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Religion tengri Tengrism (also spelled as Tengriism) was historically found throughout much of Mongol Empire Mongolia, Northern and Western China China, and Central Asia for as long as the 2nd century. The adherents of Tengrism worship Tengri, the sky-father, and are extremely tolerant of all other religions, which is the historical context and inspiration for the religious syncretism mechanic for Religion tengri Tengri countries within EU4 EU4. Tengrism is still worshiped to this day primarily in Mongol Empire Mongolia, Russia Russia, China China, Kazakhstan Kazakhstan, and Kyrgyzstan Kyrgyzstan.

See also: Religion tengri Tengri countries, Religion confucianism Confucian, Religion shinto Shinto, Religion bon Bon, Religion muism Muist, Religion vajrayana Vajrayana, Religion sunni Sunni, Religion suomenusko Suomenusko, Religion nestorian Nestorian, Religion manichaean Manichaean, Mongol Empire Mongolia, Huns Huns, Hungary Hungary, Xiongnu Xiongnu, Bulgaria Bulgaria

Bonuses (without syncretic faith)Edit

  • Cavalry cost -20% Cavalry Cost Modifier
  • Cavalry power +10% Cavalry Combat Ability
    Religion tengri

MechanicsEdit

Religion tengri Tengrism currently has Religion confucianism Confucian, Religion shinto Shinto, Religion bon Bon, and Religion muism Muist considered asTolerance hereticheretics; every other religion in-game are considered Tolerance heathen heathens.

Religion tengri Tengrism has the secondary religion mechanics which allow Tengri countries to tolerate another religion as if it was primary. When having a secondary religion, new bonuses are acquired and replace the default ones.

Secondary religions bonusesEdit

ChalcedonismChalcedonian

  • Diplomatic reputation+1 Diplomatic Reputation
  • Stability cost modifier-10% Stability Cost Modifier

CatholicismCatholic

  • Diplomatic reputation+1 Diplomatic Reputation
  • Advisor pool+1 Possible Advisors

ProtestantismProtestant

  • Idea cost-10% Idea Cost

Religion reformedReformed

  • National unrest-1 National Unrest
  • Advisor cost-10% Advisor Costs

OrthodoxyOrthodox

  • Global settler increase+10% Global Settler Increase
  • Tolerance own+1 Tolerance of the True Faith

Religion copticMonophysite

  • Siege ability+10% Siege Ability
  • Defensiveness+10% Fort Defense

NestorianNestorian

  • Tolerance heathen+2 Tolerance of Heathens
  • Siege ability+10% Siege Ability

ArianArianism

  • National tax modifier+10% National Tax Modifier
  • Defensiveness+10% Fort Defense

Sunni IslamSunni

  • Trade efficiency+10% Trade Efficiency
  • Heir chance+100% Chance of New Heir

Shiite IslamShia

  • Morale of armies+5% Morale of Armies
  • Advisor cost-10% Advisor Costs

Ibadi IslamKhawarij

  • Global ship cost-10% Ship Costs
  • Advisor cost-10% Advisor Costs

Religion vajrayanaVajrayana

  • Horde unity+1 Yearly Horde Unity
  • Tolerance own+1 Tolerance of the True Faith

Religion mahayanaMahayana

  • National tax modifier+10% National Tax Modifier
  • Tolerance heathen +2 Tolerance of Heathens

Religion theravadaTheravada

  • Development cost-10% Development Cost
  • Diplomat+1 Diplomats

HinduismHinduism

  • Tolerance heretic+2 Tolerance of Heretics
  • Tolerance heathen+2 Tolerance of Heathens

SikhismSikhism

  • Morale of armies+5% Morale of Armies
  • National unrest-1 National Unrest

JainJainism

  • Tolerance heathen+2 Tolerance of Heathens
  • National unrest-1 National Unrest

ZunistZunism

  • Morale of armies+5% Morale of Armies
  • Defensiveness+20% Fort Defense

SanamahismSanamahism

  • Morale of armies+5% Morale of Armies
  • Defensiveness+20% Fort Defense

ConfucianismConfucianism

  • Adm tech cost modifier-10% Administrative Technology Cost
  • Stability cost modifier-10% Stability Cost Modifier

ShintoismShinto

  • Discipline+5% Discipline
  • National unrest-1 National Unrest

BonBon

  • Discipline+5% Discipline
  • Stability cost modifier-10% Stability Cost Modifier

MuismMuism

  • Stability cost modifier-10% Stability Cost Modifier
  • Looting speed+25% Looting Speed

AnimismAnimism

  • Tolerance own+2 Tolerance of the True Faith
  • Looting speed+25% Looting Speed

ShamanismShamanism

  • Tolerance own+2 Tolerance of the True Faith
  • Looting speed+25% Looting Speed

HellenicHellenism

  • Infantry power+10% Infantry Combat Ability
  • National tax modifier+10% National Tax Modifier

