The 10 Do's and 500 Don'ts of Religion
Introductions
As I said before, the game doesn’t explain this well without the player either going on a Wiki, playing each religion, or trying to find it in the game’s encyclopedia. Since I have played all of the factions at least once, I am writing this guide so you don’t have to resort to using the weak in-game resources. I will go over the basics of the religions, my recommendations, and how to convert to the religion of your choice. An important note: you can only convert religion once per faction leader. So, if you are playing the Franks and converted to Celtic Paganism, you can simply assassinate your leader to convert to a non-heretical religion. Finding your religion of choice is not just about the benefits it offers, it's about eliminating the competition. It's now time to find the one true religion you seek.
Divine Vernacular
This section is just covering the terms used when referring to religion in Attila.
Religious influence
The amount of influence any given religion has in a region. This affects the percentage of each religion in a province.
Religious pressure
If your provinces have a large percentage of your state religion, the more religious pressure emanates from it. This has provincial public order benefits. These benefits (or penalties) vary depending on difficulty and the percentage difference, as well as some faction penalties with some of the Desert Kingdoms. It's unlikely that all of the population will follow one religion in a province.
Religious osmosis
This is religious pressure that spreads to adjacent provinces.
Local traditions
Local traditions is the region's tendency to convert to a specific religion. This is fairly standard, like certain regions near the Sassanids having local traditions that convert them to Manichaeism. This is partially why regions cannot be fully converted without extreme efforts.
Latin Christianity
Factionwide bonus
+1 religious influence Latin Christianity (factionwide)
Locations
This religion is heavily developed in Italia, North Africa, and Southern Iberia. It is less developed throughout the rest of Western Rome's lands, but still prevalent.
Conversion
Converting to Latin Christianity is very easy. Take some Western Roman lands and wait a few turns. You'll be able to convert quickly, and that will be that. The Petrarchy See in Roma will be useful, too.
Factions
Only one faction starts with this religion, the Western Roman Empire, they are also playable.
Buildings
The minor temples offer public order and religious influence for a maintenance cost, as well as recruitment of priests. The major temples are similar, but they have the monasteries as alternative options, with religious osmosis and huge sanitation bonuses in exchange for trading the public order and religious influence.
- Ecumenical Matters: -5% corruption, -4 religious influence for non-Latin Christianity religions (province to each region)
- Christian Mission: +2% civil research rate (factionwide), +4 religious influence Latin Christianity (in neighboring provinces)
But is it the one true religion?
Uh, yeah. Latin Christianity can allow a faction to heavily develop their capital province, because of the monastery's sanitation bonus. However, the temples are expensive to maintain, and the trade-off for religious influence or public order is not much of a choice, they are the same thing. The reduction in corruption due to the edicts is very useful for large factions' economies. This economic powerhouse is imperative to becoming a massive power. It is also fun to play as the Latin Christians, partly because of my interest in Roman history. DEUS VULT.
Greek Christianity
Factionwide bonus
+5% civil research rate (factionwide)
Locations
The Eastern Roman empire, need I say more? Taking Constantinopolis makes this significantly easier, especially since the Eastern Roman Empire has a lot of control issues to start, and the AI begins to crumble quickly.
Conversion
To convert to Greek Christianity, all you have to do is take some Eastern Roman cities, and you’ll be well on your way to converting. These settlements will be somewhat difficult to hold, so it may be in your best interests to make some deals with the nearby barbarians.
Three factions start with Greek Christianity, and one of them is playable. These are the factions:
- Eastern Roman Empire
- Armenia
- Lazica
Buildings
Greek Christianity offers the same building bonuses as Latin Christianity. Their monasteries offer powerful research bonuses—up to +15% or +25%. Edicts
- Divine Liturgy: +4 religious influence for Greek Christianity (province to each region), +10 morale all recruits
- Christian Progress: +2% civil research rate (factionwide), up to +4 public order bonus from presence of Greek Christianity
But is it the one true religion?
It’s a strong alternative option to Latin Christianity, make your choice. Greek Christianity offers a research bonus, which allows for faster development of larger cities, and more powerful armies. This religion is not beneficial to economic developments, but it does allow for a strong faction to develop with economic development from other buildings. Overall, it is very strong, and a good candidate for an alternative to Latin Christianity.
