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religion Overview

ghost-ng edited this page Jan 28, 2026 · 1 revision

Religion System

This document covers the religion system in Civilization VII, including religions, belief classes, beliefs, and how to create custom religious content.

Overview

Civ VII's religion system is structured differently from previous entries:

  • Religions are named identities that players can adopt and spread
  • Belief Classes define categories of bonuses (Pantheon, Enhancer, Founder, Reliquary)
  • Beliefs provide specific bonuses within each class
  • Age-Specific - Pantheons are available in Antiquity; full religions with additional belief classes become available in Exploration

Core Tables

Table Purpose
Kinds Register belief classes as KIND_BELIEF_CLASS
Types Register religions as KIND_RELIGION, beliefs as KIND_BELIEF
Religions Define religions with names and visual properties
BeliefClasses Define categories of beliefs
Beliefs Define individual belief bonuses
BeliefModifiers Link beliefs to their gameplay effects
Belief_Priorities AI evaluation priorities for beliefs

Type Kinds

<Types>
    <!-- Religion -->
    <Row Type="RELIGION_MY_RELIGION" Kind="KIND_RELIGION"/>

    <!-- Belief Class -->
    <Row Type="BELIEF_CLASS_MY_CLASS" Kind="KIND_BELIEF_CLASS"/>

    <!-- Belief -->
    <Row Type="BELIEF_MY_BELIEF" Kind="KIND_BELIEF"/>
</Types>

Religions

Built-in Religions

Religion Icon
RELIGION_BUDDHISM Bu
RELIGION_CATHOLICISM Ca
RELIGION_CONFUCIANISM Co
RELIGION_HINDUISM Hi
RELIGION_ISLAM Is
RELIGION_JUDAISM Ju
RELIGION_ORTHODOXY Or
RELIGION_PROTESTANTISM Pr
RELIGION_SHINTO Sh
RELIGION_SIKHISM Si
RELIGION_TAOISM Ta
RELIGION_ZOROASTRIANISM Zo

Additionally, there are 12 custom religion slots (RELIGION_CUSTOM_1 through RELIGION_CUSTOM_12) for player-created religions.

Defining a Religion

<Religions>
    <Row>
        <ReligionType>RELIGION_MY_RELIGION</ReligionType>
        <Name>LOC_RELIGION_MY_RELIGION_NAME</Name>
        <IconString>My</IconString>
        <RequiresCustomName>false</RequiresCustomName>
        <Color>COLOR_RELIGION_MY_RELIGION</Color>
    </Row>
</Religions>

Religions Table Columns

Column Type Description
ReligionType TEXT Unique religion identifier
Name TEXT Localization key for name
IconString TEXT Short string (2 chars) for icon display
RequiresCustomName BOOLEAN True if player must name the religion
Color TEXT Color definition reference

Belief Classes

Belief classes define categories of beliefs that religions can adopt.

Built-in Belief Classes

Class Age Max Per Religion Description
BELIEF_CLASS_PANTHEON Antiquity 1 Early religious bonuses, enhances Altars
BELIEF_CLASS_RELIQUARY Exploration 1 Relic acquisition bonuses
BELIEF_CLASS_FOUNDER Exploration 3 Yields based on cities following religion
BELIEF_CLASS_ENHANCER Exploration 1 Religion spread and conversion bonuses

Defining a Belief Class

<BeliefClasses>
    <Row BeliefClassType="BELIEF_CLASS_MY_CLASS"
         Name="LOC_BELIEF_CLASS_MY_CLASS_NAME"
         MaxInReligion="1"
         AdoptionOrder="4"/>
</BeliefClasses>

BeliefClasses Table Columns

Column Type Description
BeliefClassType TEXT Unique belief class identifier
Name TEXT Localization key for name
MaxInReligion INTEGER Maximum beliefs of this class per religion
AdoptionOrder INTEGER Order in which classes are adopted

