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religion Overview
This document covers the religion system in Civilization VII, including religions, belief classes, beliefs, and how to create custom religious content.
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
| 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 |
<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>| 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.
<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>| 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 define categories of beliefs that religions can adopt.
| 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 |
<BeliefClasses>
<Row BeliefClassType="BELIEF_CLASS_MY_CLASS"
Name="LOC_BELIEF_CLASS_MY_CLASS_NAME"
MaxInReligion="1"
AdoptionOrder="4"/>
</BeliefClasses>| 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>
<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>| 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) |
<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 are available in the Antiquity Age and primarily enhance the Altar building.
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>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>Full religions in the Exploration Age can adopt beliefs from three additional classes:
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>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>| 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 |
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>| 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 |
| 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 |
| 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 |
<?xml version="1.0" encoding="utf-8"?>
<Database>
<Types>
<Row Type="BELIEF_PILGRIMAGE_BONUS" Kind="KIND_BELIEF"/>
</Types>
</Database><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><?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><?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><?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>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>- Age-Appropriate - Only add Pantheon beliefs for Antiquity; other beliefs are Exploration+
-
Founder Check - Always include
REQUIREMENT_PLAYER_IS_RELIGION_FOUNDERin belief modifiers - Balance Beliefs - Ensure custom beliefs are comparable to existing ones
-
AI Considerations - Set appropriate
AISelectionBinvalues and priorities - Clear Descriptions - Explain exactly what the belief provides
-
Use Attachment Pattern - Attach modifiers through
EFFECT_ATTACH_MODIFIERSfor proper scoping -
Shareable Flag - Mark beliefs as
Shareable="true"if multiple religions should be able to select them
- Modifier System
- Effect Types
- Buildings - For Altar and Temple definitions
- Types and Kinds