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 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
| Map | adds |
|---|---|
| Duel | 0 |
| Tiny | 0 |
| Small | +2 |
| Medium | +4 |
| Large | +6 |
| Huge | +8 |
Theologies
| Theology | adds |
|---|---|
| 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
| Source | adds |
|---|---|
| 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 โฆ D) ยท lowest score wins 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.
- Distance. Count the tiles from the Holy City to the city.
- Connection. If the city is on the Holy City owner's trade network (roads, rivers and sea), multiply that distance by 67%, rounded down.
- 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.
- 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 | 4 | 5 | 6 | 8 | 10 | 12 | 15 | 20 | 25 | 30 | 40 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 25% | 13% | 5.6% | 4.2% | never | never | never | never | never | never | never |
| 4 | 30% | 17% | 6.3% | 5.0% | 2.1% | 1.7% | never | never | never | never | |
| 5 | 33% | 18% | 8.0% | 6.7% | 2.7% | 1.0% | never | never | never | ||
| 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.
| City | dist | D | picked |
|---|---|---|---|
| City A | 6 | 6 | |
| City B | 9 | 9 | |
| City C | 14 | 14 |
B.
A road now links the farthest city to the Holy City, so its distance counts at 67%.
| City | dist | D | picked |
|---|---|---|---|
| City A | 6 | 6 | |
| City B | 9 | 9 | |
| City C connected | 14 | 9 |
C.
The nearest city has already taken another religion, so its D doubles.
| City | dist | D | picked |
|---|---|---|---|
| City A 1 religion | 6 | 12 | |
| City B | 9 | 9 | |
| City C | 14 | 14 |
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.
| Candidate | distance | connected | religions | D | picked when it rolls | per turn | remove |
|---|
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 conversion | Money |
|---|---|
| 1st | 500 |
| 2nd | 1000 |
| 3rd | 1500 |
| 4th | 2000 |
| 5th | 2500 |
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.
| Improvement | Spreads |
|---|---|
| Shrines ร4 | Aksumite Paganism |
| Shrines ร4 | Assyrian Paganism |
| Shrines ร4 | Babylonian Paganism |
| Shrines ร4 | Carthaginian Paganism |
| Shrines ร4 | Egyptian Paganism |
| Shrines ร5 | Greek Paganism |
| Shrines ร12 | Hinduism |
| Shrines ร4 | Hittite Paganism |
| Shrines ร4 | Kushite Paganism |
| Shrines ร4 | Persian Paganism |
| Shrines ร4 | Roman Paganism |
| Altar of the Aten | Atenism |
| The Monumental Buddhas | Buddhism |
| Kushite Pyramids | Kushite Paganism |
Keeping a religion out
- Iconography (law) every city of the player refuses the roll for any religion but their state religion ยท Disciples still work
- Dissent ร7 Empires of the Indus, The Sacred and the Profane hidden city projects placed by events; same refusal as above while the city has one ยท removed by the Suppress Dissent project (100 training, needs a governor)
- Purge (Orthodoxy law, a Disciple of another religion, 1 Order) removes a non-pagan religion other than your state religion from one of your own cities (never from its Holy City) and bans it from returning by the roll ยท the Disciple survives on a cooldown ยท the city gains Discontent
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.
| Religion | Requires |
|---|---|
| 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 | Metaphysics tech 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.
| Weight | When |
|---|---|
| 64,000 | the city is not already the Holy City of any religion |
| 32,000 | its owner has no world-religion Holy City yet |
| 16,000 | the city is not a capital |
| 8,000 | its owner is a human player |
| 4,000 | its owner's dynasty prefers this religion |
The dynasty weight applies to Shapur (Persia, Zoroastrianism). Events can also found a religion directly, without these checks.