Civilization V Customization Wiki

We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

READ MORE

Civilization V Customization Wiki
Register
Advertisement

Rise to Power, formally Piety & Prestige/Sovereignty, or RtP, is a mod aimed at deepening the experience of managing your state-level and external affairs. It is composed of, at present, 4 distinct components, each focusing on a particular aspect of state management. For a general overview, please see here. For installation, see here.

This page collages this mod's changes.

Some of these changes may not be present with the Community Balance Patch.

Claims[]

With Claim Claims, you may expend Dignitary Dignitaries to peacefully annex a City-State. Claim Claims require 'causes;' a reason for pushing your claim. These determine how much Gold Gold and how many Dignitary Dignitaries a claim will cost.

Claim Requirements
ClaimStrong Strong
  • 5 Causes
  • 3 Dignitary Dignitaries
  • 250 Gold Gold
  • 10% of the city Citizen Population in Resistance Resistance turns.
Claim Medium
  • 3 Causes
  • 4 Dignitary Dignitaries
  • 500 Gold Gold
  • 50% of the city Citizen Population in Resistance Resistance turns.
ClaimWeak Weak
  • 5 Dignitary Dignitaries
  • 750 Gold Gold
  • 100% of the city Citizen Population in Resistance Resistance turns

Causes come from the following sources:

  • Having a long-term alliance (25 turns) with the City-State.
  • Having a Spy at the City-State.
  • Having a Pledge of Protection with the City-State.
  • Having completed the Patronage Finisher.
  • Being Austria (from their new UA).
  • Being the same Culture Type (with Cultural Diversity[1]).
  • Being in a Golden Age (with Cultural City-States).
  • Sharing a Sea Trade Route (with Maritime City-States).
  • Sharing a Land Trade Route (with Mercantile City-States).
  • Having an intimidating Military (with Militaristic City-States).
  • Sharing a State Religion (with Religious City-States).

Decisions[]

In addition to the above, Dignitary Dignitaries may also be spent on several new and (modified) existing Decisions, if using Sukritact's Events & Decisions.

Buildings[]

Icon Building Effects Requirements
Art by Firaxis
Chancery
  • 2 Dignitary Specialists.
  • +15% Production Production toward Military Units.
  • Nobility/Civil Service.
Constabulary
Constabulary
  • Jurisprudence/Banking.
Art by Firaxis
Forge
  • Each source of Copper and Iron worked by this City produces +1 Production Production.
  • Metal Casting.
Art by Janboruta
Magistrate's Court
  • 1 Magistrate Specialists.
  • +10% Production Production toward Buildings.
  • Code of Laws/Writing.
Art by Janboruta
High Court
  • 2 Magistrate Specialists.
  • +15% Production Production toward Buildings.
  • Jurisprudence/Banking
  • Magistrate's Court.
Art by Firaxis
Windmill
  • +10% Food Food (replaces Building Production).
  • Economics.

Civilizations[]

Austria (Maria Theresa)
Mariatheresa
Diplomatic Marriage -

Receive a free Dignitary Dignitary when a Greatperson Cultural Great Person is born. Claim Claims are stronger with befriended City-States.

Rome (Augustus Caesar)
Augustus
The Glory of Rome -

+25% Combat Bonus vs. Barbarian Units and receive Great General Points when defeating them. May expend Great Generals for Magistrates Magistrates.

National Wonders[]

Icon Wonder Effects Requirements
Art by Firaxis
Court of Chancery
  • Extends the length of Goldenage Golden Ages by 25%.
  • +2 Dignitary Dignitary.
  • Nobility/Civil Service.
  • Chancery in all cities.
Art by Janboruta
Supreme Court
  • Extends the length of Goldenage Golden Ages by 25%.
  • +2 Magistrates Magistrate.
  • Jurisprudence/Architecture.
  • High Court in all cities.
  • Requires a High Court in all Cities.

Policies[]

Policy Branch Effect
Opener Liberty
  • Unlocks Forum Magnum.
  • Allows FaithIcon Faith purchasing of Great Magistrates.
Opener Patronage
  • Allows FaithIcon Faith purchasing of Great Dignitaries.
Finisher[2] Patronage
  • Increases the strength of Claim Claims.

Specialists[]

Icon Specialist Effects Requirements
JFD ClaimsSpecialistAtlas 256
Dignitaries
  • +4 Goldenage Golden Age Points.
  • 3 Greatperson Great Dignitary Points.
  • Chancery.
JFD ClaimsSpecialistAtlas 256
Magistrates
  • +4 Goldenage Golden Age Points.
  • 3 Greatperson Great Magistrate Points.
  • Magistrate's Court.
  • High Court.

Technologies[]

Icon Tech Unlocks Requirements
Art by Firaxis
Code of Laws
  • Magistrate's Court
  • Forum Magnum.
  • Writing.
Art by Barathor
Jurisprudence
  • High Court
  • Supreme Court
  • Constabulary
  • Forbidden Palace.
  • Printing Press.
Art by Firaxis
Nobility
  • Landsknecht
  • Chancery
  • Allows Open Borders
  • Westminster.
  • Currency.

