Religions

## General Information

The commitment and tolerance of countries to different religions, cults and sects is an important aspect of the ESU gameplay, which largely determines both the internal policy of the country and relations with it's neighbors. There are five major religious groups: Polytheistic, Occult, Elemental, Daedra, and Harmony with their own subgroups. Each religion may diplomatically form a personal union within their own religious group provided certain criteria are met. Additionally, each religion may propagate themselves through centers of trade, as well as claim defender of the faith, provided the requirements are met.

## List of Religions

### Polytheistic Group

Most religions in the polytheistic group use personal deity mechanics. Additionally if conquered, provinces of these religions have a -1.5 local missionary strength modifier when converting to another religion.

Additionally countries within the polytheistic religious group experience the following negative modifiers:

* +10% Stability Cost Modifier
* -10% Foreign Spy Detection
* -10% Reinforce Speed
* +10% Unjustified Demands
* +10% Cost to Fabricate Claims

### Occult Group

All religions in the occult group modify conquered provinces. Such that there is a -2.5% local missionary strength modifier when converting provinces of the occult religious group.

Additionally, countries of the dragon cult religion may take a unique decision every 25 years as long as they are a theocracy and have at least 0 stability to sacrifice their ruler. The immediate effects of this decision are... the ruler dies.

Countries within the occult religious group receive the following negative modifiers:

* +1 Unrest
* -1 Tolerance of Heathens
* -1 Tolerance of Heretics
* +10% Aggressive Expansion Impact
* +10% Culture Conversion Cost

### Elemental Group

All religions in the elemental group have different religious schools, which, if the conditions are met, allow for a country to invite scholars from various schools for associated benefits. Additionally, there is a local missionary strength modifier of -1% when converting conquered provinces of the elemental group.

Additionally countries within the elemental religious group receive the following negative modifiers:

* +10% Fort Maintenance
* +10% State Maintenance
* +10% Core-Creation Cost
* -10% Income From Vassals
* +10% Harsh Treatment Cost

### Daedric Group

The daedric group also functions as its own subgroup and represents the religions of the daedra, or "not our ancestors," the ethereal beings who split off from the ayleids during the creation of Nirn. The daedric princes have many followers, daedra and mortals alike. Converting daedric provinces to another religion is modified by -1.5% local missionary strength. Additionally each religion in the daedric group has aspects of the faith individualized for the religion, purchased with church power.

Additionally countries within the daedric religious group experience the following negative modifiers:

* -10% Improve Relations
* +10 Years of Separatism
* +10% Diplomatic Annexation Cost
* +10% Liberty Desire in Subjects
* +10% Institution Embracement Cost

### Harmony Group

Religions in the harmony group may use harmonization with other religions. Converting provinces from the harmony group accrues an additional -0.5% local missionary strength modifier.

Additionally countries within the Harmony Group receive the following negative modifiers:

* -10% Spy Network Construction
* +10% Recruitment Time
* +10% Regiment Cost
* -10% Idea Cost
* -10% Claim Duration

 Thirty Divines

## Additional Information

### Holy Cities

The following provinces are the Holy Cities  of each religion. This means that if a country of given religion owns their Holy City they will receive **+0.5** Yearly Prestige, **+1** Missionaries and **+1** Tolerance of the True Faith. There is only one for each religion and these cannot stack: changing religions will require owning a new province to receive the missionary.

#### Polytheistic Group

* Altmeri Pantheon: Cloudrest (263)
* Ayleid Pantheon: Wendelbek (1223)
* Bosmer Pantheon: Eldenroot (834)
* Eight Divines: Sardavar Leed (1133)
* Four Parents: Ska'vyn (1474)
* Keptu Pantheon: Riverpoint (1473)
* Khajiiti Pantheon: Two Moons (5135)
* Marukhism: Sancre Tor (5777)
* Nedic Pantheon: Southern Skingrad (1144)
* Nine Divines: Imperial City (1206)
* Nordic Pantheon: Saarthal (2783)
* Reclamations Pantheon: Narsis (990)
* Redguard Pantheon: Old Hegathe (6392)
* Snow Elves Pantheon: Nilheim (3191)
* Twelve Divines: White Haven (1394)
* Yokudan Pantheon: Samara (355)

