Religions and Denominations

## Common Features:

Many religions and denominations share common mechanics. For the sake of reducing redundancy, they shall be mentioned here.

### Religious Authority:

A feature that is very common among pagan religions. It is represented by a slider going from 0% to 100%, yielding bonuses when high and maluses when low. It also provides a -1% Missionary Strength malus due to being considered a disorganizing factor for a religion.

At 100% you get:

* -25% Stability Cost Modifier
* +3% Missionary Strength
* -2 Tolerance of Heretics
* -2 Tolerance of Heathens
* -10% War Score vs Other Religions
* -25% Culture Conversion Cost
* +50% Resistance to Reformation

### Deities:

Deities are commonly seen alongside religions with Religious Authority, it allows you to spend 10% of your Religious Authority for a 20 year bonus according to the deity you choose.

## Eastern

### Austroasiatic

Religious authority, no deities.

Modifiers:

* +10% Morale of Armies
* +2 Tolerance of Heretics

### Bai Hu

No mechanics.

Modifiers:

* +5% Shock Damage
* +15% Cavalry to Infantry Ratio

### Bon

No mechanics.

Modifiers:

* +0.50 Attrition for Enemies
* +5% Fort Defence

### Munism

Religious authority, no deities.

Modifiers:

* +10% Production Efficiency
* +1 Possible Advisor

### Shenist

Cults:

* Ancestor Worship: -2 National Unrest, -2,5% Prestige Decay

* Heaven Worship: +5% Morale of Armies, +1 Tolerance of the True Faith

Modifiers:

* +1 Leaders without Upkeep
* +100% Chance of New Heir

### Tengri

No mechanics.

Modifiers:

* 25% Cavalry to Infantry Ratio

### Wu

No mechanics.

Modifiers:

* +20% Spy Network Construction
* +1 Tolerance of the True Faith

## Indian

### Brahman

Religious authority and deities:

* Indra: -1 National Unrest, +1 Tolerance of True Faith
* Agni: -10% Land Maintenance Modifier, 2,5% Discipline
* Varuna: -5% Idea Cost, +20% Institution Spread
* Parjanya: +10% Production Efficiency, +5% Goods Produced Modifier
* Vayu: +5% Morale of Navies, -20% Naval Attrition

Modifiers:

* -10% Culture Conversion Cost
* +20% Cavalry to Infantry Ratio

### Dravidian

No mechanics.

Modifiers:

* -10% Land Maintenance Modifier
* -15% Advisor Costs

### Sramana

No mechanics.

Modifiers:

* -1 National Unrest
* +1 Tolerance of Heathens

## Jewish

The Jewish group has the particularity of, while being an extreme minority from the earliest start of the game to the very late game, not using either the religious authority, deities or harmonization mechanics but also enjoy a substantial resistance to the Reformations (various Iranian religions and Christianity itself) as an already semi-organized system of belief, along with being extremely resistant to direct conversion.

### Jewish

The Jewish faith represents the traditional beliefs of the Twelve Tribes of Israel, specifically the tribes of Levi and Judah. In the timeline of the mod, the Jewish People still rely heavily on oral tradition to perpetuate their faith, which relies on a corpus of works called the Torah.

Defender of the Faith mechanic

Modifiers:

* +15% Manpower in True Faith Provinces
* -5% Local Missionary Strength

### Samaritan

Samaritanism is the traditional faith of the people of Samaria, closely related to Israel and historically considered a part of the Israeli group. Samaritanism in the game's timeline holds that the Oral Torah is corrupted and that Moses was the last of the Prophets.

Defender of the Faith mechanic

Modifiers:

* -1 National Unrest
* -5% Local Missionary Strength

### Christianity

Christianity refers to the religion founded by Jesus of Nazareth. Historically it involves the beliefs that Jesus is the Messiah, Divine, the Son of God and the Savior. It centers around Jesus's crucifixion and resurrection. Christianity proved extremely hardy and flexible for an organized religion and would eventually replace paganism entirely in the entire Western World.