Units[]

Icon Unit Effects
Art by Janboruta
Great Dignitary
  • May be expended for 2 Dignitary Dignitaries.
  • May be expended in City-State territory for Influence Influence.
  • May be expended in the range of a city of yours under occupation to reclaim that city, whilst at peace.
Art by Janboruta
Great Magistrate
  • May be expended for 2 Magistrates Magistrates.[3]
  • May assimilate Cities.
  • May upgrade Provinces.[4]
  • May be expended in the range of a city of yours under occupation to reclaim that city, whilst at peace.[5]
Art by Firaxis
Great Merchant
  • May be expended in City-State territory for Gold Gold and to begin a 'We Love the King Day' in all cities.

Wonders[]

Icon Wonder Effects Requirements
Big Ben (Civ5)

Art by Firaxis

Big Ben
  • +2 Greatperson Great Magistrate Points.
  • Economics.
Art by Sukritact
Forbidden Palace
  • +2 Greatperson Great Magistrate Points.
  • Banking/Jurisprudence
  • Unlock Patronage.
Art by Janboruta
Forum Magnum
  • Provides a free Magistrates Court in all cities.
  • +2 Greatperson Great Magistrate Points.
  • Code of Laws/Writing.
  • Unlock Liberty.
Art by Janboruta
Versailles
  • +2 Greatperson Great Dignitary Points
  • Sovereignty.[6]
Art by Sukritact
Westminster Abbey
  • A 'We Love the King Day' begins in this city. During 'We Love the King Day', CultureIcon Culture and FaithIcon Faith in this city is increased by 15%.
  • +2 Greatperson Great Dignitary Points
  • Nobility/Chivalry.

Epithets[]

Epithets are random titles that can be awarded to players upon completing certain conditions, with the chances of acquiring an Epithet increasing as those conditions are met more commonly. When you are recognized with an Epithet, you may choose to accept it for a unique bonus or to decline it for a lump sum of Goldenage Golden Age Points.

This system replaces the titles awarded via Social Policies, and is intended to synthesize with Sovereignty's titles. It is intended to add more diversity and flavour to your in-game world.

Epithets[]

