Guide to the religion of humanity: faith, irreligion and more
Religion in Humanity is relegated to a supporting role in the development of an empire and ends up being one of the simplest systems available to the player. However, he still plays a useful role in the development of an empire. This guide should help provide insight into the inner workings of religion.
Here are the four main components of religion in mankind:
And here is everything you need to know about religion in mankind.
Faith is the main resource that dictates the power of propagation and influence of a religion over neighboring territories. Religion spreads in the same way spheres of influence spread in that it occurs passively with minimal attention from the player. Unlike the influence resource, faith is not stored and its power is processed by city, where cities with more total faith generation exert more religious pressure than those with less.
Empires with followers of other religions in their territory may begin to reap benefits from that religion, unless civic rule blocks such a situation.
Once the player’s empire reaches a total of ten inhabitants in all outposts, towns and units, he will be able to found a religion with the initial choices being polytheism or shamanism, the former being better for larger towns with much attached territory, while the latter enjoys large cities with a lot of population. Players will have the option of choosing a single first level principle, which normally gives some sort of resource advantage or unit stat advantage depending on the state religion’s performance.
The religion will develop and reform over time, depending on the total number of followers of the religion. In order for it to develop, the player’s religion will need to reach a certain follower threshold to unlock the next level of principles.
At any given time, all religions are limited to a total of four levels and four principles (one per level). Once the religion of an empire reaches the fourth level, it will no longer reform.
As empires begin to meet other cultures and new religions find their way into the hearts and minds of new followers, players will need to consider the effects of followers of different religions mingling and creating new strategic challenges. .
Players will gradually see a whole civic tree open up with laws covering various concerns, such as tolerance and persecution. With this system, players can use their influence to affect religion from an ideological, cultural and legal standpoint.
The most important religious civic actors that can be considered are irreligion. When this civic option unlocks, players can choose between accepting secularism or atheism.
Secularism is, in fact, a neutral and tolerant position on religion where the player’s empire will no longer suffer diplomatic penalties from other empires for intolerance and repression. Atheism, on the other hand, becomes a kind of anti-religion. Atheism is spreading like a normal religion, with some modifications, but its only advantage is to help the empire to completely eliminate all religious influence.
Religion can be a practical tool if integrated effectively into an overall strategy, as it can serve as a system to further specialize a culture’s strengths or compensate for certain critical weaknesses. Armed with this knowledge, it is up to the players to determine how they integrate religion in their attempt to create the most famous empire in human history.
Humankind is available on PC and Stadia.
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