Religion (ETW)
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
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
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 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.
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.