Epithet Effects Conditions
Affluent
  • +1 Gold Gold from Customs Houses.
  • A Great Merchant is born.
  • Chance increases with every Customs House that you possess.
Augustus
  • +1 Production Production on the Circus Maximus, Heroic Epic, Grand Temple, National College, and National Epic.
  • One of the following Wonders is constructed: Circus Maximus, Heroic Epic, Grand Temple, National College, and National Epic.
  • Chance increases for each one of these you already possess.
Blessed
  • +1 FaithIcon Faith from Holy Sites.
  • A Great Prophet is born.
  • Chance increases with every Holy Site that you possess.
Beloved
  • +2 Happy Happiness from the Palace.
  • A 'We Love the King Day' begins.
  • Chance increases for every point of excess Happy Happiness you have.
Bold
  • +10% Strength Combat Strength for Land Units fighting in Foreign Lands.
  • A War is declared by you.
  • Chance increases the larger the numerical difference between your cities and their cities.
Builder
  • +1 Tourism Tourism from Wonders.
  • A Wonder is completed.
  • Chance increases with every Wonder that you possess.
Commoner
  • +10% Worker Improvement speed.
  • A Worker is created.
  • Chance increases with every Worker that you posses.
Conqueror
  • +2 Goldenage Golden Age Points from Courthouses.
  • A city is captured.
  • Chance increases with every Courthouse you possess, and if the city is a Capital.
Crusader
  • Amir al-Mu'minin (Islam)
  • +10 to Piety Piety resting rate.
  • A city following a different religion to that of your State Religion is captured.
  • Chance increases for every city following your State Religion you possess.
Cruel
  • +2 Influence Influence Per Turn with City-States you could demand tribute from.
  • A City-State is bullied.
  • Chance increases with your military might.
Diplomat
  • +1 Claim Cause.
  • A City-State is claimed.
  • Chance increases with every befriended City-State that you have.
Engineering
  • +1 Production Production from Manufactories.
  • A Great Engineer is born.
  • Chance increases with every Manufactory that you possess.
Enlightened
  • +10% Goldenage Golden Age length.
  • First to enter the Renaissance/Enlightenment Era.
Explorer
  • +2 Tourism Tourism from Natural Wonders.
  • A Natural Wonder is discovered first.
  • Chance increaes for every Natural Wonder that you have discovered.
Great
  • Land Units earn +20% XP from Combat.
  • A Great General is born.
  • Chance increases for every Great General you posses.
Greek
  • +1 Science Science from Temple of Artemis, Status of Zeus, Oracle, Parthenon, Great Library, and Great Lighthouse.
  • One of the following Wonders is constructed: Temple of Artemis, Status of Zeus, Oracle, Parthenon, Great Library, or Great Lighthouse.
  • Chance increases for each one of these you already possess.
Herbalist
  • Reduces Plague Plague chance by 20%.
  • A Great Doctor is born.
  • Chance increases for every Doctor Specialist being worked.
Holy
  • Palace yields +4 FaithIcon Faith.
  • A Shrine, Temple, or Monastery is constructed.
  • Chance increases for every Shrine, Temple, and Monastery you possess.
Just[7]
  • +1 Production Production from Magistrate Specialists.
  • A Great Magistrate is born
  • Chance increases for every Magistrate resource you possess
Lawgiver
  • +1 CultureIcon Culture on Magistrate's Courts and High Courts.
  • A Magistrate's Court or High Court is constructed.
  • Chance increases with every Magistrate's Court and High Court you possess.
Liberator
  • Resting point for Influence Influence with all City-States is increased by 10.
  • A City-State is liberated.
Lionheart
  • Cities are 20% more resistant to conversion.
  • A Holy City is captured.
  • Chance increases for every Holy City that you possess.
Magnificent
  • +10% Greatperson Great People generation during Goldenage Golden Ages.
  • A Goldenage Golden Age begins.
  • Chance increases for every point of excess Happy Happiness you have.
Magnanimous
  • -20% Gold Gold cost when purchasing Tiles.
  • A Building is purchased with Gold Gold.
  • Chance increases for every 10 points of Gold Gold you have.
Maharaj
  • +1 Gold Gold and +1 FaithIcon Faith on Angkor Wat, Borobudur, Buddha's of Bamiyan, Red Fort, Taj Mahal, Todai-Ji, Wat Phrae Kaew.
  • One of the following Wonders is constructed: Angkor Wat, Borobudur, Buddha's of Bamiyan, Red Fort, Taj Mahal, Todai-Ji, Wat Phrae Kaew.
  • Chance increases for each one of these you already possess.
Mercenary
  • -15% Contract maintenance.
  • A Mercenary is hired.
  • Chance increases for every Contract you have already taken out.
Monk
  • +1 FaithIcon Faith on Monasteries.
  • A Monastery is constructed.
  • Chance increases with every Monastery you possess.
Navigator
  • +1 Sight for Naval Units.
  • A Great Admiral is born.
  • Chance increases for every Great Admiral you posses.
Noble
  • +2 Gold Gold from Dignitary Specialists.
  • A Great Dignitary is born.
  • Chance increases for every Dignitary resource you possess.
Philosopher
  • -10% CultureIcon Social Policy costs.
  • A CultureIcon Social Policy Branch is opened.
  • Chance increases for every CultureIcon Social Policy Branch you have opened.
Pious
  • +10% Piety Piety from all sources.
  • A Building is purchased with FaithIcon Faith.
  • Chance increases for every 10 points of FaithIcon Faith you have.
Redeemer
  • Chakravartin (Buddhism)
  • the Avatar (Hinduism)
  • al-Mahdi (Islam)
  • the Saoshyant (Zoroastrianism)
  • +10 to Piety Piety resting rate.
  • A city following your State Religion is captured.
  • Chance increases for every city following your State Religion you possess.
Scholar
  • +10% Production Production toward Libraries, Universities, and Public Schools.
  • A Library, University, or Public School is constructed.
  • Chance increases for every one of these buildings you possess.
Slayer
  • Earn Goldenage Golden Age Points from defeating Barbarians.
  • A Barbarian Unit is killed.
Slaver
  • +15% Slavery Shackles from all sources.
  • A Slave Unit is purchased.
  • Chance increases for every Slavery Shackle you possess.
Soldier
  • +15 XP for Levy Units.
  • A Levy Unit is purchased.
  • Chance increases for every Citizen Population.
Sun King
  • +10% CultureIcon Culture during Goldenage Golden Ages.
  • Versailles is completed.
  • Chance is 100%.
Terrible
  • +15% City Razing speed.
  • A City is Razed.
  • Chance increases for every city you own.
Wise
  • +1 Science Science on Academies.
  • A Great Scientist is born.
  • Chance increases with every Academy that you possess.
Zealot
  • Land Units earn FaithIcon Faith from kills, equal to 25% of the enemy's Strength Combat Strength.
  • A Unit is purchased with FaithIcon Faith
  • Chance increases for every 10 points of FaithIcon Faith you have.

The following Epithets are acquired through Events and do not have any inherent effect, but are intended mostly to be cosmetic: The Bad[8], The Catholic[8], The Chaste, The Drunkard[8], The Fat[8], The Fair, The Fortunate, The Good[8], The Homosexual.

Mercenaries[]

Mercenaries is a mod that introduces a system of recruitment for high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Piety) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse.

For more information, see here.

Piety[]

2015-06-12 00001-0

Choosing a State Religion.

State Religion[]

The core of the mod revolves around the introduction of a State Religion mechanic. You may establish a State Religion once you have researched the Priesthood technology. If you have founded a Religion, this automatically sets your State Religion to that religion.

You may change your State Religion at any time, so long as it is to a valid religion (it has been founded and you have met the founder). However, doing so will incur 0-2 turn(s) of Anarchy, depending on your Piety Level at the time.

Upon discovering Scientific Theory, you may 'Secularize' your state. This will effectively dismantle your State Religion and can be useful if you find it hard to keep your Piety level high. Secularizing also eliminates Crimes Crime from CrimesWhite Heresy.