Eastern Christianity
Factionwide bonus
-5% current corruption value (factionwide)
Locations
Aethopia and Arabia Magna are the only two regions that start with this religion. This adds to the difficulty of converting to this religion.
Conversion
Converting to this religion would be a little difficult, considering how remote it is, and how few regions it starts in. It would be a fun challenge to try to convert to this, since it is a small religion.
There are numerous factions that start with this religion. Three of these factions are playable, here are the factions:
- Aksum
- Lakhmids
- Tanukhids
- Ghassanids
- Egypt
- Oriens
- Palmyra
Buildings
Eastern Christianity and the buildings it offers is very unique. The major temples offer public order, religious influence, religious osmosis, up to -4% reduction in corruption, and priest bonuses. This is paid for with a hefty food consumption. The minor temples still require a lot of food, and they offer public order and religious influence. In addition, it adds up to a -30% reduction in upkeep cost for local units. Edicts
- Trade & Industry: +10% wealth from commercial buildings (local province), +10% wealth from industrial buildings (local province), -1 state religion influence per region in province (province to each region)
- Military Fervour: +1 army recruitment capacity, +3% replenishment (local province), +1 influence of state religion per region in province (province to each region)
But is it the one true religion?
No, certainly not. Though it does promote a unique style of play, and have interesting bonuses. I would recommend playing with Eastern Christianity if you are up for a new challenge, and don’t mind taking a long trip to convert. This religion is added from the Empires of Sand Culture pack.
Arian Christianity
Factionwide bonus
+1 religious influence for Arian Christianity (all regions)
Locations
Arian Christianity is located in numerous regions, but without any strong centralized populations anywhere. This leads to possible trouble when trying to convert. The regions in Southern Iberia and Italy are helpful places to start. Whenever regions have an uprising it increases the chances the uprising will take over and convert the region to Arian Christianity. Aegyptus is another region with strong local traditions.
Conversion
This religion is not centralized, so it has some level of difficulty to conversion. Like stated before, try to find a region where rebels have taken over to potentially get the Arian Christianity temple already built.
There are three faction that start with Arian Christianity, and they are all playable:
- Ostrogoths
- Vandals
- Alans
Buildings
Arian Christianity is the standard Christian package. It has monasteries that provide extra food and wealth, and it’s cheaper to maintain than the Latin or Greek alternatives. Edicts
- Almsgiving: Up to +4 public order bonus from Arianism, +5% tax (province to each region)
- Doctrines of Arius: +4 Arian influence, +10 morale to all recruits
But is it the one true religion?
Arian Christianity is likely the most balanced religion. It has generally useful edicts and some quality building options. It supports economic growth, and has great religious pressure bonuses. It does not require much planning on the user’s part, too. Extra food and public order are very nice, too. I recommend this religion if you don’t want to worry about the downsides of some of the religions, and want it to stay simple.
Graeco-Roman Paganism
Factionwide bonus
+2 sanitation (all regions)
Locations
This can be found in the Western Roman Empire mainly, but the Eastern Roman Empire has regions of this religion. This religion starts out shrinking quickly, due to the massive religious infrastructure of both the Western and Eastern Roman Empires.
Conversion
Converting to Graeco-Roman Paganism isn't too tough, it just requires the user to act quickly, especially if playing as a faction other than either of the Roman Empires. As the Romans, it's as simple as building lots of theaters to increase the religious influence in a province. For outsiders, it's more about conquering Roman land swiftly and converting as soon as it's available.
The following factions start with Graeco-Roman Paganism. None of these factions are playable:
- Asia
- Macedonia
- Pontus
- Africa
- Britannia
- Gaul
- Hispania
- Illyria
- Italia
- Septimania
Buildings
The Graeco-Roman Paganism major temples are all identical up to the fourth tier, where they split into five different options with various purposes. Tier one through three is the standard of public order and religious influence at a large food consumption cost. Their five temple choices consists of the usual final temple order/influence/food costs, as well as the following:
- Serapeum: offers +20% cultural wealth (province to each region), and large religious influence and public order bonuses.
- Imperial Cult Basilica: weaker religious influence bonus, but increase max number of priests, and has a religious osmosis bonus.
