Modes
Heroes & Legends
Industries, Monopolies & Corporations
Tech and Civic Shuffle Mode
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Warmongering
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Research Agreements
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Trade
Introduction
Increasing Trade Routes
Trade Range
Trading Posts
Yields for Trade Route Owner
Yields for Cities on Route
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Faith and will adopt the majority Religion of the city in which they are built. Religious units' primary purpose is to spread their Religion to other cities. To do so, move the unit adjacent to a City Center—or inside it, if the city is yours—and use the Spread Religion action. This will convert some of the citizens of that city to Followers of your Religion.
Faith in any city with a Shrine and a dominant Religion, and have the ability to spread your Religion to any City Center in an adjacent hex.
Faith in any city with a Temple and a dominant Religion, and are stronger than Missionaries. Apostles get to select a unique promotion when they are created which makes them more unique, such as having more charges or removing other religions from a city.
Faith in cities that follow the religion of the Apostle that launched the Inquisition. Inquisitors are not good at spreading a Religion, but instead remove all other Religions from a user owned city. They may also engage in theological combat against other Religious units.
Trade Routes. Whenever a
Trade Route is created between two cities, there is an exchange of Religion between those two cities. The origin city has greater outgoing religious pressure, but there is still pressure that comes back from the endpoint city. This information will appear in the menu with the
Trade Route yield when choosing where to send a Trader.
Faith and will adopt the majority Religion of the city in which they are built. Religious units' primary purpose is to spread their Religion to other cities. To do so, move the unit adjacent to a City Center—or inside it, if the city is yours—and use the Spread Religion action. This will convert some of the citizens of that city to Followers of your Religion.
Faith in any city with a Shrine and a dominant Religion, and have the ability to spread your Religion to any City Center in an adjacent hex.
Faith in any city with a Temple and a dominant Religion, and are stronger than Missionaries. Apostles get to select a unique promotion when they are created which makes them more unique, such as having more charges or removing other religions from a city.
Faith in cities that follow the religion of the Apostle that launched the Inquisition. Inquisitors are not good at spreading a Religion, but instead remove all other Religions from a user owned city. They may also engage in theological combat against other Religious units.
Trade Routes. Whenever a
Trade Route is created between two cities, there is an exchange of Religion between those two cities. The origin city has greater outgoing religious pressure, but there is still pressure that comes back from the endpoint city. This information will appear in the menu with the
Trade Route yield when choosing where to send a Trader. 