Piety Levels[]

Your State Religion is maintained through a new yield called Piety Piety. Unlike most yields, piety depreciates over time, and it is your charge to ensure that it remains at a healthy rate. As your piety drops, so too will drop your 'Piety Level,' and with it will come new benefits or penalties. There are five levels of piety :

Level Effects
Devout
  • +25% natural Religion conversion rate for non-religious and pagan Citizens.
  • Increases rewards from religious events and decisions.
  • Increases the likelihood of positive religious events occurring.
  • Bonus relations with (certain)[9] civilizations that share your State Religion.
  • Missionaries have +100% Conversion Strength and may spread their religion an additional time.
  • 100% SovereigntyIcon Sovereignty from Faction Faction Support in a Theocracy (with Sovereignty)
Virtuous
  • +10% natural Religion conversion rate for non-religious and pagan Citizens.
  • Slightly increases rewards from religious events and decisions.
  • Slightly increases the likelihood of positive religious events occurring.
  • Missionaries have +50% Conversion Strength and may spread their religion an additional time.
  • 50% SovereigntyIcon Sovereignty from Faction Faction Support in a Theocracy (with Sovereignty)
Neutral
  • No Effect
Poor
  • -10% natural Religion conversion rate for non-religious and pagan Citizens.
  • Slightly decreases rewards from religious events and decisions.
  • Slightly increases the likelihood of negative religious events occurring.
  • Missionaries have -50% Conversion Strength.
  • Increases Crimes Crime from CrimesWhite Heresy by 50% (with CID).
  • 1 turn of Anarchy when changing State Religions.
  • 50% SovereigntyIcon Sovereignty from Faction Faction Opposition in a Theocracy (with Sovereignty)
Heretical
  • -25% natural Religion conversion rate for non-religious and pagan citizens.
  • Decreases rewards from religious events and decisions.
  • Increases the likelihood of negative religious events occurring.
  • Penalty to relations with (certain)* civilizations that share your State Religion.
  • Missionaries have -75% Conversion Strength and may spread their religion one less time.
  • Increases Crimes Crime from Heresy by CrimesWhite 100% (with CID').
  • 2 turns of Anarchy when changing State Religions.
  • 100% SovereigntyIcon Sovereignty from Faction Faction Opposition in a Theocracy (with Sovereignty)

Every turn, your piety will decrease by 1 whilst you are over a certain threshold. In addition, your Piety Piety:

  • Decreases by 1 for each city not following your State Religion
  • Decreases by 1 for each city not following your State Religion, of Civilizations that do (founders only)
  • Decreases by 1 for each Civilization following your State Religion with whom you are at war
  • Decreases by 2 once you have adopted an Ideology

For Religion Founders, Piety Piety may be spend to Influence Influence City-States following your State Religion. For all Civilizations, Piety Piety may be spend to purchase exclusive Mercenary Contracts (with Mercenaries).

Beliefs[]

Beliefs Type Effects Requirements
Almsgiving Follower
  • +1 Food Food for every two followers (max +10). Gain Piety Piety when a WLTKD begins
  • Not enhancing
Altars Follower
  • Allows you to purchase Altars with FaithIcon Faith
  • Founded Religion
Ancestor Worship Follower
  • +1 FaithIcon Faith for every two followers (max +15). Gain Piety Piety when a Unit of yours is killed (scales with level)
  • Not enhancing
Cathedrals Follower
  • Allows you to purchase Cathedrals with FaithIcon Faith
  • Founded Religion
Charity Follower
  • +1 Gold Gold for every two followers (max +15). Gain Piety Piety when a Building is purchased with Gold Gold
  • Not enhancing
Chosen People Follower
  • -20% CultureIcon Culture cost to acquiring Tiles. Gain Piety Piety when a new city is founded
  • Not enhancing
Churches Follower
  • Allows you to purchase Churches with FaithIcon Faith
  • Founded Religion
Daoguans Follower
  • Allows you to purchase Doaguans with FaithIcon Faith
  • Founded Religion
Divine Inspiration Follower
  • Each Wonder provides +2 FaithIcon Faith in city. Gain Piety Piety when a World Wonder is constructed
  • Not enhancing
Evangelism Reformation
  • Missionaries lose their Sight Penalty and the Unwelcome Evangelism promotion
Filial Piety Follower
  • +1 CultureIcon Culture for every two followers (max +15). Gain Piety Piety when a Social Policy is adopted
  • Not enhancing
Gurdwaras Follower
  • Allows you to purchase Gurdwaras with FaithIcon Faith
  • Founded Religion
Guruship Follower
  • +2 FaithIcon Faith from Engineer, Merchant, and Scientist Specialists. Gain Piety Piety when a Greatperson Great Engineer, Great Merchant, or Great Scientist is expended
  • Not enhancing
Iconography Follower
  • +2 FaithIcon Faith from Artist, Musician, and Writer Specialists. Gain Piety Piety when a Greatperson Great Artist, Great Musician, or Great Writer is expended
  • Not enhancing
Mandirs Follower
  • Allows you to purchase Mandirs with FaithIcon Faith
  • Founded Religion
Martial Arts Follower
  • Military Units purchased with FaithIcon Faith begin with +15 XP. Gain Piety Piety when a Unit is promoted (scales with level)
  • Not enhancing
Mosques Follower
  • Allows you to purchase Mosques with FaithIcon Faith
  • Founded Religion
Noble Path Follower
  • +1 Goldenage Golden Age Point for every two followers (max +15). Gain Piety Piety when a Goldenage Golden Age begins
  • Not enhancing
Pagodas Follower
  • Allows you to purchase Pagodas with FaithIcon Faith
  • Founded Religion
Religious Law[7] Follower
  • +2 FaithIcon Faith from Dignitary and Monk Specialists. Gain Piety Piety when a Greatperson Great Dignitary or Great Magistrate is expended
  • Not enhancing
Shamanism Follower
  • +2 FaithIcon Faith and +2 HealthIcon Health from Doctor and Monk Specialists. Gain Piety Piety when a Greatperson Great Doctor or Great Prophet is expended[10]
  • Not enhancing
Synagogues Follower
  • Allows you to purchase Synagogues with FaithIcon Faith
  • Founded Religion
Theurgy Follower
  • +1 Science Science for every two followers (max +8). Gain Piety Piety when a Technology is discovered
  • Not enhancing
Torrii Gates Follower
  • Allows you to purchase Torrii Gates with FaithIcon Faith
  • Founded Religion
War Clerics Reformation
  • Missionaries heal adjacent Units by 5 HP per turn and Inquisitors reduce adjacent enemy Strength Combat Strength by 5%
Way of the Warrior Follower
  • Military Units earn 20% more XP from combat. Gain Piety Piety from defeating enemy Units (scales with strength)
  • Not enhancing
Work Ethic Follower
  • +1 Production Production for every two followers (max +10). Gain Piety Piety when a Specialist Building is constructed
  • Not enhancing

