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Religion tengri

Followers of Tengri were historically found throughout much of Mongolia, Northern and Western 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.

BonusesEdit

  • Cavalry Cost Modifier: -20%
  • Cavalry Combat Ability: +10%

MechanicsEdit

Tengriism currently has no heretics, every other religion ingame are considered heathens.

Tengriism 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 aquired and the default ones are removed.

Secondary religions bonusesEdit

ChalcedonismChalcedonian

  • Diplomatic reputation: +1
  • Stability cost modifier: -10%

CatholicismCatholic

  • Diplomatic reputation: +1
  • Advisor pool: +1

ProtestantismProtestant

  • Idea cost: -10%

Religion reformedReformed

  • Global unrest: -1
  • Advisor costs: -10%

OrthodoxyOrthodox

  • Global colonial growth: +10
  • Tolerance of the true faith: +1

Religion copticCoptic

  • Siege ability: +10%
  • Defensiveness: +10%

NestorianNestorian

  • Tolerance of heathens: +2
  • Siege ability: +10%

ArianArianism

  • Global tax modifier: +10%
  • Defensiveness: +10%

Sunni IslamSunni

  • Trade efficiency: +10%
  • Chance of new heir: +100%

Shiite IslamShia

  • Land morale: +5%
  • Advisor costs: -10%

Ibadi IslamIbadi

  • Global ship costs: -10%
  • Advisor costs: -10%

Religion vajrayanaVajrayana

  • Horde unity: +1
  • Tolerance of the true faith: +1

Religion mahayanaMahayana

  • Global tax modifier: +10%
  • Tolerance of heathens: +2

Religion theravadaTheravada

  • Development cost: -10%
  • Diplomat(s): +1

HinduismHinduism

  • Tolerance of heretics: +1
  • Tolerance of heathens: +2

SikhismSikhism

  • Land morale: +5%
  • Global unrest: -1

JainismJainism

  • Tolerance of heathens: +2
  • Global unrest: -1

ZunistZunism

  • Land morale: +5%
  • Defensiveness: +20%

SanamahismSanamahism

  • Land morale: +5%
  • Defensiveness: +20%

ConfucianismConfucianism

  • Administrative tech cost modifier: -10%
  • Stability cost modifier: -10%

ShintoismShinto

  • Discipline: +5%
  • Global unrest: -1

BonBon

  • Discipline: +5%
  • Stability cost modifier: -10%

MuismMuism

  • Stability cost modifier: -10%
  • Loot amount: +25%

AnimismAnimism

  • Tolerance of the true faith: +2
  • Loot amount: +25%

ShamanismShamanism

  • Tolerance of the true faith: +2
  • Loot amount: +25%

HellenismHellenism

  • Infantry power: +10%
  • Global tax modifier: +10%

ZamolxismZamolxism

  • Infantry power: +10%
  • Tolerance of heathens: +1

NabateanNabataean

  • Caravan power: +20%
  • Tolerance of heathens: +1

Religion zoroastrianismZoroastrian

  • Merchant(s): +1
  • Tolerance of the true faith: +1

ManichaeanManichaean

  • Merchant(s): +1
  • Tolerance of heathens: +2

Religion judaismJewish

  • Advisor pool: +1
  • Advisor costs: -10%

TotemismTotemism

  • Tolerance of the true faith: +2
  • Loot amount: +25%

MesoamericanMayan

  • Advisor pool: +1
  • Stability cost modifier: -10%

South americanSouth American

  • Advisor pool: +1
  • Global tax modifier: +5%

NahuatlNahuatl

  • Land morale: +5%
  • Raze power gain: +20%

IntiInti

  • Tolerance of the true faith: +1
  • Global autonomy change: -5%

DruidismDruidism

  • Tolerance of the true faith: +1
  • Global unrest: -1

RomuvaRomuva

  • Attrition for enemies: +1
  • Tolerance of heathens: +2

SlavicSlavic

  • Attrition for enemies: +1
  • Defensiveness: +20%

SuomenuskoSuomenusko

  • Attrition for enemies: +1
  • Global tax modifier: +10%

Religion norseNorse

  • Mercenary maintenance modifier: -10%
  • Galley power: +20%

GermanicGermanic

  • Mercenary maintenance modifier: -10%
  • Land morale: +5%

EgyptianEgyptian

  • Build cost: -10%
  • Defensiveness: +20%

FetishistFetishism

  • Global spy defence: +10%
  • Land attrition: -10%

AshurismAshurism

  • Global land recruitment speed: -10%
  • Defensiveness: +20%

South arabianSouth Arabian

  • Prestige: +1
  • Land attrition: -10%

Decision: Hold Tengri FestivalEdit

Potential requirements

  • Is TengriTengri
  • Hasn't country modifier "Gods Pleased"

Requirements

  • Has at least 50 administrative power
  • Has at least 15% of yearly income in treasure

Upon enactment

  • Lose 50 administrative power
  • Lose 15% of yearly income
  • Gain country modifier "Gods pleased" for 1 year
    • Global missionary strength: +2%
    • Land morale: +10%
    • Stability cost modifier: -10%

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