Defender of the Faith mechanic

* +2 Tolerance of the True Faith

## Pagan

The biggest religious group in the mod, paganism represents the various systems of beliefs and myths perpetuated by the people of Europe and the Near-East for most of Antiquity. Unlike the Jewish group, which is legally defined and strictly monotheistic, the Hindu group, which represents the semi-political system of belief of the Indian subcontinent, the Iranian group, which deals with a gnostic understanding of mysticism, and the Eastern group, which relies heavily on legalistic and philosophical instrumentation of the faith, the Pagan group represents disorganized, extremely localized religions associated under portmanteau terms; most of these religions are organized under pantheons which are somewhat interchangeable from one region to another, in most cases a legacy from successive invasions, such as by the Indo-Europeans, the latest general culture to have descended upon the western part of Eurasia by the start of the game.

### Ansutrewwo

The traditional faith of the Nordic and Germanic people, in which the gods are ruled by the Aesir and Vanir, from Asgard and Vanaheimr, respectively, and are headed by Wodanaz, or Odin for the Norse.

Religious authority and deities:

* Donar: -1 National Unrest, +5% Shock Damage
* Teiwaz: +10% Morale of Armies, -10% Land Maintenance Modifier
* Frouwa: +0.50% Yearly Prestige, -5% Idea Cost

* Nerthus: -5% Construction Cost, +10% Production Efficiency
* Wodanaz: +10% Morale of Armies, +10% Morale of Navies

Modifiers:

* -50% Change Rival Cost
* -20% General Cost

### Arabic

The ancient faith of the Arabian peninsula, it is described traditionally as idol-oriented. The stars and celestial objects were the most important object of worship, with the Sun, Almaqah, and the Moon, Amm, being intensive in Yemen.

Religious authority and deities:

* Dushara: -1 National Unrest, -10% State Maintenance
* Manat: +5% Discipline, -10% Aggressive Expansion Impact
* Wadd: +0.50 Yearly Prestige, -5% Idea Cost
* Shamash: +10 Production Efficiency, +5% National Tax Modifier
* Talab: +5% Trade Efficiency, +5% Morale of Navies

### Baltic

The ethic religion of the Balts, it holds that the Balts are the sons of Dievas, the Indo-European Sky-Father archetype.

Religious authority no deities.

Modifiers:

* +20% Trade Range
* -5 Years of Separatism

### Canaanite

The ancient faith of the Near-East Semites and their colonies in Africa, this system of belief is particularly insistent on sacrifices, mostly of grain or animal, but sometimes human, as a mean to engage in an endeavour. The head of the Pantheon is either Tanit or Baal.

Religious authority and deities:

* Baal: -1 National Unrest, +5% Trade Efficiency
* Anat: +0.5 Yearly Prestige, 2.5% Discipline
* Sydyk: -1 National Unrest, -5% Idea Cost
* Kothar-wa-Khasis: +10% Production Efficiency, -10% Heavy Warship Cost
* Yan: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +10% Trade Efficiency
* +2 Diplomatic Relations

### Celtic

The Celtic religion in-game represents the varied systems of belief of the early Irish, Britons, Gauls, Vascones, Boii and Pannonian/Noric people. While disparate in pantheons and myths, these faiths usually entertain a religious class known as the druids to act as oracles, priests, teachers and herbalist, hence its alternate name, druidism.

Religious authority and deities:

* Ambisagrus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Belatucadros: -10% Land Maintenance Modifier, 2.5% Discipline
* Lugus: +5% National Tax Modifier, -5% Idea Cost
* Borvo: +10% Production Efficiency -5% Diplomatic Technology Cost
* Manann: +5% Morale of Navies, -20% Naval Attrition

Modifiers:

* +1 Tolerance of Heretics
* -25% Cost of Advisors with Ruler's Culture

### Dei Consentes

The Dei Consentes (literally, "the Approved Gods") are traditionally the twelve recognized patron gods of the Roman people at a given point in their history; in-game, the Dei Consentes group proper translates to the ethnic religion of the people of Central Italy and Sicily, and its harmonization mechanics reflects the Roman States' ability to integrate foreign gods into their ever growing pantheon.