- Basilica of Isis: grants +15% agricultural wealth (province to each region), and +4 growth.
- Basilica of Sol Invictus: provides +1 experience for all recruits, allows the recruitment of champions, though it has weaker public order bonuses.
- Basilica of Hermes: grants +20% commercial wealth (province to each region), provides +1 experience for spies, with a full public order bonus.
The minor temples offer small religious influence bonuses, but do not consume any food. Edicts
- Blessing of Minerva: Up to +4 public order from presence of Graeco-Roman Paganism, +2 sanitation (province to each region)
- Will of Jupiter: +2% military research rate (factionwide), +4 religious influence for Graeco-Roman Paganism (province to each region)
But is it the one true religion?
Probably not, but Graeco-Roman Paganism is cool, if nothing else. The factionwide bonus is powerful, the edicts are useful overall. The temples are generally okay, the minors are forgettable and the major temples are expensive for food. The top tier temples are very powerful, though. This is a good religion if you seek to reignite the old Roman ways, it holds many benefits and many penalties, too. I recommend giving it a try, if only to teach the barbarians that practice Germanic Paganism a thing or two about real Pagans.
Slavic Paganism
Factionwide bonus
Up to +1 public order bonus from presence of Slavic Paganism (all provinces)
Locations
Slavic Paganism can be found in numerous regions, though it is not at high percentages. The regions that you can find it are Transcarpathia, Germano-Sarmantia, and Hyperborea.
Conversion
Converting to Slavic Paganism can be a little tough, because it is in low percentages, and it is spread out. However, it can be done. Normally, I would remove all religious buildings of my state religion, and wait for the local traditions of the region to bring it to 35%.
The factions that start with Slavic Paganism are to the east, they are Slavic people. These nations are unlocked with the Slavic Nations Culture pack. They are all playable:
- Anteans
- Sclavenians
- Venedians
Buildings
The buildings that Slavic Paganism offers are very beneficial. To start, the major temples consume a lot of food, but offer public order bonuses, religious influence bonuses, up to +20% replenishment rate, religious osmosis bonus, recruitment of priests, and the "Last Stand" ability for units. The minor temples offer very competitive bonuses too—because they grant a unique irrigation bonus of up to +3 fertility. They also provide the standard bonuses of public order, religious influence, and recruitment of priests. Another unique benefit is up to +3 growth. They do cost a reasonable amount of food, reaching up to -50. Overall, these are very solid buildings. Edicts
- Perun's Glory: +2% civil research rate (factionwide), up to +4 public order bonus from presence of Slavic paganism
- Sacred Winds: +3% replenishment rate, +4 religious influence for Slavic Paganism (province to each region)
But is it the one true religion?
No, but it's not the worst religion out there. I'd say it holds itself well, and the irrigation bonuses are very tempting. The minor temples aren't that strong, but the major temples level this out. If you have to be some form of barbarian religion, I'd recommend this one.
Semitic Paganism
Factionwide bonus
+5% replenishment (all armies)
Locations
This religion is found in African provinces, like the Sahara, Aethiopia, as well as Arabia Felix. That's it for regions, however.
Conversion
To convert to this religion you will find yourself in the African provinces, the Sahara is a good place to look, as well as Aetheopia. Take over the African tribes and take their religion from them. It's what they would want, if they were still alive. Both Aksum and Himyar can construct the buildings from turn one, in order to choose either Eastern Christianity or Semitic Paganism.
This religion is available immediately to one playable faction, and available for conversion for two factions, in addition to one unplayable faction:
- Garamantians
- Anatolia
- Aksum (buildings only)
- Himyar (buildings only)
Buildings
The major temples of Semitic Paganism offer a public order bonus, religious influence bonus, religious osmosis bonus. This is in addition to the unique benefits it grants, like the +40% wealth from agriculture and animal husbandry (province to each region). It also allows the recruitment of priests, and a max priest buff, too. It does, however, eat up 125 food, which can be crippling.
The minor buildings, in contrast, offer a public order bonus and religious influence bonus like normal, but also offer +30 food. This is beneficial to counteract the major temple (if built in the same province. Overall, these buildings can help to build a powerful economy, and they don't hurt your food too much.
