Since I have not seen a guide for the religion mechanic either here in the strategy forum or in the War Academy, I thought I would put together something as a starting point for everyone to look at. After all, with all the lurking I do here, I should contribute something. Please keep in mind that what is contained within may be inaccurate in some cases. Please respond if you happen to know the correct answer.
You gotta have faith…
All religion requires the faith
c5faith
resource to provide advantages from religion. With one notable exception (the Celts), all civilizations start without any faith generating capabilities. The first building to generate faith is the shrine; it is found under the Pottery tech and provides +1
. There are certain civilizations that have UBs that generate faith as well:
As mentioned before, the Celts automatically generate 1 faith per city if they are near an unimproved forest. This doubles if there are 3 or more unimproved forests in the area. Note that some consider this a fairly weak bonus; even putting a lumber mill in a forest will remove this bonus. But, remember that it is a race to pantheon and religious beliefs and the Celtic ability assures you of the first pantheon and, possibly the first religion. Because of that, there are others who will be just as quick to tell you how awesome the Celts are at the opening game. However, for me, I would rather have the Ethiopian or Mayan UBs as they provide faith throughout the game instead of just in the beginning.
While most terrain does not provide faith by default, some natural wonders will.
Religion Buildings and Wonders
There are only two buildings that generate faith. As mentioned previously, Pottery unlocks the Shrine (+1). A Temple may be added for 2 more
after researching philosophy and building a shrine. There are also several Wonders of the World that generate faith:
City States
Gods & Kings has introduced two new types of city states: mercantile and religious. Religious city states not only provide faith when you are friendly or allied with them, they also provide both gold and a little amount of faith when you first meet. As with cultural city states, the bonus faith from religious city states increases as you progress through the eras.
In the beginning…
Hovering over the faith icon will tell you what the target amount of faith is to reach the first milestone in religion, establishing a Pantheon or a sort of pre-religion. This target amount is low but it will increase as other civilizations establish their own religions. If another civilization enhances their religion (the third step in religion development), no one else may establish a new pantheon.
When you establish a pantheon, it automatically spreads to any existing cities you have. You can see where your pantheon has spread, cities following it will have a lightning bolt next to their names. Cities established after the pantheon will need to have the pantheon spread to them. As long as they are not far from your capital, this should happen naturally.
When you establish your pantheon, you will have the chance to select a pantheon belief; this belief is unique to your civilization and so, when you get to the point of selecting a belief, it may not be available if it has already been selected. I have separated these into Exceptional, Situational, and Other as a relative representation of the beliefs. However, especially with pantheon beliefs, these could all be considered situational. For example, even though Desert Folklore is a great belief, you need to have a sizable desert area settled early for it to work. Without the desert, it is a waste. So, take these ranking with a grain of salt and see the discussions in the thread about which beliefs other folks like. Also, keep your strategy and civ in mind. Most civs will want a faith generating belief if they have the resources for it and are looking to found a religion. However, that may not be the case for a civ with a faith generating UA or UB. Wide empires will want happiness while tall empires may want to focus more on culture.
Exceptional Beliefs
Desert Folklore - +1
from desert tiles. This includes flood plains and so is exceptional when your capital or first city is in the right place. It also has a synergistic effect with Petra.
Fertility Rites - +10% growth. Who doesn’t want an extra 10% growth?
Goddess of Protection - +30% to city defense. Synergistic with the Oligarchy social policy from Tradition.
Goddess of the Hunt - +1
from camps. Good choice if you have camp resources scattered throughout you territory. Remember, food is growth and growth is winning.
Messenger of the Gods - +2
from cities connected to the trade network. This is great for wide and ICS strategies.
Monument to the Gods - +15% production of ancient and classical wonders. Good for those who plan to build early wonders and synergistic with both Egypt’s UA and available marble. Some say that this is more in the situational category as early wonders can be hard to build on higher difficulty levels.
One with Nature - +4 faith for all natural wonders. If there is a nearby natural wonder, this can really boost your faith output in the early game.
Sacred Waters - +1
from cities on rivers. We all love to settle on rivers. This makes it even better.
Stone Circles - +2
from quarries. In a culture with a large amount of stone and marble, this is an amazing belief.
Situational Beliefs
Dance of the Aurora - +1
from tundra without forest. Not great unless you are trapped in the great white north (or south) but it does generate faith.
Faith Healers - +30 HP to any unit adjacent to a city with the pantheon. This could be good in a defensive pinch, but generally is not a popular choice.
God of Craftsman - +1
to cities with 3 or more population. Not bad early on, but its power fades quickly.
God of the Sea - +1
for fishing boats. You are going to work those fish, wales, crab, and pearls anyway. Why not get a little more production? Only viable if you have quite a few sea-based resources in your civ.
God of War - +4
if you win a battle near a friendly city. Like God of Craftsman, good early at high levels (the AI will attack you) but not so great later on.
Goddess of Festivals - +1
and +1
from each wine and incense resource. If you have enough, it might justify this.
Goddess of Love - +1
from cities with 6+ population. Happiness is always good early in the game, but the population requirement moves this to the situational category.
Oral Tradition - +1
from plantations. Unlike God of the Open Sky, this might actually be a good idea in a civ where there are numerous plantation resources. But that number has to be big and you need to want culture to use this.
Religious Idols - +1
and +1
from gold and silver resources. Since neither resource generally generates food, this is not something great for the early game. Unlike some other pantheon beliefs, this actually gets better as turns progress.
Other Beliefs
These beliefs may play a part of a specific strategy, but I do not recommend them as there are better ones to have.
Ancestor Worship - +1
from temples. This is too little, too late from a pantheon belief.
God of the Open Sky - +1
from pastures. It would be rare to have enough horse, cow, and sheep to make this better than other beliefs. May be considered for a culture victory?
Religious Settlements - +15% faster border growth. I’d rather have gold to buy border growth.
Sacred Path - +1
from jungle tiles. This takes far too long to be effective for a pantheon belief.
You gotta have faith…
All religion requires the faith