Beliefs

Defining a Belief

<Beliefs>
    <Row BeliefType="BELIEF_MY_BELIEF"
         Name="LOC_BELIEF_MY_BELIEF_NAME"
         Description="LOC_BELIEF_MY_BELIEF_DESCRIPTION"
         BeliefClassType="BELIEF_CLASS_FOUNDER"
         Shareable="false"
         AISelectionBin="1"/>
</Beliefs>

Beliefs Table Columns

Column Type Description
BeliefType TEXT Unique belief identifier
Name TEXT Localization key for name
Description TEXT Localization key for description
BeliefClassType TEXT Parent belief class
Shareable BOOLEAN Can multiple religions share this belief
AISelectionBin INTEGER AI evaluation priority (1-3, lower = higher priority)

Linking Beliefs to Modifiers

<BeliefModifiers>
    <Row BeliefType="BELIEF_MY_BELIEF" ModifierId="MOD_MY_BELIEF_EFFECT"/>
    <!-- A belief can have multiple modifiers -->
    <Row BeliefType="BELIEF_MY_BELIEF" ModifierId="MOD_MY_BELIEF_EFFECT_2"/>
</BeliefModifiers>

Pantheon Beliefs (Antiquity)

Pantheon beliefs are available in the Antiquity Age and primarily enhance the Altar building.

Altar Adjacency Bonuses

Pantheons can activate adjacency bonuses for Altars:

<Constructible_Adjacencies>
    <Row ConstructibleType="BUILDING_ALTAR"
         YieldChangeId="AltarMountainHappiness"
         RequiresActivation="true"/>
</Constructible_Adjacencies>

<Adjacency_YieldChanges>
    <Row ID="AltarMountainHappiness"
         Age="AGE_ANTIQUITY"
         YieldType="YIELD_HAPPINESS"
         YieldChange="1"
         TilesRequired="1"
         ProjectMaxYield="true"
         AdjacentTerrain="TERRAIN_MOUNTAIN"/>
</Adjacency_YieldChanges>

Altar Warehouse Bonuses

Pantheons can also grant warehouse yields based on city resources:

<Constructible_WarehouseYields>
    <Row ConstructibleType="BUILDING_ALTAR"
         YieldChangeId="PantheonAltarPastureFood"
         RequiresActivation="true"/>
</Constructible_WarehouseYields>

<Warehouse_YieldChanges>
    <Row ID="PantheonAltarPastureFood"
         Age="AGE_ANTIQUITY"
         YieldType="YIELD_FOOD"
         YieldChange="1"
         ConstructibleInCity="IMPROVEMENT_PASTURE"/>
</Warehouse_YieldChanges>

Religion Beliefs (Exploration)

Full religions in the Exploration Age can adopt beliefs from three additional classes:

Reliquary Beliefs

Provide bonus Relics when converting cities, capitals, wonders, etc.:

<Modifier id="BONUS_9_RELIC_CITY_STATE"
          collection="COLLECTION_MAJOR_PLAYERS"
          effect="EFFECT_ATTACH_MODIFIERS">
    <SubjectRequirements>
        <Requirement type="REQUIREMENT_PLAYER_IS_RELIGION_FOUNDER"/>
    </SubjectRequirements>
    <Argument name="ModifierId">ATTACH_RELIC_CITY_STATE</Argument>
</Modifier>

<Modifier id="ATTACH_RELIC_CITY_STATE"
          collection="COLLECTION_OWNER"
          effect="EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_CITY_STATE">
    <Argument name="Amount">2</Argument>
</Modifier>

Founder Beliefs

Grant yields based on cities following your religion:

<Modifier id="ATTACH_CITIES_FOLLOWING_SCIENCE"
          collection="COLLECTION_OWNER"
          effect="EFFECT_ADD_RELIGIOUS_BELIEF_YIELD">
    <Argument name="Amount">4</Argument>
    <Argument name="YieldType">YIELD_SCIENCE</Argument>
    <Argument name="BeliefYieldType">BELIEF_YIELD_PER_FOREIGN_CITY</Argument>
</Modifier>

