Faith is very much a personal affair, but for the leader who can harness the religious sentiment in their Empire, religions offer a powerful tool of control. In Humankind, that control comes in the form of Tenets, religious commandmants that can shape the direction of a whole Empire--or even Empires. Remember, only the Religious Leader can choose any given Religion's Tenets!
+6 Faith on Main Plaza
+2 Faith on Main Plaza
+2 Faith on Administrative Center
+10 War Support increased when winning a Battle on Relations
+10 War Support when opponent retreats from Battle on Relations
+1 Maximum number of Holy Sites
+2 Stability on River
+2 Stability on Religious District
+1 Maximum number of Holy Sites
+5 Money on Luxury Resource Deposit
+2 Money on Religious District
+1 Maximum number of Holy Sites
+25 Experience on creating Units on all Cities
-1 Unit Upkeep on Unit
+1 Maximum number of Holy Sites
+2 Industry on Forest
+2 Industry on Woodland
+2 Industry on Religious District
+1 Maximum number of Holy Sites
+2 Influence on Mountain
+2 Influence on Religious District
+1 Maximum number of Holy Sites
+2 Food on Coastal Water
+2 Food on Lake
+2 Food on Religious District
+1 Maximum number of Holy Sites
+5 Science on Strategic Resource Deposit
+2 Science on Religious District
+1 Maximum number of Holy Sites
+5 Food on Harbor
+2 Food on Religious District
+1 Maximum number of Holy Sites
+5 Science on Research Quarter
+2 Science on Religious District
+1 Maximum number of Holy Sites
+5 Stability on Garrison
+1 Combat Strength in combat for Units in or adjacent to the District on Garrison
+2 Stability on Religious District
+1 Maximum number of Holy Sites
+5 Money on Market Quarter
+2 Money on Religious District
+1 Maximum number of Holy Sites
+2 Influence on Religious District
-25% Cost of enacting Civic on Empire
-25% Cost of canceling Civic on Empire
+1 Maximum number of Holy Sites
+10 War Support on Grievance trigger on Relations
+1 Maximum number of Holy Sites
+10 War Support when opponent refuses your Demand on Relations
+10 War Support when opponent breaks a Treaty on Relations
+1 Maximum number of Holy Sites
+15 Industry on Main Plaza
+2 Industry on Religious District
+1 Maximum number of Holy Sites
+2 Money per number of Trade Routes on City or Outpost
+2 Money on Religious District
+1 Maximum number of Holy Sites
+2 Influence on Commons Quarter
+2 Influence on Religious District
+1 Maximum number of Holy Sites
+1 Land Movement Speed on Unit
+1 Naval Movement Speed on Unit
+1 Maximum number of Holy Sites
-10% on Unit Industry cost
+2 Science on Religious District
+20 Science per Alliance on Empire
+1 Maximum number of Holy Sites
+20 Stability on Territories if Territories following a Foreign Religion
+2 Stability on Religious District
+1 Maximum number of Holy Sites
+50 Science on Cultural Wonder
+2 Science on Religious District
+1 Maximum number of Holy Sites
+2 Combat Strength on Unit
+1 Maximum number of Holy Sites
+25 Money per Alliance on Empire
+2 Money on Religious District
+3 Maximum number of Holy Sites