In Humankind, religion is represented by a system designed to reflect its complex movements through time. Religion can be a way for players to rule harshly, soothe their population, spark wars, or kindle friendships.
At the start of the game each Empire follows the same Religion: Animism. When an Empire has a City that reaches a fixed threshold of Population(including Units ) it will then be able to create its own Religion. This can also be triggered when a player’s Territory is converted by a Religion that is not Animist.
Each Territory follows a specific Religion, but it can be converted to a new Religion based on the Faith produced for this Religion in the Territory itself and in other Territories. A Religion’s Faith production counts less towards its Religion’s impact on other Territories the further it must travel, and Faith cannot travel across Territories that follow a different Religion.
If a Religion’s impact on a Territory remains significantly higher, for a set number of turns, than that of the Territory’s current religion, then the Territory will convert to this new Religion. Players are informed when the Territory starts being converted, so you’ll have time to respond either militarily or by producing more Faith.
Followers are the inhabitants of a City that follow a specific Religion. Since multiple Territories can be attached to a City, and since each Territory can follow its own Religion, a given City can house Followers of multiple different Religions at the same time. The percentage of a City’s Population that are Followers of any given Religion is equal to the percentage of the City’s Territories that follow this Religion.
The first Religion a player creates automatically becomes their State Religion. They also gain the ability to change their State Religion to any Religion that is present in at least one of their Territories. Doing so will trigger a Reformation which lasts five turns and applies the following status modifiers:
Once the Reformation is over, Territories your Empire controls will begin producing Faith for your new State Religion, regardless of what Religion they currently follow. Any Holy Sites in your Empire will begin producing Faith for the new Religion too, on top of their production for other Religions.
Players can change the name of their Religion. However, using the default name is required for specific Events to trigger.
Tenets are representations of the principles and commandments of a Religion that players can unlock when their Religion has enough Followers. Each Tenet has a specific effect that reflects its inspiration. For instance, a Tenet encouraging the tithing of the rich would give a +1 Gold per Follower to the players adopting it. Tenets are spread into tiers, the last of which contains stronger but fewer Tenets than the first. Like Tenets, new tiers are reached when a player has accumulated enough Followers.
Holy Sites are specific Districts that increase the Faith of their affiliated Religion(s) in the Territory they are erected. They are built in the same way as Cultural Wonders some of which are Holy Sites themselves. If one of those Cultural Wonders is constructed by an Empire with a State Religion, then it becomes one of its Holy Sites. This enables Empires with the same State Religion to gain traction in their Religion and challenge the Religious Leader.
When multiple Empires follow the same Religion, only one chooses which Tenets it will select. This Empire is the Religious Leader, and it is also the only one that gets to build new Holy Sites.
The Religious Leader is always the Empire with the Religion as State Religion that controls the majority of its Holy Sites. Consequently, the creator of a new Religion is its de facto leader.
After selecting the corresponding Civic, an Empire can adopt Secularity. It cannot have a State Religion anymore, and while its Territories can still be converted to other Religions, it cannot be targeted by any kind of Religious Grievances. In exchange, Secular States are not allowed to pick new Tenets and the previously enacted ones are removed.
When a Revolution occurs, a Secular State’s Religion reverts to Animism.
Like Secularity, Atheism can be reached through Civics. An Atheist Empire makes Religion illegal. They can still be target of Religious Grievances, as the goal of an Atheist Empire is to remove religion from power altogether.
Atheism does not have tiers (it cannot gain Tenets), it does not build Holy Sites, and does not generate Faith from Holy Sites. It does, however, still benefit from their economic bonuses based on world-wide Followers of the Holy Site’s affiliated Religions.
The Atheism Religion produces Faith in all Territories that are owned by an Empire with Atheism as its State Religion: the amount of Faith produced in each Territory is equal to the amount of Influence that this Territory is producing.
Atheism can die out entirely like any other Religion if no Territories follow it anymore (see below). Unlike other Religions though, Atheism can be reborn if one Empire re-enacts the related Civic.
A Religion entirely disappears if both of the following conditions are met:
A Religion that has died out has all its Faith outputs nullified. It cannot reappear, as nobody can re-select it as a State Religion.