Is there even passive religion spread in the game?

bbbt

Deity
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Oct 21, 2013
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There seems to be in theory (i.e. there are beliefs boosting it), but I've yet to see my religion spread passively - only by me making units.

Also, do trader units no longer spread religion like they did in Civ 5?
 
I was asking myself the same question. Even with the trait +50% pressure (with printing) it doesn't seem to spread very fast. Religious pressure was more clear in Civ5.

And unfortunately traders don't seem to spread religion.
 
Yes it does spread but not very well. I've seen newly placed pop 1 cities get a religion quite quickly if I place them in-between larger cities that already have my religion, but I've never seen it passively spread to a larger city like a city state. The odd follower will appear but not enough to convert the city state unless you send in a missionary.
 
Given how often I get denounced for coverting other civs' cities, yes it does spread. I usually only build enough apostles and inquistors to keep my own cities from being flipped.
 
Given how often I get denounced for coverting other civs' cities, yes it does spread. I usually only build enough apostles and inquistors to keep my own cities from being flipped.
That's more likely to be caused by spread resulting from religious combat than from passive spread, though.

But like others said, it does spread passively, just not very fast.
 
I remember how poorly documented civV s religious pressure was. It is impressive that Firaxis managed to make it even worse.
 
It does spread. I'm not sure how exactly. It's possible it mainly works in reverse (sending a trader to a city with a religion causes the sending city to gain religious pressure, rather than the reverse). The receiving city may also get pressure, but I'm less sure of that.
 
There is another "passive" way to spread your religion. I pack every tile around my holy sites with apostles--preferably with the debater perk. Then the AI continuously sends its own apostles to die as they smash against mine (which heal every turn). Every time they die, they lose religious influence in nearby cities and I gain it.
 
I remember how poorly documented civV s religious pressure was. It is impressive that Firaxis managed to make it even worse.

Lol yeah it took me a lot of time to understand religion in civ 5, and now I am again a bit lost, but who cares since religion doesnt matter you can still totally ignore it and win at deity...
 
I posted a game on my YouTube channel where I was going for a religious victory (link below). In the end, I decided that religion needs a little tweaking before it can be a strong contender on a large map or above. It does spread, but entirely too slow. Which you are then dependent on your religious units. Then you have to deal with theological combat, which to me, doesn't make gameplay or historical sense. Interested to see what Firaxis does in the future with religion.


Edit: I didn't expect it to embed a video. Please let me there is a preferred way I am suppose to provide links.
Edit 2: I thought it was relevant to note, this video was pre fall 2016 patch.
 
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I actually like theological combat. It needs more religious units and they need to be in a layer that doesn't interfere with other civs military or civilian units, but it is a good idea
 
after the fall patch it seems to have increased dramatically (passive religion). I was playing a game as Russia testing religion on Deity and my 6 cities got my religion without me using missionaries / apostles. Also my neighbor, Teddy, also was passively converted to my religion (this was without any religious combat or anything happening near the border, opposite of Teddy (who was situated between me and all the other civs in the game) was a separate religion founded by Arabia).

Edit- it's also worth noting that your religious units will heal while in YOUR holy sites, but won't heal in other civ's holy sites even if they are converted to your religion. Seems to heal 50% per turn.
 
after the fall patch it seems to have increased dramatically (passive religion).

This is an excellent point. Below are the two religious changes listed in the patch notes.
  • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
  • Increased the cost of Religious units and applied additional charges.
A little ambiguous, but there is def reason to try another religious game.
 
It definitely works, I confirmed this in al my games. Bit I find it to be alot slower compared to Civ 5.
It makes me think whether it was OP in civ 5.
It is better in.Civ 6 imo.
 
They said in the lets plays that trade route pressure was too passive (but they still kept the distance 10 pressure)

Interesting. I sort of wish they had kept it, but maybe with more stipulations (i.e. only when coming from a city that has a holy site, or maybe with certain beliefs), to give more variety to the ways of converting. However, I can see why they dropped it with the dramatic increase in the number of trade routes compared to civ 5.
 
Do trade routes really not generate religious pressure? That would be both ahistorical and stupid gameplay wise, devaluing the strategic importance of trade routes.
 
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