Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Units bought will be representatives of the religion that the city had majority at the time of creation.
So theoretically, if every Holy Site in a players Civ is converted, and you don't have any religious units (Prophets or Rock Bands with the Religious Promotion count as Religious units in this context), then that religion is basically "dead"
If you are having trouble with Foreign religions converting your cities, You Can:
1) in GS mode you can "Ask for Promises", this cost diplomacy points and will generate grievences if they try spreading religion within a specific turn count (Im pretty sure you can also create a Emergency Meeting if a holy city is converted)
2) Launch a Inquisition, which will remove a small amount of foreign religion (100% for Spainsh) and allow creation of Iquisators, which are Religious Units specializing in purging outside religions
3) Partake in "Theological Combat", where its like normal combat, but only done by 1 religious unit attacking another. This can be done outside of wars, and if a unit is "killed" then the winning religion gets a boost in pressure. (Combat in territories that share your religion get a boost as a little "home field advantage")
4) Condem Religious units with your military units, you must be at war with the Civ that owns those units.
Basically though, to combat religion, Missionaries will be your "Combat" units (Charges affect strength too), while your Apostals will be your City converters.
Its a good idea to have a few missionaries either Chilling at home, or following Apostls to Foreign Holy Cities, Let the Apostls Capture the city, and the missionaries defend it from re-converting back. If you are being "Attacked" by alot of Religous units, buy an Apostle to launch an Inquisition and make a comeback.
That statement leaves open the possibility that there are cities on the map that you don't control that do follow your religion. Get control of at least one of them, by conquest or loyalty, and you can use it as a base for restoring your religion more widely, as per above.
It is possible that reversion to your own religion might happen for you, passively and without the need to control these cities, if there are cities you don't own on your borders that have your religion. There is passive religious pressure created by the presence of the followers of all religions who happen to live in any given city. Using religious units to convert is quicker and more directly under your control, but cities will convert eventually if there is enough of this passive pressure om them for long enough. These foreign cites with your religion will be able to convert your cities back much more quickly insofar as your cities still have a lot of followers of your religion, even if, as you say, they no longer form the majority in any of your cities. Large minorities gives the passive pressure from these cities more to work with, so that they only have to flip a few citizens in your cities in order to get back to a majority.
You can use the religion lens to check out these possibilities in your case, but I can't promise that the above means of restoring your religion are at all probable. Practically speaking, you really have to do prevention, because a cure after the fact of losing your religion is unlikely, and largely out of your control. Kit Fulvas has described the means of prevention.
To step back a bit, the overall conclusion is that players should only put in the resources needed to get a religion if they intend to follow through and keep putting in the resources needed to prevent it being lost. The costs of ongoing prevention have to be factored into the startup costs. There are always religious civs among your competitors, and they always make a play at converting your cities, fairly often a strong enough play that they succeed unless you have a preventive defense.
The startup cost is that you mostly have to build one or more holy sites early, and/or do holy site prayers if you are to be assured any religion at all, and more likely if you want to get desirable beliefs, which tend to be already taken unless you get your religion before the competition. Well, you have many other priorities in the early game, things you have to forego doing if you decide to pay the startup cost of a religion with good beliefs. You should only decide to pay those costs if you intend to make the beliefs you get an important part of your strategy. Otherwise, unless you're going for religious victory, there is no point in paying the startup costs and shortchanging other priorities. Getting a religion is completely optional -- aside from religious victory possibilities -- and useful only if you get and use useful beliefs.
The relevance to prevention is that insofar as you have beliefs that are useful, beliefs like Feed The World or Work Ethic, converting your own cities is going to be a priority from as soon as you get your religion. You get preventive defense as a by-product, because you spread your religion to as many of your cities as you can, as soon as you can.
If your empire has been religiously conquered you have another option, conquer your conqueror. That give you control of his/her religion now your religion.
There is one way to resurrect a dead religion, but it is complicated.
1) work through the Civics Tree until you unlock Rock Bands.
2) generate a Rock Band with the Religious Rock promotion (this converts a city based on your Founded religion, not the Dominant religion)
3) find a city (preferably near your borders) with a Holy Site and a spot to play a concert.
4) move your Rock Band and Armies into position to conquer that city quickly.
5) Go to war and weaken the city so you can capture it in 1 move, DO NOT Capture.
6) Play the concert and turn the city into one with your dead religion!
6a) Capture the city. (You want to complete 6 and 6a on the same turn if possible, to minimize the amount of time the AI has to convert it back.
7) Use saved up Faith to buy 2 Apostles in the new city. Use one to start an Inquisition, and the other to defend this city until you have others. (I probably should have told you to save up a bunch of Faith earlier on this list. my bad)
8) Spam a few Inquisitors and Missionaries and send them back into your Empire clean out the bad religion and replace it with yours. Keep this up until your faith is solidly established.
9) Congratulations you brought your Religion back from the dead! (there really ought to be an Achievement for this. It's a lot of fun to do once at least).
Only technically in control. You can't win a religious victory this way.
Actually, there is an achievement called Rock God for having your religion in no cities and converting one with a rock band.
Yeah, but that's just one city. Should be one for bringing it from Dead to Dominant.
In civ 6 is there any advantage?
Can I steal a religion?
Unless you found a religion, all you will get are the follower beliefs and the worship building of whatever religion is dominant in your city. You can never take over a religion, and if you spread a religion that is not yours and the founder of said religion is still in the game, you are only helping them win.