Belief Yield Types

Type Description
BELIEF_YIELD_PER_FOREIGN_CITY Per foreign city following religion
BELIEF_YIELD_PER_DOMESTIC_CITY Per owned city following religion
BELIEF_YIELD_PER_NATURAL_WONDER Per natural wonder owned
BELIEF_YIELD_PER_WONDER Per wonder owned
BELIEF_YIELD_PER_BIOME Per city in specific biome
BELIEF_YIELD_PER_TERRAIN_TYPE Per city on specific terrain

Enhancer Beliefs

Improve religion spread and provide conversion bonuses:

<!-- Auto-spread religion in foreign hemisphere -->
<Modifier id="BONUS_1_AUTO_SPREAD_FOREIGN_HEMISPHERE"
          collection="COLLECTION_OWNER"
          effect="EFFECT_ENABLE_RELIGION_AUTO_SPREAD_FOREIGN_HEMISPHERE">
    <Argument name="Enable">true</Argument>
</Modifier>

<!-- Additional spread charges for missionaries -->
<Modifier id="ATTACH_ADDITIONAL_CHARGE"
          collection="COLLECTION_PLAYER_UNITS"
          effect="EFFECT_ADJUST_UNIT_SPREAD_CHARGES">
    <Argument name="Amount">1</Argument>
</Modifier>

Religion-Specific Effects

Auto-Spread Effects

Effect Description
EFFECT_ENABLE_RELIGION_AUTO_SPREAD_FOREIGN_HEMISPHERE Spread to foreign hemisphere
EFFECT_ENABLE_RELIGION_AUTO_SPREAD_CONQUERED Spread to conquered cities
EFFECT_ENABLE_RELIGION_AUTO_SPREAD_TRADE_ROUTE Spread via trade routes

Relic Conversion Effects

Effect Description
EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_CITY_STATE Relics when converting city-states
EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_CAPITAL Relics when converting capitals
EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_WONDER Relics when converting cities with wonders
EFFECT_ADJUST_PLAYER_RELIC_NEW_WORLD Relics when discovering new world
EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_TREASURE_FLEETS Relics from treasure fleets
EFFECT_ADJUST_PLAYER_RELIC_CONVERTING_HOLY_CITY Relics from holy city

Requirements

Religion-Specific Requirements

Requirement Description
REQUIREMENT_PLAYER_IS_RELIGION_FOUNDER Player founded a religion
REQUIREMENT_CITY_FOLLOWS_RELIGION City follows player's religion
REQUIREMENT_NEAR_RELIGIOUS_CITY Unit is near religious city
REQUIREMENT_CITY_IS_HOLY_CITY City is the holy city

Complete Example: Custom Belief

Step 1: Register Types

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <Types>
        <Row Type="BELIEF_PILGRIMAGE_BONUS" Kind="KIND_BELIEF"/>
    </Types>
</Database>

Step 2: Define the Belief

<Beliefs>
    <Row BeliefType="BELIEF_PILGRIMAGE_BONUS"
         Name="LOC_BELIEF_PILGRIMAGE_BONUS_NAME"
         Description="LOC_BELIEF_PILGRIMAGE_BONUS_DESCRIPTION"
         BeliefClassType="BELIEF_CLASS_FOUNDER"
         AISelectionBin="1"/>
</Beliefs>

<BeliefModifiers>
    <Row BeliefType="BELIEF_PILGRIMAGE_BONUS" ModifierId="MOD_PILGRIMAGE_GOLD"/>
</BeliefModifiers>

Step 3: Define Modifiers (GameEffects)