Buildings[]

Icon Building Effects Requirements
Art by Sukritact
Altar
  • +1 Happy Happiness
  • Melee and Gun Units yield FaithIcon Faith from kills
  • Altars Belief
  • Founded Religion
Art by Firaxis
Cathedral
  • +2 FaithIcon Faith
  • +2 Gold Gold
  • 1 Engineer Specialist
  • Cathedrals Belief
  • Founded Religion
Art by Janboruta
Church
  • +1 FaithIcon Faith
  • +2 Production Production
  • +33% Religious Pressure
  • Churches Belief
  • Founded Religion
Art by Sukritact
Daoguan
  • +2 FaithIcon Faith
  • +1 Science Science
  • 1 Greatwork Great Work of Writing
  • Daoguans Belief
  • Founded Religion
Art by Sukritact
Gurdwara
  • +2 FaithIcon Faith
  • +1 CultureIcon Culture
  • 1 Scientist specialist
  • Guardwaras Belief
  • Founded Religion
Art by Barathor
Mandir
  • +1 FaithIcon Faith
  • +1 Happy Happiness (+2 HealthIcon Health[10])
  • 1 Greatwork Great Work of Art
  • Mandirs Belief
  • Founded Religion
Art by Firaxis
Monastery
  • 2 Monk Specialists.
  • +1 FaithIcon Faith and +1 CultureIcon Culture on Incense and Wine.
  • Theology
Art by Firaxis
Mosque
  • +4 FaithIcon Faith
  • 1 Greatwork Great Work of Music
  • Mosques Belief
  • Founded Religion
Art by Firaxis
Pagoda
  • +2 Happy Happiness
  • 1 Monk Specialist
  • Pagodas Belief
  • Founded Religion
Art by veBear and Janboruta
Synagogue
  • +2 FaithIcon Faith
  • +2 Food Food
  • 1 Merchant Specialist
  • Synagogues Belief
  • Founded Religion
Art by Sukritact
Torrii Gate
  • +1FaithIcon Faith
  • +1 Science Science
  • Melee and Gun Units spawn Great Generals 33% faster.
  • Torrii Gates Belief
  • Founded Religion

Civilizations[]

The Aztecs (Montezuma)
Art by FiraxisSacrificial Captives

Earn FaithIcon Faith and Piety Piety from each enemy unit killed. When Piety Piety is Devout, the Capital Capital undergoes a perpetual 'We Love the King Day.'