Edicts- Trade & Industry: +10% commercial wealth (local province), +10% industrial wealth (local province), -1 state religion per region in province (province to each region).
- Military Fervour: +1 army recruitment capacity, +3% replenishment (local province), +1 state religion per region in province (province to each region)
But is it the one true religion?
This religion is small, and fairly isolated. At least it's not like the other Pagan religions. It requires a fair amount of effort to convert to it, and the edicts are fairly powerful, as long as the province is equipped to deal with the religious influence penalty. The buildings provide bonuses to agricultural wealth, so that plays into the fact that the major temples eat a lot of food. The economic potential is strong, so this religion could be worth a try at some point. Good luck getting down to find it, however.
Celtic Paganism
Factionwide bonus
+3% wealth from all buildings (all regions)
Locations
This religion can be found in the Celtic regions, like Britain and some of Germania or Aquitania regions. It is not found in large amounts, though, so it will take some development. Additionally, it can be found in the Iberian Peninsula. The local traditions will increase the prevalence.
Conversion
Converting to Celtic paganism is not particularly difficult, for the easiest option, it just requires the settlement of regions in Britain. A little more difficult option would be to settle the other regions where it's weaker, and attempt to make it the primary religion.
All of the factions that start with Celtic Paganism are playable, with the Celts Culture pack. These are the factions:
- Caledonians
- Ebdanians
- Picts
Buildings
The major Celtic Paganism temples are reskins of the Germanic Paganism major temples. There are two different options to choose from, burial and water. Read the Germanic Paganism section for an introduction to the burial options. The water temples provide small public order and religious influence bonuses, until tier four. At tier four, they also offer +1 xp for all recruits. As for minor temples, they are good because they do not consume food. Edicts
- Aegis of Toutatis: up to +4 public order bonus from presence of Celtic paganism, +10 morale for all recruits.
- Power of Taranis: Recruitment cost: -10% for land units, +4religious influence for Celtic Paganism (province to each region).
But is it the one true religion?
No, you are pretty much still playing Germanic Paganism, in the crusader sense. Celtic Paganism is just Germanic Paganism, but better in almost every way. The temples are similar, but the minor temples have more widespread use. The religious bonus is bertter for econmy, and the edicts don't suck so badly. I recommend converting to this over Germanic Paganism, especially for the factions that start somewhere near Celtic Paganism. This is good for a strong army, but weaker provinces overall.
Germanic Paganism
Factionwide bonus
+1 army recruitment capacity (all provinces)
Locations
This religion is found in Germania, as well as to the north in Gothiscandza and Scandza. It can be found to the east, in Dacia and Transcarpathia, too.
Conversion
This religion is very easy to acquire. Travel to Germania, or one of its neighbors, and take some settlements, it won't be long until you can convert. I wouldn't recommend it, those barbarians don't bathe, you know.
There are a lot of factions that practice Germanic Paganism. Ten of these factions are playable! These are the factions:
- Franks
- Saxons
- Suebians
- Visigoths
- Danes
- Geats
- Jutes
- Alamans
- Langobards
- Burgundians
- Angles
- Bastarnians
- Gepids
- Greuthungians
- Iazyges
- Lugians
- Marcomans
- Quadians
- Rugians
- Roxalanians
- Thuringians
- Varanians
Buildings
The major Germanic Paganism temples consume moderate amounts of food, and offer weak public order bonuses. The religious order bonuses are fair, too. The minor temples are better than the major temples. These minor temples have two choices, groves or burials. Groves offer public order, grwoth and influence, but consume food. Burials grant small religious influence, province-wide sanitation bonuses, and religious osmosis bonuses. Edicts
- Judgment of Wodan: +2% civil research rate (factionwide), up to +4 public order bonus from presence of Germanic Paganism.
- Might of Tiw: +1 army recruitment capacity, +4 religious influence Germanic Paganism (province to each region).
But is it the one true religion?
Eh, it's alright, really. Germanic paganism does not have very good major temples, but the minor temples are primarily what should be used. This does allow major settlements to have an extra building slot. The temples restrict the possibility of having a strong economy, and the edicts are niche. I hate to say it, but Celtic paganism is better in every way. I wouldn't convert to this, unless the barbarians forced me.
