In General:
Old Faiths has a slow spread rate.
with more expensive, powerful priests than other religions.
Its Altars, temples and Cathedrals should be more expensive, but will have stronger effects than the other religions.
---General Buildings:
Altar --- +1 Culture, +1 magic Commerce
Temple --- +1 Culture, +1 magic Commerce, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, +1 magic Commerce, increases spread of its faith’s sub religion
Monument --- +1 gold and +1 magic Commerce for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Old Faith sub religion.
Priest (requires Temple) can convert a city to its Old Faith sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Old Faiths sub religion. Can heal units. Can inquisition cities.
Sub Religions:
-The Old Faith
Can only build Altars.
Each Altar makes Priests and magic casters 25% cheaper, and allows all acolytes, priests, and high priests of the Old Faith to act as a normal mage and thus start with one free spell from any of the 8 Winds of magic.
Acolytes, Priests and High Priests thus have access to all priests spells, and all mage spells.
Altars also produces an extra +1 Magic Commerce.
The Monument gives all new priests of the Old Faith built in this city another free spell from any of the 8 Winds of magic.
---Buildings:
Altar= Coven
Temple= none
Cathedral= none
Monument= Monument of Nature
---Priests:
Acolyte (requires Altar)--- Witch
Priest (requires an Altar in 3 cities)---Druid
High Priest (requires the Monument of Nature)---Arch Druid (World Unit, can only have 3 at a time)
-Asuryanism
All Asuryan acolytes, priests and high priests have free access to the Winds of Fire as any normal fire mage would.
Priests of Asuryan can also act as inquisitors to remove non-state religions.
Altars automatically spawn a random Fire spell unit every 8 turns.
Temples add +1 happiness to its city
Cathedrals give Mage Priests of Asuryan built in its city the 'blessing of Asuryan' promotion (making that unit respawn in the city with the Shrine of Asuryan when it dies, but, once it is respawned, it no longer has the 'blessing of Asuryan' promotion).
The Shrine of Asuryan gives acolytes and priests, as well as High priests of asuryan the 'blessing of Asuryan' promotion as described above.
---Buildings:
Altar= Altar of Flame
Temple= Temple of Asuryan
Cathedral= Hall of the Phoenix
Monument= The Shrine of Asuryan
---Priests:
Acolyte (requires Altar) ---Asuryan Dedicate
Priest (requires Temple) --- Priest of Asuryan
High Priest (requires Cathedral) ---Mage Priest of Asuryan (World Unit, can only have 3 at a time)
-Cult of Khaine
All units built in cities with:
Altar gain +1 EXP,
Temple gain +1 more EXP,
Cathedral gain +1 more EXP.
acolytes, Priests and high priests of the Cult of Khaine are able to enslave defeated enemies. Slaves may be sacrificed in cities with Altars, Temples or Cathedral to: Rush a building, make an instant +10 Science, or to add +1 EXP to one Priest of the Cult of Khaine present In the city.
The Sword of Khaine gives acolytes, priests, and High priests of Khaine built in its city +1 strength for the rest of the game.
---Buildings:
Altar= The Blood Altar
Temple= Temple of Khaine
Cathedral= Hall of Murder
Monument= The Sword of Khaine
---Priests:
Acolyte (requires Altar) ---Acolyte of Khaine
Priest (requires Temple) --- Priestess of Khaine
High Priest (requires Cathedral) ---Bride of Khaine (World Unit, can only have 3 at a time)
-Followers of Isha
All workers are unable to cut forests of clear jungle.
Cities with Altar gain +1 food from forests.
Cities with Temples gain +1 Happiness from forests.
Cities with Cathedrals gain +1 health from Forests and jungles.
Acolytes are able to plant forests.
Priests and High Priests are able to cast "enchant forest", a spell which makes those forests produce +1 magic commerce and -1 food.
High priests of the Followers of isha have the spell "Isha’s Blessing" (which is a variant of the WE spell ‘Ariel’s Blessing’) which gives the target unit the ‘regeneration’ promotion
The Tears of Isha causes enemy units to suffer damage when they enter or leave any forest square in that cities cultural boarder.