#### Occult Group

* All-Maker Cult: Skaal (3315)
* Ancestor Worship: Ald Mora (4708)
* Celetials: Skyreach (7244)
* Chimer Pantheon: Ebonheart (984)
* Cult of Reason and Logic: Red Mountain (1062)
* Cult of the Black Worm: Necrom (1017)
* Cult of the Insect God: Malada (1244)
* Cult of the Serpent King: Onla (231)
* Deep Ones: Hackdirt (1178)
* Dragon Cult: Dragon Sanctuary (1572)
* Dremora Pantheon: Al-Kamal (508)
* Druidism: Beldama Wyrd (6842)
* Egg Mother: The Underroot (4897)
* Herd Mother: Shornhelm (7019)
* Kothri Pantheon: Andreethees (6486)
* Magne-ge: Cuptor (1226)
* Miraak Cult: Moesring (950)
* Mother Sea: Pyrrahn (2099)
* Old Ways: Welenkin Cove (4668)
* Orcish Pantheon: Scarp Keep (6959)
* Sinthis Cult: Bravil (1131)
* Students of Magnus: Port Telvannis (1028)
* Tribunal Pantheon: Mournhold (3248)

#### Elemental Group

* Cult of the Ancestor Moth: Shrine of The Moth (5898)
* Cult of the Old Gods: Glenmoril Coven (1296)
* Kamal Pantheon: Heogloicus (503)
* Sload Faith: Vandor (320)
* Tang Mo Pantheon: Elasu (568)
* The Hist: Hatching Pools (6507)
* Tsaesci Pantheon: Laromedia (702)

#### Deadric Group

* Cult of Mehrunes Dagon: Arrius Caverns (1233)
* Cult of Azura: Azura's Shrine (5900)
* Cult of Boethiah: Boethiah's Shrine (5973)
* Cult of Clavicus Vile: Clavicus Vile's Shrine (5373)
* Cult of Hermeus Mora: Hermaeus Mora's Shrine (5812)
* Cult of Hircine: Hircine's Shrine(5545)
* Cult of Jygglag: Helland (6184)
* Cult of Malacath: Malacath's Shrine (6132)
* Cult of Malacath: Norvulk (1406)
* Cult of Mephala: Mephala's Shrine (5858)
* Cult of Meridia: Meridia's Shrine (5789)
* Cult of Molag Bal: Molag Bal's Shrine (6387)
* Cult of Namria: Namira's Shrine (5869)
* Cult of Peryite: Peryite's Shrine (5953)
* Cult of Sanguine: Sanguine's Shrine (5647)
* Cult of Sheogorath: Sheogorath's Shrine (5495)
* Cult of the Nocturnal: Nocturnal's Shrine (5508)
* Cult of Vaemina: Vaermina's Shrine (5951)

#### Harmony Group

* Cult of Nereids: Halcyon (7013)
* Po Tun Unity: Nanchung (631)
* Thirty Divines: Weye (1191)
* Unknown Pantheon: Azenne (766)

### Religious abilities and Effects

The following section will include the effects of every ability of every religion as well as differences in their mechanics. Minor differences (i.e. small effect magnitude changes) will be mostly ignored.

#### Personal Deity

Every Ruler may choose from a random list of available deities depending on their religion.

##### Polytheistic Group

**Four Parents**
 **Dragon of Time** | **-0.10** Yearly Corruption
 **Mother Serpent** | **+0.25** Yearly Army Tradition
 **Ox** | **+10.0%** National Tax Modifier

**Snow Elven Pantheon**
 **Trinimac** | **+10%** Land Fire Damage
 **Jephre** | **-10%** Culture Conversion Cost
 **Syrabane** | **-10%** Land Attrition
 **Auri-El** | **+10%** Morale of Armies

##### Other Groups

**Kothri Pantheon**
 **Zen** | **-10%** Fire Damage Received
 **Clavicus Vile** | **+10%** Trade Efficiency
 **Dibe** | **+0.5** Diplomatic Reputation
 **Kin** | **-10%** Land Attrition

**Magne-Ge**
 **Ge Mnemo Li** | **+0.5** Diplomatic Reputation
 **Ge Una** | **+10%** Institution Spread
 **Ge Xero Lyg** |  | **-10%** State Governing Cost

**Orcish Pantheon**
 **Malacath** | **+10%** Infantry Combat Ability
 **Mauloch** | **+10%** Morale of Armies

**The Hist**
 **Atak** | **+10%** Manpower Recovery Speed
 **Atakota** | **+10%** National Tax Modifier
 **Hist** | **-10%** Infantry Cost
 **Sithis** | **+1** Tolerance of the True Faith

#### Religious Fervor

Activating Foci costs 5 Fervor per month per Focus and each country may store up to 999 Fervor points. Each point of Fervor grants **+0.1%** Resistance to Reformation, up to **+99.9%**.