Manichaeism
Factionwide Bonus
Up to +1 bonus public order from presence of Manichaeism (all provinces)
Locations
This religion can be found in the lands of the Sassanid Empire's vassals. Provinces like Armenia or Caucasia.
Conversion
To convert to Manichaeism, it's a simple process of invading the northern Sassanid vassals lands. This will make a lot of factions angry, caution is advised. It will require some technique to acquire though, and using edicts to reduce one's own state religion's influence, or other alternatives may help. It does have local traditions to help, though.
Factions
No factions start with this religion. It is present in some eastern regions, but it is not the primary religion anywhere. This can make conversion somewhat difficult, especially if it shrinks quickly.
Buildings
Manichaeism's temples are similar to the Christian temples, but they consume a lot of food. The minor temples do not increase public order, but they actually reduce the public order penalties from immigration in a given province. The monasteries benefit cultural wealth, in addition to generating cultural wealth, too.
- Exaltation of the Elect: up to +4 public order bonus from presence of Manichaeism, +5% tax rate.
- Induction of the Hearers: -20 food consumption, Religious Influence: +4 Manichaeism.
But is it the one true religion?
Nah. It's an alternative religion, if anything. It provides immigration bonuses, but this is never a large factor in Attila. The heavy food consumption makes the temples a pain. It could be worse, but it could be better. It's a mediocre religion located in isolated regions of the map. If you try to crusade with this, good luck, and prepare for a long journey.
Zoroastrianism
Factionwide bonus
+1 growth (all provinces)
Locations
Just head east and look for a blob called the Sassanid Empire. They will tell you of the ways of Zoroastrianism. Otherwise, this religion has small percentages available in regions like Palestina, Syria, and Osroene.
Conversion
Like written before, simply head over to the Sassanid Empire and you will find lots of Zoroarianist settlements. If you feel like fighting them, this should be an easy conversion.
A lot of factions practice this religion, though only one of these is playable. These are the factions:
- Sassanid Empire
- Abarshahr
- Abasgia
- Afrighids
- Aria
- Arran
- Atropatene
- Kartli
- Makran
- Parthia
- Persis
- Spahan
Buildings
The major temples of Zorastrianism have two different options, the burial and fire temples. The burial temples offer substantial sanitation bonuses (up to +4) to their entire region, but do not provide much religious influence or religious osmosis. They also do not require food or money to run. The minor temples are very similar to the Christian minor temples, but they cost food instead of money. Edicts
- Pursuit of Truth: -5% corruption, +4 religious influence for Zoroastrianism (province to each region).
- Teachings of Zoroaster: +10 growth, -50% religious unrest from public order.
But is it the one true religion?
Maybe. Depends on if you want to be a heathen. If you are fine with this, feel free to crusade with this religion. The major growth bonuses, or the large sanitation bonuses make it very powerful. The public order benefits are minimal, and can lead to issues with heavily developed provinces. Public order is not necessarily the end of the world, there are a lot of buildings to supplement this. The buildings also consume substantial amounts of food, so food is another thing to keep in mind.
Judaism
Factionwide bonus
+5% wealth from industrial buildings (all regions)
Locations
It is only located in the regions of Palestina, Arabia Felix, and Arabia Magna. It is a religion that can be killed off quickly, if not paid enough attention.
Conversion
This religion is tougher to convert to, because of the limited regions it is located. It is located in Palestina, Arabia Felix, and Arabia Magna. These are far removed from most of the larger factions, so it will be a trip if you plan to convert.
There are only two factions that start with Judaism, and only the Himyars are available to play. These factions are:
- Himyar
- Judea
Buildings
The minor temples consume food and offer public order, religious influence, and sanitation (to all regions in province). The sanitation bonuses are very powerful, and shouldn't be overlooked. The major temples consume even more food, increase research rate, offer public order, religious influence, religious osmosis, unlocks priests, and raises the max number of priests by one. The minor temples aren't very good, but the major temples are good, even great at propelling a faction forward in technology. Edicts
- Trade & Industry: +10% wealth from commercial buildings (local province), +10% wealth from industrial buildings (local province), -1 state religion per region in province(province to each region).