National Wonders[]

Icon Wonder Effects Requirements
Art by Janboruta
Grand Inquisition
  • +25% Piety Piety from all sources.
  • 2 free Inquisitors.
  • Religious Orders/Theology
  • Requires a Monastery in all Cities

Policies[]

Policy Branch Effects
Opener Piety
  • Shrines, Temples, and Monasteries built in half the usual time.
Organized Religion Piety
  • +1 FaithIcon Faith and +1 CultureIcon Culture on Shrines and Temples.
Monastic Education Piety
  • Free Monastery in first four cities
  • Monk Specialists yield +1 Science Science
Infallability Piety
  • 20% discount and +5 Piety Piety with each FaithIcon Faith purchase
Syncretism Piety
  • When Piety Piety is above Neutral, converts foreign religions as well.
  • Piety Piety resting rate increased by +15.
Finisher Piety
  • Allows Reformation Belief
  • If a Reformation Belief is not possibe, free Great Prophet instead

Specialists[]

Icon Specialist Effects Requirements
JFD PietySpecialistAtlas 256
Monks
  • +2 FaithIcon Faith
  • 3 Greatperson Great Prophet Points
  • Monastery

Technologies[]

Icon Technology Effects Requirements
Art by Barathor
Mysticism
  • Shrine
  • Stonehenge
  • Agriculture
Art by Firaxis
Priesthood
  • Unlocks State Religions
  • Temple
  • Pantheon
  • Solomon's Temple
  • Calendar
  • Writing
Art by Janboruta
Religious Orders
  • Grand Inquisition
  • Inquisition
  • Todai-Ji
  • Religious Orders as Mercenary Contracts
  • Theology
Art by Firaxis
Scientific Theory
  • Unlocks Secularization
  • Architecture
  • Economics

Units[]

Icon Specialist Effects
Art by Firaxis
Great Prophet
  • May be expended to create a Greatwork Relic, if the player is Piety Devout.

Wonders[]

Icon Wonder Effects Requirements
Art by Sukritact
Abu Simbel
  • Palace provides +1 CultureIcon , FaithIcon , Gold , Production , Science
  • +4 Tourism Tourism after Archaeology.
  • Mining
BuddhasBamiyan
Buddhas of Bamiyan
  • +25% Piety Piety from all sources.
  • Allows you to establish a State Religion.
  • Construction
Art by Janboruta
Cologne Cathedral
  • Provides +5 Tourism Tourism.
  • +2 FaithIcon Faith and +1 CultureIcon Culture on all Faith-unlocked buildings.
  • Provides a free Cathedral in the city in which it is built.
  • Rifling
Art by Sukritact
Dome of the Rock
  • Gain Piety Piety whenever you capture a city following your religion.
  • Eliminates the Piety Piety penalty from warring with Civilizations following your State Religion.
  • Theology
Art by Firaxis
Hagia Sophia
  • Greatwork Great Works in the empire yield +1 FaithIcon Faith.
  • Provides a free Monastery in the city in which it is built.
  • Drama and Poetry
Art by Sukritact
Pantheon
  • Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
  • Priesthood
Tōdai-ji

Art by Sukritact

Todai Ji
  • Provides a free Pagoda in the city in which it is built.
  • Land Units purchased with FaithIcon Faith in this city earn Goldenage Golden Age Points from kills.
  • Religious Orders/Acoustics
Art by JFD
Solomon's Temple
  • Provides a free Great Prophet.
  • Should this city be captured, the amount of Gold Gold plundered by the enemy is tripled.
  • The Wheel
Art by Sukritact
Temple of Heaven
  • +15% Food Food and FaithIcon Faith during Goldenage Golden Ages.
  • 20% of FaithIcon Faith contribues directly to Goldenage Golden Age Progress when Piety Piety is Devout.
  • Civil Service
Art by Firaxis
Stonehenge
  • Provides a free Shrine in the city in which it is built.
  • Mysticism/Calendar

Prosperity[]

Prosperity is a new yield used to represent the strength of your economy on the world stage. Unlike other yields (and akin to SovereigntyIcon Sovereignty below), it is not accumulated or spent.

Prosperity Levels[]

Your Prosperity is measured as a 'Prosperity Score' - a range from 0.0 to 1.0. This is divided into three 'Properity Levels,' each with their own, empire-wide effects.

Level Effects Threshold
Affluent
0.8-1.0
Balanced
0.4-0.7
Weak
0.1-0.3
Destitute
0.0

Currency[]

Sovereignty[]

SovereigntyIcon Sovereignty is a new yield used to pass Reform Reforms. Unlike other yields, SovereigntyIcon Sovereignty is not spent - instead, it is a representation of how capable you are as a ruler, and you need only reach a certain amount in order to push through a particular Reform Reform (specific amounts depend on your Legislature and the Reform, see below).

Reforms[]

Reform Reforms are similar to Social Policies or Decisions, but often exchange a bonus for a penalty, and may be swapped around as you please and as the need arises (think Civ IV's Civics), provided you have the SovereigntyIcon Sovereignty required to do so. Reforms can be useful to push your civilization in a particular direction at the expense of something useless (such as Science), or to compensate for an area in which you are lacking.

Reforms are divided into eight Categories (Government, Legal, Culture, Economy, Industry, Religion, Military, and Foreign), and are further divided into 9 Branches each. Each Reform in a branch is exclusive to the others.

Each Reform has a Sovereignty cost, which is determined by two things: the Era in which the Reform becomes available, and the opinion of the Factions within your Legislature toward that Reform.

Governments[]

Your Government, in addition to being the prerequisite to passing Reform Reforms, will influence what Reforms you can pass, as well as what type of Legislature you possess (see below).