 **War** | **+10%** Morale of Armies
 **Stability** | **-2.5** National Unrest
 **Diplomacy** | **+1** Diplomatic Reputation

#### Fetishist Cults for Velothi Pantheon

Velothi nations start without any cults unlocked. Each cult may be unlocked by owning a province with the religion of the respective Daedra, although some may be unlocked by fulfilling alternate conditions. Once unlocked one of three namesakes (cults) can be chosen in an event, at which point it can be activated like a vanilla cult. The event may take up to five months to fire.

**Only one Namesake can be chosen per Daedra, and the choice is irreversible**

#### The Tribunal

This religion can be created by a chain of events for the country owning Salandus starting in the year 700. The Tribunal state may be formed by a House Dunmeri nation with Tribunal as their Religion. It has access to Papal States mechanics and a unique Tier 1 government reform in which the ruler is chosen from one of the three tribunal gods.
Each point of Influence grants **+0.01** Tolerance of the True Faith, up to **+1**.

At 100% reform desire the Reclamation will start.

#### Doom

 **Extend Pochteca Obligation** | **+1** Diplomatic Reputation
 **Warrior Ranks** | **+10%** Morale of Armies
 **Tribal Expansion** | **+1** Diplomats
 **Legal Reforms** | **-10%** Aggressive Expansion Impact

Note: Each province increases doom by **+0.15** instead of **+1**, but each point of Doom only gives **-0.5% AEI**

#### Syncretic Faiths

All secondary religion modifiers are the same as their primary equivalent.

#### Dragon Cult Patriarchy

Like personal deities available Masks(Icons) are chosen from a random list that gets re-randomized upon getting a new ruler and on the four year pulse. Additionally this religion enables Dragon units.

At 100% Dragon Priest Authority the country will gain the following modifiers

* **+3.5%** Missionary Strength
* **+0.1** Prestige per Development from Missionary
* **+25%** Possible Dragons
* Dragon Cult Provinces:
	+ **+3.5** Local Unrest
	+ **+15%** Local Manpower Modifier
	+ **-25%** Province Governing Cost

Dragon Priesthoods(metropolitans) will grant the following province modifiers:

* **+15%** Local Manpower Modifier
* **-0.05** Monthly Devastation
* **+1** Possible Dragon
* **-20%** Local Fort Maintenance Modifier
* **+25%** State Maintenance Modifier

#### Karma

Each Point of positive Karma grants **-0.1** Years of separatism and **+0.001** Prestige per Development from Missionary, while each point of negative Karma gives +0.1 Years of Separatism and **+0.1** Tolerance of Heathens

#### Ancestor Worship

All Ancestor personalities are the same as the Ruler personality.

#### Old Ways Ritemasters

Each teaching costs 500 Monarch Power. A new Ritemaster becomes available every 175 years.

#### Magical Powers of the Students of Magnus

Up to three permanent Studies may be chosen with each one costing 500 Magical Power and each country may hold up to 999 Magical Power. Once chosen they may be replaced at the cost of **-1** stability.

Followers of this religion may perform a Breakthrough for 250 Magical Power, granting one of the following random effects:

* (10%) Add **1** Stability
* (30%) Add **2.5** Years of Income
* (20%) Add **150** Administrative Power
* (20%) Add **150** Diplomatic Power
* (20%) Add **150** Military Power

#### Aspects of the Daedric faith

Up to three permanent Aspects may be chosen which each one costing 500 Church Power and each country may hold up to 999 Church Power. Once chosen they may be removed at the cost of **-1** stability. Each point of Church Power grants **-0.1%** Missionary Maintenance Cost, up to **-99.9%**.

**Cult of Molag Bal**
 **Enslavement of Mortals** | **-10%** Province War Score Cost
 **Eternal Domination** | **-10%** Land Attrition
 **Harvest of Souls** | **+10%** Light Ship Trade Power
 **Encouragement of Strife** | **-25%** Harsh Treatment Cost
 **Abetment to Lust** | **+10%** Vassal Income

**Cult of Meridia**
 **Purification of Land** | **+10%** Land Fire Damage
 **Purge of Undead** | **-10%** Mercenary Maintenance Cost
 **Inspiration of Life** | **+1** Accepted Cultures
 **Light Preservation** | **-10%** Unjustified Demands
 **Worship of Dawn** | **+10%** Morale of Navies

**Cult of Mehrunes Dagon**
 **Inception of Revolution** | **-10%** Mercenary Cost
 **Energy Patronage** | **-10%** Naval Attrition
 **Change Approachment** | **+10%** Shock Damage
 **Aspiration to Ambitions** | **-7%** Libert Desire in Subjects
 **Deification of Filth** | **+1** Hostile Attrition