- Military Fervour: +1 army recruitment capacity, +3% replenishment (local province), +1 state religion per region in province (province to each region).
But is it the one true religion?
This religion has great potential to be what makes your faction into a force to be reckoned with, the next huge empire. The research bonus is so strong, especially compared to high tiered alternatives for research. The other benefits are tempting, too. It increases wealthy, and provides much-needed sanitation. I personally would give this one a try, to potentially create a massive faction using Judaism. This religion is added from the Empires of Sand Culture pack.
Tengriism
Factionwide bonus
Integrity +1 (all forces)
Locations
The regions of Germanto-Sarmatia or Hyperborea make good places to convert to Tengriism, in addition to the desolate regions nearby. These regions can be good places to find allies and take these uninhabited settlements, or take the ones that remain.
Conversion
Tengriism requires finesse to acquire. This is because it is practiced by the volatile Huns, and it is far to the east. If you find yourself in the region, it can be pretty easy, as long as the Huns do not get upset with you.
A handful of factions practice Tengriism, but only two of those factions are playable. These are the factions:
- Huns
- White Huns
- Magyars
- Sabirs
- Budinians
Buildings
All of the temples—major or minor—offer religious influence and unlock priests. Fortunately, these buildings do not cost any food. The tier four minor temple requires dye, however. It's clear this isn't the deepest religion for choices. Edicts
- Glory of the Ancestors: +1 experience for all recruits (all provinces), up to +4 bonus order from presence of Tengriism.
- Wisdom of Tengri: -4 religious influence for non-Tengriism, +10 morale for all recruits (this edict is only available if settled).
But is it the one true religion?
No. Tengriism sucks. That's why the Huns practice it. It has mediocre temples and the integrity bonus is forgettable. It's a good filler religion, to make sure the Huns don't get more big buffs. The edict is fairly standard, and the recruitment bonus is useful. It only applies to settled hordes, so what is the point, when you would convert from Tengriism anyway. Forget about this one, for your sake.
Minor Religions
Factionwide bonus
Morale +1 (all forces)
Locations
This religion can be found in Germano-Sarmatia, as well as some of the lands to the east of that. It can also be found in regions of Africa, and to the east. It isn't a specific religion, so it is spread all over.
Conversion
Converting to this religion isn't particularly difficult, it just requires some extra effort. I specifically tried to convert to this as the Jutes. I immediately left my settlement by ship to the abandoned minor settlement of Duna. Duna has a starting local tradition for minor religions, as well as the gems needed to support the religious building. This region has a local traditions bonus for minor religions, so I was able to convert after holding the province long enough for the religion to just barely reach 35%.
It offers one building, with no upgrade. It can be built in minor settlements, and it provides a wide array of bonuses. This building does require gems, though.
This religion has no specific edicts, it does have Warrior Rites and Resettlement, though.
- Warrior Rites: +2% military research rate (factionwide), 1+ experience for all recruits (all provinces)
- Resettlement: -10% construction cost (province to each region), +10 growth
Achievement
If you convert to this achievement at any point, you will get the achievement, "The Other Way."
But is it the one true religion?
This one is pretty okay, for a number of reasons. The building is interesting, and provides some useful bonuses. It's fun to imagine having this religion as a large nation, so that provides another aspect to it. The edicts are standard, and nothing particularly special. This one is just different, and that makes it fun. It does also offer the achievement, if nothing else.
Religion in the Age of Charlemagne
Conversion is no longer possible, at least in your own nation, that is. You can still crusade across Europe and convert your own regions as you conquer them. Additionally, there no longer is a factionwide bonus for each state religion. The buildings have lost most of the individuality, and are really similar (except Christianity).
Christianity
Factionwide bonus
As far as I can tell, there is no factionwide bonus for religion in Age of Charlemagne.
Locations
Christianity is located all throughout Europe during this time period, mostly in France and some of Germany. It reaches into Britain, Iberia and some of the lands to the east as well.
Conversion
As far as I can tell, there is no conversion mechanic in Age of Charlemagne. However, you can convert the people who practice this religion in the locations where it is most prevalent, listed above. This is reasonable to an extent, because at the time there were not nearly as many religious conversions as there were in the Grand Campaign’s time period.