Government Effect
Monarchy
  • -25% Reform Reform Cooldown.
  • Unlocks building the Versaille wonder.
Republic
  • +25% Faction Faction Support
  • Unlocks building the Doge's Palace wonder.
Theocracy
  • -50% Vote Election Cooldown.
  • Unlocks building the St Peter's Basilica wonder.
Holy Roman Empire
  • SovereigntyIcon Max Sovereignty: 50%.
  • Unlocks building the Reichstag wonder.
  • Only one Civilization may adopt this Government.

Legitimacies[]

Legitimacy Legitimacies are the claims you make to your authority as sovereign and are the primary source of your SovereigntyIcon Sovereignty. There are three sets of Legitimacies; you may only choose one of each:

Legitimacy Effect Requirement
Wealth +15% SovereigntyIcon Sovereignty when all Cities have a Connection. Classical Era
Might +10% SovereigntyIcon Sovereignty when all Cities have a Garrison. Classical Era
Wisdom +20% SovereigntyIcon Sovereignty when all Cities have a Specialist. Classical Era
Legitimacy Effect Requirement
Law +15% SovereigntyIcon Sovereignty when all Cities have a High Court. Renaissance Era
Governance +10% SovereigntyIcon Sovereignty when all Cities have 8 Citizen Population. Classical Era
Divine Right +20% SovereigntyIcon Sovereignty when all Cities have your State Religion. Renaissance Era
Legitimacy Effect Requirement
Charisma +15% SovereigntyIcon Sovereignty when all Cities have Excess Happiness. Industrial Era
Tradition +10% SovereigntyIcon Sovereignty to each of your previous Legitimacies. Classical Era
Security +20% SovereigntyIcon Sovereignty when all Cities have Patriotic Loyalty. Industrial Era

Legislature[]

The Legislature is the most important aspect of your government. It is where Faction Factions assemble to challenge or to support the Reforms you want to pass. Each Faction possesses its own SovereigntyIcon Sovereignty - how much power they have to push their agenda. This Sovereignty is directly added to or subtracted from the Sovereignty cost of Reforms, depending upon the Faction's opinion of said Reform. So, a particularly powerful Faction will make it difficult to pass Reforms that they oppose and easy to pass Reforms that they support.

The Legislature is re-shuffled every 25 turns (on Standard) and sometimes in-between. How the Legislature is composed depends upon both your Government and your Legislature Reforms.

Monarchy[]

Aristocratic

Parliamentary

Republic[]

Democratic

Oligarchic

Theocracy[]

Holy Roman Empire[]

The Parliament[]

The Parliament is the Monarchic Legislature, and can be divided into two forms: Aristocratic and Parliamentary, with each having their own distinct factions. Aristocratic sovereignty is proportionally based upon the combination of two specific yields viz. your empire's total yield output. Parliamentary sovereignty, on the other hand,is based upon the proportion of Vote Votes a Faction Faction receives from each city, determined by two factors: the combination of two specific Specialists and the lowest of a combination of two specific yields.

Finally, there are several Factions that are considered extremist (Revolutionaries, Reactionaries, Communists, Fascists, and Libertarians) - these Factions will generally impose harsher penalties for implementing Reforms that they dislike, and may even force you to change your Reforms or Government! How they emerge depends upon your Political Parties Reform, but each (except Revolutionaries and Reactionaries) correspond to a specific Ideology.

Although Communists, Fascists, and Libertarians work as more particular versions of their non-extremist selves, Revolutionaries and Reactionaries function differently. If either of these groups are in your Parliament, there will be a chance for Resistance Anarchy each time you change Reforms. This chance is based upon their SovereigntyIcon Sovereignty.

Aristocratic Monarchy

Faction/Party Conditions Favoured Reforms Opposed Reforms
Burghers
  • Proportion of CultureIcon Culture and Gold Gold
  • Left Economy.
  • Right Industry.
  • Right Economy.
  • Left Industry.
Clergy
  • Proportion of FaithIcon Faith and Science Science
  • Left Religion.
  • Right Culture.
  • Right Religion.
  • Left Culture.
Nobility
  • Proportion of Food Food and Production Production
  • Left Military.
  • Right Government.
  • Right Military.
  • Left Government.
Revolutionaries
  • Proportion of Unhappiness Unhappiness
  • All Reforms.

Parliamentary Monarchy

Faction/Party Conditions Favoured Reforms Opposed Reforms
Conservatives
  • One vote if FaithIcon Faith and Science Science are lowest
  • One vote if
Communists
  • Socialist Specialist vote, with Order as your Ideology (Controlled)
  • Socialist Specialist vote, with Order as the prefered Ideology, but not your chosen one (Regulated)
  • (Takes the Socialist Specialist vote) (Free)
Fascists
  • Conservative Specialist vote, with Autocracy as your Ideology (Controlled)
  • Conversative Specialist vote, with Autocracy as the prefered Ideology, but not your chosen one (Regulated)
  • (Takes the Consevative Specialist vote) (Free)
Liberals
  • One vote if Gold Gold and CultureIcon Culture are lowest
  • One vote if
Libertarians
  • Liberal Specialist vote, with Freedom as your Ideology (Controlled)
  • Liberal Specialist vote, with Freedom as the prefered Ideology, but not your chosen one (Regulated)
  • Proportion of Merchant and Artist Specialists (Free)
Reactionaries
  • If Autocracy is prefered and is your chosen Ideology, Conservative votes become Reactionary, if Freedom, Liberal votes, if Order, Socialist votes (Regulated)
Socialists
  • One vote if Food Food and Production Production are lowest
  • One vote if

The Senate[]

The Senate is the Republican Legislature, and is generally the same across Legislative Reforms, which merely determine how many Senator Senators compose it. Unlike in the Parliament, however, Faction Factions are not proportional, and the number of Senators per Faction, each constituting 1% SovereigntyIcon Sovereignty, is conditioned independently of other Senatorial Factions. The total influence of your Senate can often exceed or fall short of 100%.