Harmonize Mechanic

* Eastern Religions Group: -5% Idea Cost
* Indian Religions Group: -15% Institution Embracement Cost
* Jewish Group: +1 Tolerance of the True Faith
* Olympioi: -5% Advisor Cost
* Ansutrewwo: +2.5% Shock Damage
* Arabic: -5% Land Attrition
* Celtic: -5% State Maintenance
* East African: -0.02 Monthly War Exhaustion
* Etrusca Disciplina: +5% Morale of Armies
* Ghmertebian: -5% Land Maintenance Modifier
* Iberian: -5% Regiment Cost
* Illyrian: +5% Morale of Navies
* Matar Kubileya: -2.5% Construction Cost
* Nuragic: -0.50 National Unrest
* Persian Group: +1 Promoted Cultures
* Sarmatian: +5% Morale of Armies
* Uralic: -5% Cavalry Cost
* Baltic: +10% Trade Range
* Canaanite: +5% Trade Efficiency
* Elamite: +15% Female Advisor Chance
* Enuma Elis: -0.025 Monthly Autonomy Change
* Kemetic: +0.25 Yearly Legitimacy
* Mazices: +10% Cavalry to Infantry Ratio
* Slavic: -0.50 National Unrest
* Tabitist: +5% Manpower Recovery Speed
* Zamolxis: -10% Cost of Reducing War Exhaustion
* Distov: -2.5% Shock Damage Received
* Heros Karabazmos: +10% Land Force Limit Modifier

Modifiers:

* +25% Stability Cost Modifier
* -0.10 Monthly War Exhaustion

### Distov

The religious system of the people of the Caucasus, it is an Indo-European variant in which the people of the Caucasus descend from Arev, the Sun and aspect of the Sky-Father Ar.

Religious Authority and deities:

* Aramazd: -1 National Unrest, -10% Stability Cost Modifier
* Anahit: +10% Morale of Armies, +50% Chance of New Heir
* Tier: -5% Idea Cost, +15% Institution Spread
* Tsovinar: +10% Production Efficiency, +5% National Tax Modifier
* Vahagn: +5% Morale of Navies, -15% Naval Attrition

Modifiers:

* +2 Tolerance of Heathens
* -5% Shock Damage Received

### East African

East-African, in-game, represents the various polytheistic cults and local religions of the people of Subsaharan Africa and the Horn of Ethiopia.

Modifiers:

* +1 Leaders wihout Upkeep
* +25% Religious Unity

### Elamite

The religion of the Elamite people. As knowledge of it is fragmented, it is vaguely assumed due to archeological hints that the Elamites either considered representing or naming a god to be taboo, or they considered the gods to be too abstract ideals to be defined physically.

Religious Authority, no deities.

Modifiers:

* +25% Female Advisor Chance
* -40% Fort Maintenance on border with rival

### Enuma Elis

The Enuma Elish refers to the classical Mesopotamian creation myth, in which the Heavens and Earth were separated from each others with Ea and the subsequent tales of the genesis of the human race. In-game, Enuma Elis represent the old Mesopotamian faith system, whose head of pantheon is usually the current hegemonic city's (for example, Ashur for the Assyrians and Marduk for Babylon)

Religious Authority and deities:

* Marduk: -1 National Unrest, +5% Morale of Armies
* Ishtar: +5% Discipline, 33% Chance of New Heir
* Nabu: -5% Idea Cost, +15% Institution Spread
* Sin: +10% Production Efficiency, +5% National Tax Modifier
* Adad: +5% Morale of Navies, -15% Naval Attrition

Modifiers:

* +20% Foreign Spy Detection
* -0.05 Monthly Autonomy Change

### Etrusca Disciplina

The faith of the native Etruscans, it holds the inscrutable nature of the Gods to be paramount and therefore relies heavily on auguries for significant actions.

Religious Authority, no deities.

Modifiers:

* +5% Morale of Armies
* +1 Tolerance of Heretics

### Ghmertebian

Religious Authority, no deities.

