Difference between revisions of "Religion (ETW)"
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− | + | In [[Empire: Total War]] there are seven different state religions. These are Christianity (Catholicism, Protestantism and Orthodox), Hinduism, Islam, Sikhism and Animism. | |
− | |||
− | In [[Empire: Total War]] there are | ||
Line 28: | Line 26: | ||
====Catholic Buildings==== | ====Catholic Buildings==== | ||
+ | |||
+ | * Level 1:Church School | ||
+ | * Level 2:Jesuit College | ||
+ | * Level 3:Seminary | ||
===Protestantism=== | ===Protestantism=== | ||
Line 48: | Line 50: | ||
====Protestant Buildings==== | ====Protestant Buildings==== | ||
+ | |||
+ | * Level 1:Church School | ||
+ | * Level 2:Chapter School | ||
+ | * Level 3:College of Divinity | ||
===Orthodox=== | ===Orthodox=== | ||
+ | Orthodox is the state religion of [[Russia]], and also of the unplayable nations: | ||
+ | |||
+ | * [[Georgia]] | ||
+ | * [[Greece]] | ||
+ | |||
====Orthodox Buildings==== | ====Orthodox Buildings==== | ||
+ | |||
===Hinduism=== | ===Hinduism=== | ||
+ | |||
+ | Hinduism is the state religion of the [[Marathas]] | ||
+ | |||
====Hindu Buildings==== | ====Hindu Buildings==== | ||
+ | |||
+ | * Level 1:Small Ashram | ||
+ | * Level 2:Large Ashram | ||
+ | * Level 3:Great Ashram | ||
+ | |||
===Islam=== | ===Islam=== | ||
+ | |||
+ | Islam is the state religion of the [[Ottoman Empire]] and also of the unplayable nations: | ||
+ | |||
+ | * [[Barbary States]] | ||
+ | * [[Crimean Khanate]] | ||
+ | * [[Dagestan]] | ||
+ | * [[Morocco]] | ||
+ | * [[Mughal Empire]] | ||
+ | * [[Persia]] | ||
+ | * [[Afganistan]] | ||
+ | * [[Mamelukes]] | ||
+ | |||
====Islamic Buildings==== | ====Islamic Buildings==== | ||
+ | |||
===Sikhism=== | ===Sikhism=== | ||
+ | |||
+ | Sikhism is the state religion of [[Punjab]] | ||
+ | |||
====Sikh Buildings==== | ====Sikh Buildings==== | ||
+ | Sikhism cannot be spread in the vanilla E:TW campaigns as there are no Sikh religious buildings or agents present. There are, however, mods that allow Punjab to spread the Sikh faith. | ||
+ | |||
===Animism=== | ===Animism=== | ||
+ | |||
+ | Animism is the state religion of the following playable nations (only with Warpath Campaign DLC): | ||
+ | |||
+ | * [[Cherokee Nations]] | ||
+ | * [[Huron Confederacy]] | ||
+ | * [[Inuit Nations]] | ||
+ | * [[Iroquios Confederacy]] | ||
+ | * [[Plains Nations]] | ||
+ | * [[Pueblo Nations]] | ||
+ | |||
+ | |||
====Animist Buildings==== | ====Animist Buildings==== | ||
+ | |||
+ | ==Effects of Religious Buildings== | ||
+ | They all convert the populace to their religion-eg a Jesuit college will convert the populace to catholicism and a madrassa will convert the populace to islam. | ||
+ | |||
+ | In addition (all these effects are cumulative): | ||
+ | ===Level 1=== | ||
+ | +1 happiness for the part of the population that belong to that religion. | ||
+ | +1 max number of religious agents | ||
+ | ===Level 2=== | ||
+ | +2 happiness for the part of the population that belong to that religion. | ||
+ | +1 max number of religious agents | ||
+ | ===Level 3=== | ||
+ | +4 happiness for the part of the population that belong to that religion. | ||
+ | +1 max number of religious agents | ||
==Agents== | ==Agents== | ||
− | + | There are three kinds of religioius agents-priests (3 varieties-protestant, catholic and orthodox), brahmins (hindu) and imams (for islamic factions). These agents will convert the populace of whichever region they are in to their religion. This process will be sped up by positive traits (such as "woodland preacher", and larger numbers of agents, and will be slowed down by negative traits and fewer agents. | |
− | + | ||
− | + | As with any agents, religious agents can be assassinated. They cannot duel. They can be used to spy on other factions, but since their visual range is small, and they cannot go into nearly as much detail as proper spies, it is best they are not used for this. They can also cause religious unrest in an enemy region by converting the populace to your religion (if it is different from their own). This will lowere public order in that region. | |
+ | |||
==Effects of Religion== | ==Effects of Religion== | ||
===Diplomacy=== | ===Diplomacy=== | ||
===Public Order=== | ===Public Order=== | ||
+ | Religion can have two effects on public order in the game-either religious happiness or religious unrest. | ||
