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Difference between revisions of "Religion (ETW)"

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====Sikh Buildings====
 
====Sikh Buildings====
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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===
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+1 max number of religious agents
 
+1 max number of religious agents
 
==Agents==
 
==Agents==
There are two kinds of religioius agents-priests (3 varieties-protestant, catholic and orthodox) 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.
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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.
 
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.
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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.
 
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.
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[[Category:ETW Gameplay and Features]]
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[[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:

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.