
Civilization 6, a highly favored 4X strategy game, has been around for nearly a decade and continues to captivate gamers. If fortune smiles upon you, you might snag this timeless gem at an exceptional discount during sales. Therefore, it’s the perfect opportunity for newcomers to give it a spin. When delving into Civ 6, players will soon realize that managing various aspects of their nation is crucial. One such aspect is religion, which encompasses multiple beliefs that impact progress in numerous ways. Yet, determining the most effective one proves challenging. Let’s explore together.
Best religion beliefs available in Civilization 6
Founder
S Tier
- Tithe – it will grant you +3 gold for each city following this Religion. So, this is a great source of additional money.
A Tier
- World Church – great option when you want to achieve cultural victory. It will give you +1 Culture for every 4 followers of this religion.
- Pilgrimage – this belief will give you +2 faith for each city following this religion.
B Tier
- Cross-cultural Dialogue – it will give you +1 science for every 4 followers of this religion.
- Papal Primacy – when you send an Envoy to a City-State it adds 200 religious pressure to that city-state.
- Lay Ministry – each Holy Site or Theater Square district in a city following this religion provides +1 faith or +1 culture respectively.
C Tier
- Sacred Places – +2 science, culture, gold, and faith for each city following this religion that has a wonder.
- Stewardship – each campus or commercial hub district in a city following this religion provides +1 science or +1 gold respectively.
Followers
S Tier
- Choral Music – this belief grants additional culture point equal to faith output from shrines and temples. So, it’s a great choice when you want to achieve cultural victory.
- Feed The World – it causes that shrines and temples provide +3 food and +2 housing. This is perfect choice at the beginning of your adventure (especially when you are in a region where food is limited)
A Tier
- Work Ethic – this believes cause Holy Site Districts to provide additional production points.
- Reliquaries – in this case, Relics grant triple yield of tourism and faith.
B Tier
- Jesuit Education – it allows you to buy campus and theater square with faith points.
- Zen Meditation – cities with 2 specialty districts provide +1 Amenity
- Religious Community – international trade routes provide +2 gold to cities with holy sites and an additional +2 gold for every building in the holy site district.
- Divine Inspiration – wonders provide +4 faith.
C Tier
- Warrior Monks – allows spending Faith to train Warrior Monks and Culture Bomb when completing a Holy Site.
Enhancer
S Tier
- Holy Order – missionaries and apostles are 30% cheaper to purchase.
- Religious Colonization – cities start with this religion in place if founded by a player who has this as their majority religion.
A Tier
- Crusade – combat units gain +10 combat strength when they are near foreign cities that follow this religion.
- Missionary Zeal – religious units ignore movement costs of terrain and features.
B Tier
- Defender of the Faith – combat units gain +5 combat strength when they are near foreign cities that follow this religion.
- Holy Waters – increases healing of your religious units by +10 in holy site districts belonging to cities with your majority religion, or any adjacent tiles.
- Monastic Isolation – your religion’s pressure never drops due to losses in theological combat.
C Tier
- Itinerant Preachers – religion spreads to cities 30% further away.
- Scripture – religious spread from adjacent city pressure is 25% stronger. boosted to 50% once printing is researched.
Worship
S Tier
- Gurdwara – +3 faith, +2 food, +1 housing.
- Mosque – +3 faith, missionaries and apostles gain +1 spread religion.
A Tier
- Pagoda – +3 faith, +1 diplomatic favor per turn.
- Stupa – +3 faith, +1 amenity.
- Wat – +3 faith, +2 science.
B Tier
- Meeting House – +3 faith, +2 production.
- Synagogue – +5 faith.
C Tier
- Cathedral – +3 faith; 1 slot for religious art.
- Dar-e Mehr – +3 faith; +1 additional faith for each era since constructed or last repaired; cannot be pillaged by natural disasters.
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2025-09-10 19:03