<?xml version="1.0" encoding="utf-8"?>
<GameEffects xmlns="GameEffects">
    <!-- Only applies to religion founder -->
    <Modifier id="MOD_PILGRIMAGE_GOLD"
              collection="COLLECTION_MAJOR_PLAYERS"
              effect="EFFECT_ATTACH_MODIFIERS">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_PLAYER_IS_RELIGION_FOUNDER"/>
        </SubjectRequirements>
        <Argument name="ModifierId">ATTACH_PILGRIMAGE_GOLD</Argument>
    </Modifier>

    <!-- Grant gold per foreign city following -->
    <Modifier id="ATTACH_PILGRIMAGE_GOLD"
              collection="COLLECTION_OWNER"
              effect="EFFECT_ADD_RELIGIOUS_BELIEF_YIELD">
        <Argument name="Amount">6</Argument>
        <Argument name="YieldType">YIELD_GOLD</Argument>
        <Argument name="BeliefYieldType">BELIEF_YIELD_PER_FOREIGN_CITY</Argument>
    </Modifier>
</GameEffects>

Step 4: Localization

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <LocalizedText>
        <Row Tag="LOC_BELIEF_PILGRIMAGE_BONUS_NAME" Language="en_US">
            <Text>Pilgrimage Routes</Text>
        </Row>
        <Row Tag="LOC_BELIEF_PILGRIMAGE_BONUS_DESCRIPTION" Language="en_US">
            <Text>+6 [ICON_GOLD] Gold for each foreign city following your religion.</Text>
        </Row>
    </LocalizedText>
</Database>

Complete Example: Custom Religion

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <Types>
        <Row Type="RELIGION_ANIMISM" Kind="KIND_RELIGION"/>
    </Types>

    <Religions>
        <Row>
            <ReligionType>RELIGION_ANIMISM</ReligionType>
            <Name>LOC_RELIGION_ANIMISM_NAME</Name>
            <IconString>An</IconString>
            <RequiresCustomName>false</RequiresCustomName>
            <Color>COLOR_RELIGION_ANIMISM</Color>
        </Row>
    </Religions>

    <Colors>
        <Row ColorType="COLOR_RELIGION_ANIMISM">
            <Red>0.3</Red>
            <Green>0.6</Green>
            <Blue>0.2</Blue>
            <Alpha>1</Alpha>
        </Row>
    </Colors>

    <LocalizedText>
        <Row Tag="LOC_RELIGION_ANIMISM_NAME" Language="en_US">
            <Text>Animism</Text>
        </Row>
    </LocalizedText>
</Database>

AI Belief Preferences

Configure AI evaluation of beliefs:

<Belief_Priorities>
    <Row BeliefType="BELIEF_MY_BELIEF" ListType="MyBeliefPseudoYieldBiases"/>
</Belief_Priorities>

<AiListTypes>
    <Row ListType="MyBeliefPseudoYieldBiases"/>
</AiListTypes>

<AiLists>
    <Row ListType="MyBeliefPseudoYieldBiases" System="PseudoYieldBiases"/>
</AiLists>

<AiFavoredItems>
    <Row ListType="MyBeliefPseudoYieldBiases"
         Item="PSEUDOYIELD_CONVERT_SETTLEMENT_WITH_TEMPLE"
         Value="30000"/>
</AiFavoredItems>

Best Practices

  1. Age-Appropriate - Only add Pantheon beliefs for Antiquity; other beliefs are Exploration+
  2. Founder Check - Always include REQUIREMENT_PLAYER_IS_RELIGION_FOUNDER in belief modifiers
  3. Balance Beliefs - Ensure custom beliefs are comparable to existing ones
  4. AI Considerations - Set appropriate AISelectionBin values and priorities
  5. Clear Descriptions - Explain exactly what the belief provides
  6. Use Attachment Pattern - Attach modifiers through EFFECT_ATTACH_MODIFIERS for proper scoping
  7. Shareable Flag - Mark beliefs as Shareable="true" if multiple religions should be able to select them

Related Documentation

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