Revelation+20
Veneration+10
Dualism+5
Enlightenment+5
Gnosticism+5
Legalism+5
Mythology+5
Redemption+5

every religion that has established it, for as long as it has it

Player bonuses

Sourceadds
Pilgrimage law ยท to its holder's state religion +25
Pious leader trait, while leader ยท to its holder's state religion +5
Pax Kushana occurrence, Empires of the Indus ยท to its holder's state religion +5
Religious Upheaval occurrence, Empires of the Indus ยท to every world religion +10

summed over every player who has one

Which city the roll picks

D = distance (ร— 67% if connected) ร— (religions already there + 1) score = D ร— random(1 โ€ฆ D)  ยท  lowest score wins
religions already there = every religion in the city, pagan and state religion included ยท tribal settlements: D = distance ยท cities are checked first and keep ties

When the roll succeeds, every eligible city gets a score and the lowest score wins. The score starts from the city's distance to the Holy City and has a random part that grows with that distance, so a near city isn't guaranteed to win but a far one almost never does.

  1. Distance. Count the tiles from the Holy City to the city.
  2. Connection. If the city is on the Holy City owner's trade network (roads, rivers and sea), multiply that distance by 67%, rounded down.
  3. Religions already there. Multiply by one more than the number of religions the city already has. Every religion counts, including pagan religions and the owner's state religion. A city with one religion (even just its nation's pagan faith) counts as twice as far away, a city with two as three times as far.
  4. The roll. Call the result D. The game picks a random whole number from 1 to D and multiplies D by it, so the score is anywhere from D to D ร— D.

Tribal settlements join the contest for world religions, but only settlements of the tribes you can do diplomacy with (Gauls, Vandals, Danes, Thracians, Scythians, Numidians, Huns) that have no religion yet. They use the plain distance with no connection test, and they lose exact ties to cities.

A city can be picked only if:

  • it doesn't already have the religion;
  • the religion hasn't been purged from it (a Purge keeps the roll from bringing it back until it gets back in some other way);
  • the religion is a world religion;
  • if the city refuses spread (Iconography for all of the owner's cities, or a Dissent project from an event), the religion is the owner's state religion. Under Iconography with no state religion, the roll never picks your cities.

The roll does nothing for a religion that has no Holy City.

What distance does

Because the random part is multiplied by D, a city's score grows with the square of its distance. Two consequences:

  • Twice as far is much worse than half the chance. At distances 6 and 12, the farther city wins 8.3% of the time.
  • Some cities can't win at all. A city's best score is D, and the nearest city's worst is D ร— D. So with a nearest D of 4, no city above 16 can win; with a nearest D of 6, nothing above 36.

The table shows the chance that the farther of two cities wins, for every pair of D values. Apply the connection and religion multipliers first: a connected city at distance 12 is D = 8, and an unconnected city at distance 6 that already has one religion is D = 12.

nearer D โ†“ ยท farther D โ†’ 456810121520253040
3 25%13%5.6%4.2%nevernevernevernevernevernevernever
4 30%17%6.3%5.0%2.1%1.7%nevernevernevernever
5 33%18%8.0%6.7%2.7%1.0%nevernevernever
6 25%15%8.3%5.6%2.5%1.3%0.6%never
8 30%20%13%6.3%3.5%2.5%0.9%
10 33%20%10%6.4%4.0%2.0%
12 31%17%10%6.7%3.5%

Worked examples

Three versions of the same map: a Holy City with three cities around it that don't have its religion. Each table shows each city's D and its chance of being picked when the roll succeeds. Multiply by the per-turn chance for the chance per turn: at 34% a city with a 50% share gets the religion about one turn in 6.

A.

No connections, no other religions. Distance alone decides.

CitydistDpicked
City A 6 6 76%
City B 9 9 18%
City C 14 14 5.8%

B.

A road now links the farthest city to the Holy City, so its distance counts at 67%.

CitydistDpicked
City A 6 6 68%
City B 9 9 17%
City C connected 14 9 15%

C.

The nearest city has already taken another religion, so its D doubles.

CitydistDpicked
City A 1 religion 6 12 24%
City B 9 9 60%
City C 14 14 15%

Calculator

List the cities and tribal settlements that don't have the religion yet. The odds are exact: they add up every possible roll. Only relative distances matter, so you can leave out cities that can never win.

Chance per turn: โ€”
Candidatedistanceconnectedreligions Dpicked when it rollsper turnremove

The other ways in

Disciples

A Disciple standing inside or next to a city's territory can spread its religion there, and is used up doing so. It costs no Orders, has no roll and no distance rule, and the city can be anyone's. The city only needs to lack the religion, so a Disciple works even on a city that refuses the religion by the roll. The spread counts toward your religion-spread ambitions and leader stats.

A city can train a Disciple of a religion it follows when it is that religion's Holy City, the religion is your state religion, or you have Tolerance. A Clerics family seat can also train Christianity and Manichaeism Disciples without following the religion. A Disciple costs 60 Growth, plus 10 for each Disciple of that religion the city has trained before.

Tribal settlements

A Disciple next to a settlement of a tribe you can do diplomacy with, and that isn't hostile to you, can convert it for 500 Money plus 500 for every tribal conversion you have made before, on any tribe. The religion stays on the settlement's tile, and whichever city later gains that tile gets the religion.

Your tribal conversionMoney
1st500
2nd1000
3rd1500
4th2000
5th2500

Shrines and religious improvements

These improvements spread their religion to the city whose territory they're in as soon as they're finished. If the religion hasn't been founded yet, finishing one founds it in that city; that is how a nation's first shrine founds its pagan religion.

ImprovementSpreads
Shrines ร—4 Aksumite Paganism
Shrines ร—4 Assyrian Paganism
Shrines ร—4 Babylonian Paganism
Shrines ร—4 Carthaginian Paganism
Shrines ร—4 Egyptian Paganism
Shrines ร—5 Greek Paganism
Shrines ร—12 Hinduism
Shrines ร—4 Hittite Paganism
Shrines ร—4 Kushite Paganism
Shrines ร—4 Persian Paganism
Shrines ร—4 Roman Paganism
Altar of the Aten Atenism
The Monumental Buddhas Buddhism
Kushite Pyramids Kushite Paganism

Keeping a religion out

Where a new religion is founded

Every turn, right after the spread rolls, the game checks whether a world religion can be founded, and founds at most one. A city qualifies when the religion isn't founded yet and the city's owner meets every requirement in the table. The founding city becomes the Holy City, which every later spread roll measures distance from.

ReligionRequires
Zoroastrianism
2 Acolyte specialists (any tier), across all your cities
Judaism
2 Rancher specialists, across all your cities
Christianity
12 Citizens across all your cities
3 cities anywhere on the map (any owner) following Judaism
Manichaeism
2 cities anywhere on the map (any owner) following Zoroastrianism
2 cities anywhere on the map (any owner) following Christianity
BuddhismEmpires of the Indus
Philosophy law in force
4 Theologies established in the world, by any religion

Among all qualifying cities, for all religions, the game adds up these weights and picks the highest total. Ties are broken at random, and every other player with a city on the same total gets a "lost the race" event.

WeightWhen
64,000the city is not already the Holy City of any religion
32,000its owner has no world-religion Holy City yet
16,000the city is not a capital
8,000its owner is a human player
4,000its owner's dynasty prefers this religion

The dynasty weight applies to Shapur (Persia, Zoroastrianism). Events can also found a religion directly, without these checks.