Extremist Factions (Communists, Fascists, and Libertarians) will dictate a chance for Resistance Anarchy based upon their SovereigntyIcon Sovereignty, but only when you implement a reform that they oppose.

Faction Conditions Favoured Reforms Opposed Reforms
Civic
  • Number of National Wonders.
  • All Legal Reforms
  • All Religion Reforms
Communist
  • Mercantile + Industrialist if Order is dominant Ideology.
Fascist
  • Civic + Military if Autocracy is dominant Ideology.
Industrialist
  • Number of Domestic Trade Routes.
  • All Industry Reforms
  • All Economic Reforms
Libertarian
  • Populist + Religious if Freedom is dominant Ideology.
Mercantile
  • Number of International Trade Routes.
  • All Economic Reforms
  • All Industry Reforms
Military
  • Number of active Wars.
  • All Military Reforms
  • All Culture Reforms
Populist
  • Number of Policy Branches unlocked/completed.
  • All Culture Reforms
  • All Military Reforms
Religious
  • Number of Civilizations following your State Religion.
  • All Religion Reforms
  • All Legal Reforms

The Holy Synod[]

The Imperial Diet[]

The Imperial Diet is the Holy Roman Empire Legislature. Unlike in other Legislatures, Faction Factions are called Elector Prince-Electors, and Prince-Electors are derived from the top 7 of your befriended and Allied City-States. Prince-Electors will usually affect your Reform Reform costs unilaterally, based on whether you have more cities than Electors - if you have more cities than Electors, your Electors will oppose your Reforms, but otherwise they will support them. The exception to this is if you are at war with a particular Elector - that Elector will oppose your Reforms regardless until you strike peace.

Privy Councillors[]

Privy Councillors are a new option for Great People. Any Great Person may now be expended to a specific seat on the Privy Council, which awards a permanent, state-wide bonus.

Privy Councillors Effect Requirements
Chancellor
  • +15% Production Production toward Wonders (Engineers).
  • +10% Production Production toward Buildings (Magistrates).
  • Great Engineer or,
  • Great Magistrate.
Chaplain
  • +20% Plague Plague Threshold (Doctors).
  • -10% FaithIcon Faith purchase costs (Prophets).
  • Great Doctor or,
  • Great Prophet.
Herald
  • +20% Tourism Tourism from Theming Bonuses (Artists/Musicians/Writers).
  • +10 Influence Resting Rate with City-States (Dignitary).
  • Great Artist, Musician, Writer, or,
  • Great Dignitary.
Marshal
  • +10 XP for Naval Units (Admirals).
  • +10 XP for Land Units (Generals).
  • Great Admiral or,
  • Great General.
Steward
  • -10% cost to Gold Gold Purchases (Merchants).
  • +5% Science Science when Happy Happy (Scientists).
  • Great Merchant or,
  • Great Scientist.

Civilizations[]

Wonders[]

Icon Wonder Effects Requirements
Art by Sukritact
Doge's Palace
  • +10% SovereigntyIcon Sovereignty when all cities have a Trade Route (incoming OR outgoing).
  • Boosts relationship with other Republics.
  • Banking
  • Republic Government
Art by Janboruta
Reichstag
  • Holy Roman Empire Government
Art by Reedstilt
Pyramid of the Moon
Art by Sukritact
Sargon's Palace
  • Allows you to immediately establish a Government.
  • May move Production Production along Trade Routes
  • Writing
Art by Firaxis
St. Peter's Basilica
  • Acoustics
  • Theocracy Government
Art by Janboruta
Versailles
  • +10% SovereigntyIcon Sovereignty when all cities have a Great Work.
  • Boosts relationship with other Monarchies.
  • Printing Press
  • Monarchy Government
On CivFanatics
Steam Workshop
Latest Version: v 32
Last Updated: 12 January 2017


References[]

  1. Cultural Diversity
  2. With the Community Balance Patch, this effect is moved to Consulates.
  3. With Events & Decisions.
  4. With CID: Provinces.
  5. W/o CID: Provinces.
  6. With Enlightenment Era.
  7. 7.0 7.1 Requires Sukritact's Events & Decisions
  8. 8.0 8.1 8.2 8.3 8.4 Requires Events Compendium.
  9. Each civilization has a 'Religious Intolerance' value that determines how much they might like you when you are Devout.
  10. 10.0 10.1 With Health.
Advertisement