+ | |||
+ | Elements of the population of a region to the state religion of the owning faction that do not share the same religion as that faction, will get grumpy and cause religious unrest. The larger the proportion of the population that has a different religion, the larger the unrest. This can be dealt with by replacing any religious buildings with your own, or sending in priests to convert the populace. | ||
+ | |||
+ | On the other hand, if the people mostly share the state religion, then you get religious happiness, which has a positive effect on public order. | ||
+ | |||
+ | [[Category:ETW Gameplay and Features]] | ||
+ | [[Category:ETW Religion]] |
Latest revision as of 09:20, 30 May 2017
In Empire: Total War there are seven different state religions. These are Christianity (Catholicism, Protestantism and Orthodox), Hinduism, Islam, Sikhism and Animism.
Religions
Catholicism
Catholism is the state religion of the following playable nations:
And also the following unplayable nations:
- Bavaria
- Genoa
- Italian States
- Knights of St. John
- Wurttemburg
- Louisiana
- New Spain
- Gran Colombia
- Hungary
- Ireland
- Mexico
- Naples and Sicily
- Quebec
Catholic Buildings
- Level 1:Church School
- Level 2:Jesuit College
- Level 3:Seminary
Protestantism
Protestantism is the state religion of the following playable nations:
And also the following unplayable nations:
Protestant Buildings
- Level 1:Church School
- Level 2:Chapter School
- Level 3:College of Divinity
Orthodox
Orthodox is the state religion of Russia, and also of the unplayable nations:
Orthodox Buildings
Hinduism
Hinduism is the state religion of the Marathas
Hindu Buildings
- Level 1:Small Ashram
- Level 2:Large Ashram
- Level 3:Great Ashram
Islam
Islam is the state religion of the Ottoman Empire and also of the unplayable nations:
Islamic Buildings
Sikhism
Sikhism is the state religion of Punjab
Sikh Buildings
Sikhism cannot be spread in the vanilla E:TW campaigns as there are no Sikh religious buildings or agents present. There are, however, mods that allow Punjab to spread the Sikh faith.
Animism
Animism is the state religion of the following playable nations (only with Warpath Campaign DLC):
Animist Buildings
Effects of Religious Buildings
They all convert the populace to their religion-eg a Jesuit college will convert the populace to catholicism and a madrassa will convert the populace to islam.
In addition (all these effects are cumulative):
Level 1
+1 happiness for the part of the population that belong to that religion. +1 max number of religious agents
Level 2
+2 happiness for the part of the population that belong to that religion. +1 max number of religious agents
Level 3
+4 happiness for the part of the population that belong to that religion. +1 max number of religious agents
Agents
There are three kinds of religioius agents-priests (3 varieties-protestant, catholic and orthodox), brahmins (hindu) and imams (for islamic factions). These agents will convert the populace of whichever region they are in to their religion. This process will be sped up by positive traits (such as "woodland preacher", and larger numbers of agents, and will be slowed down by negative traits and fewer agents.
As with any agents, religious agents can be assassinated. They cannot duel. They can be used to spy on other factions, but since their visual range is small, and they cannot go into nearly as much detail as proper spies, it is best they are not used for this. They can also cause religious unrest in an enemy region by converting the populace to your religion (if it is different from their own). This will lowere public order in that region.
Effects of Religion
Diplomacy
Public Order
Religion can have two effects on public order in the game-either religious happiness or religious unrest.
Elements of the population of a region to the state religion of the owning faction that do not share the same religion as that faction, will get grumpy and cause religious unrest. The larger the proportion of the population that has a different religion, the larger the unrest. This can be dealt with by replacing any religious buildings with your own, or sending in priests to convert the populace.
On the other hand, if the people mostly share the state religion, then you get religious happiness, which has a positive effect on public order.