---Buildings:
Altar= Sacred Tree
Temple= Isha's Grove
Cathedral= Oaken Hall
Monument= The Tears of Isha
---Priests:
Acolyte (requires Altar) --- Handmaiden of Isha
Priest (requires Temple) --- Priestess of Isha
High Priest (requires Cathedral) --- High Priestess of Quyl-Isha (World Unit, can only have 3 at a time)
-Dwarven Pantheon
Altars, temples and cathedrals produce -1 magic commerce, but +1 gold, and the book of Grudges produces -1 magic commerce, and +1 science for all Religious Buildings of its faith.
cities with the:
Altar gain +10% defence,
Temple gain another +5% defence, +1 Science,
Cathedral gain another +5% defence, +1 Science.
Acolytes, Priests and High Priests all have the 'Stubborn' promotion.
Priests are able to cast 1 Rune 'spell', and High priests are able to cast 2 Rune 'Spells'.
All units built in the city with the monument have the ‘stubborn’ Promotion.
---Buildings:
Altar= Oath Tablet
Temple= Temple of the Dwarf Gods
Cathederal= Hall of the Elders
Monument= The Book of Grudges
---Priests:
Acolyte (requires Altar) --- Acolyte of the Dwarf Gods
Priest (requires Temple) --- Priest of the Dwarf Gods
High Priest (requires Cathedral) --- Warrior-Priest of the Dwarf Gods (World Unit, can only have 3 at a time)
-The Old Ones
All acolytes, Priests and high priests of the Old Ones are able to enslave defeated opponents 20% of the time.
Slaves can be sacrificed in cities with the:
Altar to produce an instant +15 magic commerce.
Temple to produce an extra instant +10 magic commerce,
Cathedral to produce an extra instant +10 Science.
Priests of the old Ones can be 'sacrificed' to construct a library in a city with a Sacrificial Altar.
Mage priests of the old Ones act as a normal Mage and can choose magic from any of the Winds of magic like a normal mage. they start with 3 free spells of any wind.
The Marks of the Old Ones produce +1 great people point for all Religious Buildings of its faith.
---Buildings:
Altar= Sacrificial Altar
Temple= Temple of the old Ones
Cathederal= Pyramid Temple
Monument= The Marks of the Old Ones
---Priests:
Acolyte (requires Altar) --- Prophet of the Old Ones
Priest (requires Temple) --- Priest of the Old Ones
High Priest (requires Cathedral) --- Mage-Priest of the Old Ones (World Unit, can only have 3 at a time)
-Ormzad Pantheon
Cities with the:
Altar get +1 Culture,
Temple get +1 Happiness
Cathedral prevents the spread of non state religion, and other SRs in the city
priests of the Ormzad pantheon get the ‘inquisitor’ ability
All acolytes, priests and high priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
High Priests have access to more Elemental spells than the priests and acolytes.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.
---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)
-The Indic Pantheon
Altars produce +1 great People Points.
Temples give + 1 Culture,
Cathedrals Gain +1 gold.
The Home of the Gods produces +1 Gold for every Acolyte of the Indic Pantheon.
priests are able to be upgraded to Great sages at no cost, but must 'meditate' in the city with the monument for 10 turns. (meditating makes that unit unable to move, defend, attack or cast spells)
All High Priests of the Indic pantheon are able to instantly construct any of the Indic pantheon religious Buildings at the cost of being sacrificed. In doing so the indic pantheon is also spread to the chosen city.
\---Buildings:
Altar= Shrine of the Inner-Self
Temple= Temple of the Thousand
Cathedral= Hall of the Thousand
Monument= The Home of the Gods
---Priests:
Acolyte (requires Altar) --- Pilgrim of the Thousand
Priest (requires Temple) --- Priest of the Thousand
High Priest (requires Cathedral) --- Great Sage of the Thousand(World Unit, can only have 3 at a time)