- The Ethiopians UB, Steele, replaces the monument and generates +2
and +2
- The Mayans UB, Pyramid, replaces the shrine and generates +2
and +2
As mentioned before, the Celts automatically generate 1 faith per city if they are near an unimproved forest. This doubles if there are 3 or more unimproved forests in the area. Note that some consider this a fairly weak bonus; even putting a lumber mill in a forest will remove this bonus. But, remember that it is a race to pantheon and religious beliefs and the Celtic ability assures you of the first pantheon and, possibly the first religion. Because of that, there are others who will be just as quick to tell you how awesome the Celts are at the opening game. However, for me, I would rather have the Ethiopian or Mayan UBs as they provide faith throughout the game instead of just in the beginning.
While most terrain does not provide faith by default, some natural wonders will.
Religion Buildings and Wonders
There are only two buildings that generate faith. As mentioned previously, Pottery unlocks the Shrine (+1). A Temple may be added for 2 more

- Stonehenge - +5
, unlocked by Calendar
- Great Mosque of Djenne - +3
, missionaries can do an extra conversion, unlocked by Theology
- The Hagia Sophia - +3
, free great prophet, unlocked by Theology
- Machu Picchu - +2
, unlocked by Guilds
- Notre Dame - +4
, unlocked by Physics
City States
Gods & Kings has introduced two new types of city states: mercantile and religious. Religious city states not only provide faith when you are friendly or allied with them, they also provide both gold and a little amount of faith when you first meet. As with cultural city states, the bonus faith from religious city states increases as you progress through the eras.
In the beginning…
Hovering over the faith icon will tell you what the target amount of faith is to reach the first milestone in religion, establishing a Pantheon or a sort of pre-religion. This target amount is low but it will increase as other civilizations establish their own religions. If another civilization enhances their religion (the third step in religion development), no one else may establish a new pantheon.
When you establish a pantheon, it automatically spreads to any existing cities you have. You can see where your pantheon has spread, cities following it will have a lightning bolt next to their names. Cities established after the pantheon will need to have the pantheon spread to them. As long as they are not far from your capital, this should happen naturally.
When you establish your pantheon, you will have the chance to select a pantheon belief; this belief is unique to your civilization and so, when you get to the point of selecting a belief, it may not be available if it has already been selected. I have separated these into Exceptional, Situational, and Other as a relative representation of the beliefs. However, especially with pantheon beliefs, these could all be considered situational. For example, even though Desert Folklore is a great belief, you need to have a sizable desert area settled early for it to work. Without the desert, it is a waste. So, take these ranking with a grain of salt and see the discussions in the thread about which beliefs other folks like. Also, keep your strategy and civ in mind. Most civs will want a faith generating belief if they have the resources for it and are looking to found a religion. However, that may not be the case for a civ with a faith generating UA or UB. Wide empires will want happiness while tall empires may want to focus more on culture.
Exceptional Beliefs
Desert Folklore - +1

Fertility Rites - +10% growth. Who doesn’t want an extra 10% growth?
Goddess of Protection - +30% to city defense. Synergistic with the Oligarchy social policy from Tradition.
Goddess of the Hunt - +1

Messenger of the Gods - +2

Monument to the Gods - +15% production of ancient and classical wonders. Good for those who plan to build early wonders and synergistic with both Egypt’s UA and available marble. Some say that this is more in the situational category as early wonders can be hard to build on higher difficulty levels.
One with Nature - +4 faith for all natural wonders. If there is a nearby natural wonder, this can really boost your faith output in the early game.
Sacred Waters - +1

Stone Circles - +2

Situational Beliefs
Dance of the Aurora - +1

Faith Healers - +30 HP to any unit adjacent to a city with the pantheon. This could be good in a defensive pinch, but generally is not a popular choice.
God of Craftsman - +1

God of the Sea - +1

God of War - +4

Goddess of Festivals - +1


Goddess of Love - +1

Oral Tradition - +1

Religious Idols - +1


Other Beliefs
These beliefs may play a part of a specific strategy, but I do not recommend them as there are better ones to have.
Ancestor Worship - +1

God of the Open Sky - +1

Religious Settlements - +15% faster border growth. I’d rather have gold to buy border growth.
Sacred Path - +1