All of the factions with Christianity are listed here. If any are missing, it's because the wiki does not cover this DLC very well, and most of my resources come from in-game. They are (mostly) all playable:
- Kingdom of Charlemagne
- Kingdom of Asturias
- Kingdom of the Lombards
- Kingdom of Mercia
- Papal States
- Duchy of Sploleto
Buildings
The building chain is different in Age of Charlemagne. There are minor religious buildings for Christianity, with standard public order bonuses (as well as adjacent region bonuses, too), religious influence, priest recruitment, and religious osmosis bonuses. Best of all, these buildings are purely beneficial—they cost no maintenance at all.
There are no specific major temples in Age of Charlemagne, it works based on the major settlement itself. The major settlement has to build a “cathedral town” in order to offer a religious bonus. This temple offers bonus imperium, public order, religious influence (adjacent too), religious osmosis, and priest recruitment. These bonuses are on a larger scale, and require the construction of a religion-specific settlement chain. These bonuses are large than the minor settlement options, of course. It does come at a cost of -80 food, at tier four.
Edicts
There are no specific edicts for Christianity in Age of Charlemagne. This is likely because you cannot convert, either. However, the edicts are tied to each faction, and I will list the Christian factions' edicts below.
- Auxiliary support:-10% recruitment cost for non-mercenary units, +25% mercenary pool replenishment rate, decreased immigration.
- Bread and circuses: +20 food production, +4 public order.
- Rural development: +20 food production, +10 growth.
- Urbanisation: -10% construction cost (province to each region), +5% tax rate
- Resettlement: -10% construction cost (province to each region), +10 growth.
- Warrior rites: +2% military research rate, +1 unit experience for all recruits (all provinces)
- Rural development: +20 food production, +10 growth.
- Urbanisation: -10% construction cost (province to each region), +5% tax rate
But is it the one true religion?
For the time period, yes, Latin Christianity was reforming and taking over Paganism in Germany. The numerous factions are fighting for control, both in conquest and faith. Greek Christianity to the east was having trouble expanding, but Latin Christianity religion was exception to that. This is up to you, but the crusades are coming—in about 400 years. But they won’t wait for you. Personally, I would choose this or Islam, because of my historical interests.
Islam
Factionwide bonus
As far as I can tell, there is no factionwide bonus for religion in Age of Charlemagne.
Locations
Islam is, for the most part, found in the southern portion of the Iberian Peninsula. This is because the map is smaller in Age of Charlemagne, otherwise it would normally be found in the Arabian Peninsula, too.
Conversion
As far as I can tell, there is no conversion mechanic in Age of Charlemagne. However, you can convert the people who practice this religion in the locations where it is most prevalent, listed above.
Factions
There is only one faction—as far as I know—that starts with Islam. They are playable, it is the Emirate of Cordoba.
Buildings
The minor building for Islam is similar to Christianity, actually. It offers religious osmosis, religious influence, priest recruitment, and public order bonuses (adjacent provinces too). It also offers bonus imperium points. There is no major temple building for Islam in Age of Charlemagne.
Like I mentioned before, I’m not sure whether these edicts are specific to the religion, but I know they are tied to each faction. This is due to the fact that this is DLC, I’m sure.
- Eastern enlightenment: +2% civil research rate (factionwide), +2 sanitation (province to each region)
- Mass conscription: -10% recruitment cost for non-mercenary units, +1 army recruitment capacity
But is it the one true religion?
Depends, are you an infidel, or a heathen? I generally have preference to Latin Christianity over Islam, because of historical interest. This is fun to play, however, and live in a world where Islam continued to spread rapidly into Europe after the death of Muhammad ibn ‘Abdullāh. I recommend this religion for these reasons exactly, Age of Charlemagne does not have more widespread religious differences, so the individual options are mostly for imagining the time period.
Paganism
Factionwide bonus
As far as I can tell, there is no factionwide bonus for religion in Age of Charlemagne.
Locations
Paganism can be found in Jutland, Saxony, as well as the rest of the Germania region. It is influenced by these numerous factions.
Conversion
As far as I can tell, there is no conversion mechanic in Age of Charlemagne. However, you can convert the people who practice this religion in the locations where it is most prevalent, listed above. One important note is that converting the Pagan regions may be difficult, due to the tier four building having an uprising clause.