ZamolxismZamolxism

  • Infantry power+10% Infantry Combat Ability
  • Tolerance heathen+1 Tolerance of Heathens

NabateanNabataean

  • Merchant steering towards inland+20% Caravan Power
  • Tolerance heathen+1 Tolerance of Heathens

Religion zoroastrianismZoroastrian

  • Merchants+1 Merchants
  • Tolerance own+1 Tolerance of the True Faith

ManichaeanManichaean

  • Merchants+1 Merchants
  • Tolerance heathen+2 Tolerance of Heathens

Religion judaismJewish

  • Advisor pool+1 Possible Advisors
  • Advisor cost-10% Advisor Costs

TotemismTotemism

  • Tolerance own+2 Tolerance of the True Faith
  • Looting speed+25% Looting Speed

MesoamericanMayan

  • Advisor pool+1 Possible Advisors
  • Stability cost modifier-10% Stability Cost Modifier

South americanSouth American

  • Advisor pool+1 Possible Advisors
  • National tax modifier+5% National Tax Modifier

NahuatlNahuatl

  • Morale of armies+5% Morale of Armies
  • Razing power gain+20% Raze Power Gain

IntiInti

  • Tolerance own+1 Tolerance of the True Faith
  • 28px-Autonomy-0.05 Monthly Autonomy Change

DruidismDruidism

  • Tolerance own+1 Tolerance of the True Faith
  • National unrest-1 National Unrest

RomuvaRomuva

  • Hostile attrition+1 Attrition for Enemies
  • Tolerance heathen+2 Tolerance of Heathens

SlavicSlavic

  • Hostile attrition+1 Attrition for Enemies
  • Defensiveness+20% Fort Defense

SuomenuskoSuomenusko

  • Hostile attrition+1 Attrition for Enemies
  • National tax modifier+10% National Tax Modifier

Religion norseNorse

  • Mercenary maintenance-10% Mercenary Maintenance
  • Galley power+20% Galley Combat Ability

GermanicGermanic

  • Mercenary maintenance-10% Mercenary Maintenance
  • Morale of armies+5% Morale of Armies

EgyptianEgyptian

  • Build cost-10% Construction Cost
  • Defensiveness+20% Fort Defense

FetishistFetishism

  • Tolerance own+2 Tolerance of the True Faith
  • Looting speed+25% Looting Speed

AshurismAshurism

  • Global regiment recruit speed-10% Recruitment Time
  • Defensiveness+20% Fort Defense

South arabianSouth Arabian

  • Prestige+1 Yearly Prestige
  • Land attrition-10% Land Attrition

SecularismSecular

  • N/A

IrreligiousIrreligious

  • N/A

DecisionsEdit

Black ShamanismEdit

  • Ruler has IconPowerAdministrative Administrative Skill of at least 3.
  • Do NOT have country modifier Yellow Shamanism.

Upon Enactment:

  • Gain country modifier Black Shamanism (Missionary strength +2 Missionary Strength) until the end of the campaign.

Yellow ShamanismEdit

  • Ruler has IconPowerAdministrative Administrative Skill of at least 3.

Upon Enactment:

  • Gain country modifier Yellow Shamanism (Tolerance heathen +2 Tolerance of Heathens) until the end of the campaign.

Enforce our HeritageEdit

  • Neighboring country:
    • Is not in Religion confucianism Eastern religion group.
  • Icon stability Stability at least 1.

Upon Enactment:

  • Gain country modifier Enforcing our Heritage for the rest of the campaign.
    • Missionary strength +2% Missionary Strength
    • Tolerance heathen -1 Tolerance of Heathens

Anti-Christian EdictEdit

  • Is not Become Defender of the Faith Defender of the Faith.
  • Is in the Religion confucianism Eastern religion group.
  • One of the following must be true:
    • Neighboring country:
      • Is in the Chalcedonism Christian religion group.
      • Opinion is less than 0.
    • Hainan:
      • Province Owner:
        • Is in the Chalcedonism Christian religion group.
        • Opinion is less than 0.
    • Aomen:
      • Province Owner:
        • Is in the Chalcedonism Christian religion group.
        • Opinion is less than 0.
    • Sakam:
      • Province Owner:
        • Is in the Chalcedonism Christian religion group.
        • Opinion is less than 0.

Upon Enactment:

  • Gain country modifier Anti-Christian Edict for the rest of the campaign.
    • Missionary strength +2% Missionary Strength
    • Improve relations -10% Improve Relations

Hold a Festival for TengriEdit

  • Is Religion tengri Tengri.
  • Hasn't country modifier Gods Pleased.
  • IconPowerAdministrative Administrative Power at least 50.
  • Has at least 15% of yearly income in treasure.

Upon enactment:

  • Lose IconPowerAdministrative 50 Administrative Power.
  • Lose 15% of yearly income.
  • Gain country modifier Gods Pleased for 1 year.
    • Missionary strength +2% Missionary Strength
    • Morale of armies +10% Morale of Armies
    • Stability cost modifier -10% Stability Cost Modifier