**Cult of Hermeus Mora**
 **Memory Strengthening** | **+25%** Army Drill Gain Modifier
 **Gratification of Fate** | **+10%** National Tax Modifier
 **Perpetuation of Past** | **+25%** Army Tradition
 **Future Provision** | **+5%** Administrative Efficiency
 **Vindication of Stars** | **-10%** Build Cost

**Cult of Sheogorath**
 **Adoration of Horribilation** | **+1** Naval Leader Manuever
 **Frantic Scrolls** | **-10%** Core-Creation Cost
 **Submission to Deliration** | **-10%** Naval Maintenance Modifier
 **Life in Lunacy** | **+25%** Privateer Efficiency
 **Acquiration of Dementia** | **+5%** Mercenary Discipline

**Cult of Hircine**
 **Greatest Games** | **-25%** General Cost
 **The Chase** | **+10%** Movement Speed
 **Bloodmoon Rituals** | **+10%** Ship Durability
 **Bless of Savior** | **+10%** Religious Unity
 **Merciful Spears** | **-5** Years of Separatism

**Cult of Nocturnal**
 **Custody of Shadows** | **-10%** Idea Cost
 **Care of Night** | **+0.5** Diplomatic Reputation
 **Raven Inclination** | **+1** Tolerance of Heathens
 **Gray Cowls** | **+10%** Defensiveness
 **Appeal to Luck** | **-10%** Reinforcement Cost

**Cult of Azura**
 **Bless Transformation** | **-10%** Culture Conversion Cost
 **Grow Roses among Weeds** | **+15%** Support Rebel Efficiency
 **Show Mercy to Fallen** | **+1** Diplomats
 **Seek Benevolence** | **+10%** Land Morale
 **Observe the Night Sky** | **+1** Naval Leader Manuever

**Cult of Boethiah**
 **Auspice Seduction** | **-10%** Diplomatic Annexation Cost
 **Protect Deceivers** | **+1%** Missionary Strength against Heathens
 **Use Traitors** | **+15%** Available Province Loot
 **Enjoy Sufferings** | **+10%** Global Sailors Modifier
 **Favour Dark Arts** | **-10%** Military Advisor Cost

**Cult of Clavicus Vile**
 **Beautify Trickery** | **+10%** Caravan Power
 **Make Wishes Come True** | **+0.25** Yearly Legitimacy Equivalent
 **Maintain Serenity** | **-10%** Stability Cost Modifier
 **Support Bargains** | **+10%** Privateer Efficiency
 **Spread Regrets** | **-15%** Cost to Increase Mercantilism

**Cult of Malacath**
 **Perform Bloody Curse** | **+10%** Hostile Core-Creation on us
 **Keep Sworn Oath** | **-10%** Aggressive Expansion Impact
 **Feast for Hero's Honour** | **-10%** Reduce War Exhaustion Cost
 **Organize Expository Fights** | **+10%** Prestige From Land Battles
 **Condemn Negligence** | **-10%** Institution Embracement Cost

**Cult of Jyggalag**
 **Develop Deduction Theories** | **+10%** Naval Engagement Width
 **Accept Certainty** | **+50%** Possible Condottieri
 **Seek Determinism** | **+1** Missionaries
 **Reject Individuality** | **-0.1** Yearly Corruption
 **Create Illusions** | **+15%** Blockade Efficiency

**Cult of Maphala**
 **Embrace Lust** | **+10%** Global Manpower Modifier
 **Forgive Murder** | **+10%** Land Fire Damage
 **Preserve Secrets** | **-10%** Construction Cost
 **Crave to Desires** | **-10%** Sailor Maintenance Modifier
 **Succumb to Seduction** | **+10%** Mercenary Manpower

**Cult of Namira**
 **Worship Shadowy Spirits** | **+25%** Possible Loot Amount
 **Spread Decay** | **+15%** Cavalry Flanking
 **Accede Cannibalism** | **-10%** Land Attrition
 **Sow Vermin** | **+10%** Global Tariffs
 **Strive for Rebirth** | **+0.5** Diplomatic Reputation

**Cult of Peryite**
 **Touch Filth** | **-25%** Land Leader Cost
 **Spread Pandemic** | **+10%** Ship Trade Power
 **Breed Skeevers** | **-1%** Naval Tradition Decay
 **Maintain Natural Order** | **+15%** Trade Range
 **Support the Taskmaster** | **-5** Years of Seperatism

**Cult of Sanguine**
 **Sanctify Debauchery** | **-0.015** Monthly War Exhaustion
 **Embolden Greed** | **+10%** National Tax Modifier
 **Vindicate Gluttony** | **+10%** Fort Defense
 **Luxuriate Lust** | **+1** Diplomatic Relations
 **Graze Sloth** | **+1%** Missionary Strength