Modifiers:

* -10% Land Maintenance Modifier
* +2.5% Discipline

### Iberian

The religion of the Eastern population of Iberia, heavily inspired by Canaanism and Hellenism; a heavily animistic religion.
Religious Authority and deities:

* Candamius: -1 National Unrest, +10% Morale of Armies
* Cariociecus: -20% Land Attrition, +5% Discipline
* Melqart: +2 Tolerance of Heretics, -5% Idea Cost
* Ataegina: +15% Production Efficiency, +1 Tolerance of True Faith
* Tanit: +5% Morale of Navies, -10% Cavalry Cost

Modifiers:

* -10% Regiment Cost
* +25% Cavalry to Infantry Ratio

### Illyrian

Religious Authority and deities:

* Zeus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Ares: -10% Land Maintenance, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +10% Morale of Navies
* +50% Looting Speed

### Kemetic

Religious Authority and deities:

* Osiris: -1 National Unrest, +1 Tolerance of the True Faith
* Horus: -10% Land Maintenance Modifier, +5% Discipline
* Isis: -5% idea Cost, -15% Culture Conversion Cost
* Geb: -5% Construction Cost, +10% Production Efficiency
* Anuket: +5% Morale of Navies, +5% Goods Produced Modifier

Modifiers:

* +0.50 Yearly Legitimacy
* +0.05 Monthly Autonomy Change

### Luwian

Religious Authority, no deities.

Modifiers:

* -10% Construction Time
* +10% Reinforce Speed

### Matar Kubileya

Religious Authority and deities:

* Cybele: -1 National Unrest, +5% Morale of Armies
* Ares: -10% Land Maintenance Modifier, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* -5% Construction Cost
* +10% Production Efficiency

### Mazices

Mazices, Mazigh or Amazigh is the name of the native semite Berbers of North Africa. In-game, Mazices designates the religious system of the Amazigh people, which is almost shamanistic when it's rituals do not involve canaanite or egyptian influences.

Religious Authority, no deities.

Modifiers:

* -15% Land Attrition
* +25% Cavalry to Infantry Ratio

### Nuragic

The ethnic religion of the Sherden, the Sardinians, Nuragism takes its name from the word "nuragh", a type of tower-fortress erected by the Sardinians. Little to no information remains of the nuragic religion as the Sardinians did not leave any record.

Religious Authority, no deities.

Modifiers:

* -1 National Unrest
* +1 Tolerance of Heretics

### Olympioi

Also known as Hellenism, Olympioi in-game designates all religions worshipping the group of gods known as the Olympians, due to their residence on Mount Olympus, and led by Zeus. Historically, Hellenism would become the world's first cosmopolitan pagan religion with Alexander's Empire, and would eventually merge with Roman Numenist tendencies to create the Greco-Roman Pantheon, the last great incarnation of an imperial cult before the formation of the State Church.

Religious Authority and deities:

* Zeus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Ares: -10% Land Maintenance, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +1 Diplomatic Relations
* +10% Possible Citzen Units

### Sarmatian

Religious Authority and deities:

* Zeus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Ares: -10% Land Maintenance, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +10% Morale of Armies
* +25% Cavalry to Infantry Ratio

### Sarmatian

Religious Authority, no deities.

Modifiers:

* -1 National Unrest
* +1 Leaders without Upkeep

### Tabitist

Religious Authority and deities:

* Zeus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Ares: -10% Land Maintenance, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +20% Manpower Recovery Speed
* +25% Cavalry to Infantry Ratio

### Uralic

Religious Authority, no deities.

Modifiers:

* -10% Cavalry Cost
* +1 Tolerance of Heretics

### Zamolxis

Religious Authority and deities:

* Zeus: -1 National Unrest, -0.05 Monthly Autonomy Change
* Ares: -10% Land Maintenance, +2.5% Discipline
* Athena: -5% Idea Cost, +20% Institution Spread
* Hephaistos: -10% Construction Cost, +10% Production Efficiency
* Poseidon: +5% Morale of Navies, -10% Morale Hit When Losing a Ship

Modifiers:

* +10% Morale of Armies
* -20% Cost of Reducing War Exhaustion

## Persian

The Iranian group is comprised of the three religions which in the game's timeline would be considered the ethnic religions of the Iranian people. This group is characterized by its heavy leaning on dualism and gnostic elements.

### Iranian

Religious authority, no deities.

Modifiers:

* +5% Morale of Armies
* -10% Infantry Cost