There are some factions that still practice Paganism in the 7th century. Most of these are playable, these factions include:
- Kingom of the Danes
- The Westphalians
- Nordalbingia
Buildings
The Pagan buildings are, again, similar to the other religious buildings in Age of Charlemagne. There is no major settlement temple, and the minor temples provide public order (adjacent regions too), religious osmosis, imperium, religious influence, and recruitment of priests. There is one interesting mechanic introduced on the tier four pagan building. Destroying the tier four religious building as a non-Pagan faction can cause Saxon uprisings. This leads to problems when attempting to convert these lands.
Edicts
Like I mentioned before, I’m not sure whether these edicts are specific to the religion, but I know they are tied to each faction. This is due to the fact that this is DLC, I’m sure.
- Resettlement: -10% construction cost (province to each region), +10 growth.
- Warrior rites: +2% military research rate, +1 unit experience for all recruits (all provinces)
- Resettlement: -10% construction cost (province to each region), +10 growth.
- Warrior rites: +2% military research rate, +1 unit experience for all recruits (all provinces)
But is it the one true religion?
If you are an unwashed brute, then this is the religion for you. Really, though, it’s not too special. It has some benefits over some of the other non-Christian religions, but it’s really a personal playstyle choice. Choose this if you meet at least two of the above criteria.
Tengriism
Factionwide bonus
As far as I can tell, there is no factionwide bonus for religion in Age of Charlemagne.
Locations
Pannonia and Marovia are two of the starting locations for Tengriism in Age of Charlemagne. This is roughly where Tengriism was in the Grand Campaign, and other nearby regions will likely share some religious influence of Tengriism.
Conversion
As far as I can tell, there is no conversion mechanic in Age of Charlemagne. However, you can convert the people who practice this religion in the locations where it is most prevalent, listed above.
Factions
The Avars are the only playable faction that starts with Tengriism in Age of Charlemagne.
Buildings
Like the other religious buildings in Age of Charlemagne, Tengriism offers minor religious buildings that provide, public order (adjacent provinces too), imperium points, religious influence, religious osmosis, and recruitment of priests.
Like I mentioned before, I’m not sure whether these edicts are specific to the religion, but I know they are tied to each faction. This is due to the fact that this is DLC, I’m sure.
The Avars:
- Resettlement: -10% construction cost (province to each region), +10 growth.
- Warrior rites: +2% military research rate, +1 unit experience for all recruits (all provinces)
But is it the one true religion?
Sweet lord, why is it still around? This is a steppe religion, with small bonuses. So no, not really. It sucked in the Grand Campaign, and it’s only okay now. I feel that in Age of Charlemagne, only Christianity has a big advantage over the other religions. This is purely a personal choice, if you want to recreate the Hunnic religion, the Avars will be your best bet. Please don’t do this to yourself.
Religion on the Roman Expedition
Crusading for the One True Religion
My favorite part of religion, the crusading. This portion is about converting their lands, or yours—to find the one true religion of course. The simple techniques of converting opposing religious buildings, using priests to convert provinces, or building your own religious buildings is just the surface of this. I recommend finding your favorite religion before continuing this portion of the guide.
To start, you need to choose a religion you want to crusade for, and have a significant portion of the population in your provinces following a religion in order to convert to it. A significant portion being 35%, of course. This is easiest for horde factions that can simply conquer land in provinces with the religion they desire, and convert to it, if necessary. This is more difficult with larger, settled factions, because you cannot suddenly convert 35% of your population. As the Ostrogoths for example, you can easily convert from Germanic Paganism to Latin or Greek Christianity by settling in Western or Eastern Roman territories respectively. For one example of a larger faction, take the Western Romans—they have lots of Latin Christian churches, and these provinces are already fairly consistent in percentages. To convert to another religion, you can just build theaters and other public order buildings with a Roman Paganism side effect. Or, you can try to convert to religions north of your lands.
This is the general guideline for religious conquest, as I've done it. Use the descriptions of religions and their respective locations to help you either convert your own faction, or destroy opposing religions. DEUS VULT (I hope)
Final Words
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