**Cult of Vaermina**
 **Spread Terror** | **+1** Naval Leader Shock
 **Torment Mortals** | **-10%** Province War Score Cost
 **Erode Dreams** | **+1** Land Leader Fire
 **Bring Omens** | **-10%** Diplomatic Advisor Cost
 **Steal Memories** | **+0.1** Yearly Prestige

#### Cult of Reason and Logic "Holy Sites"

The five important sites are listed below with each one granting one Arcanex

* Vvardenfell, Red Mountain (1062)
* Nchardak (3320)
* Kemel-Ze (4054)
* Raldbthar (2949)
* Arkngthamz (7245)

Each Arcanex will provide three positive effects at the cost of **-5%** governing capacity

**Arcanex**
 **Resonator** | **+15%** Siege Ability
 **Workshop**
 **Repository** | **-15%** Adviser Cost
 **Oculory** | **+15%** Manpower Recovery Speed

#### Religious Schools for Elemental Group

A country of may not invite a scholar from a different group of schools.

#### Sloadian Faith Aspects

The Church of Thras is available to any country following the Sloadian Faith. A country may hold up to 999 Church Power.

* Has country modifier "*First Lady*"

*All of the following must be true:*
* Ruler is not female
* Is not the lesser partner of a Union
* Does not have regency Council
* Has at least 50 Church Power

Else, "*Married Consort Ruler"* modifier is removed. Country receives **+100** admin, diplo and military monarch points and -10 prestige. "*The Divorce"* modifier is applied for 25 or until the ruler's death years with the following effect:
 Divorce a first Lady
* Does **not** have a consort **and** has a Monarchy
* Do not have modifiers "*The Divorce"* or *"First Lady"*

All of the following must be true
* Ruler is not female
* Is not the lesser partner of a Union
* Does not have regency Council
* Has at least 50 Church Power

Else, country gets "*First Lady*" until end of game with the following effect:
* **-10%** Stability Cost Modifier
* **+0.10** Yearly Prestige
 Accept Ritual Donations
* Has at least 75 Church Power
 Grant Exclusive Trade Rights
* Has at least 75 Church Power
 Proclaim the Age of Stability
* Has at least 150 Church Power

#### Cult of Black Worm Aspects

Currently unsused

 Forgotten Deities
 Ecstasy of Suffering
 Summon the Dead
 Curse the Ghosts

#### Isolationism

**+10%** Institution Spread
**-10%** Idea Cost
 Adaptive
**-5%** Stability Cost Modifier
**+0.05%** Missionary Strength
 Selective Integration
**-15%** Culture Conversion Cost
**+0.15%** Missionary Strength
 Isolationism
**-35%** Culture Conversion Cost
**+0.25%** Missionary Strength
 Closed Doors
**-50%** Culture Conversion Cost
**+0.35%** Missionary Strength
**-25%** Institution Spread

Any owned Province:
* Culture group is Dwemer
 Mages on the Battlefield
Any owned Province:
* Culture group is High Elven
 The Dragonborn
Any owned Province:
* Culture group is Cyrodiilic
 Noble Knights
Any owned Province:
* Culture group is Half-Blood
 Raid on Garrisons
Any owned Province:
* Culture group is Argonian
 Rulers of the Sea
Any owned Province:
* Culture group is Yokudo-Redguard
 Trade Empire
Any owned Province:
* Culture group is Po Tun
 Ancient Rites
Any owned Province:
* Culture group is Marsh-Men
* Culture group is Giant

#### Tang Mo Reforms

 **Central Arbitration** | **-10%** Stability Cost Modifier
 **Central Armories** | **+10%** Infantry Combat Ability
 **Tribal Expansion** | **+10%** Production Efficiency
 **Reform the Bureaucracy** | **-10%** Core-Creation Cost

Note: Passing a reform requires 25 provinces and reduces the country size to 10+3 provinces

#### Al-Kamalian Animism

 **Expended Resettlement Policy** | **+1** Colonists
 **Reform the Cult of Sun** | **+0.25** Yearly Prestige
 **State Lords** | **-10%** Regiment Cost
 **Reform the Bureaucracy** | **-0.25** Interest Per Annum

Note: Each point of Authority gives **-0.01** National Unrest instead of **-0.02** and no loyalty

#### Harmony

 **Unknown Pantheon** | **+10%** Religious Harmonization Speed

### Advisors

The following advisors, all administrative, impact religious mechanics in some form or another. The first value listed is a static modifier, the second is a positive skill scaled modifier. The third is available for Court of Darkness governemnt reform and is a skill scaled negative modifier.