

Religious pressure affects how powerful your religion is in any given province – strong religious pressure means more people praying your way, with subsequent bonuses to public order (usually ranging from -4 to +4 total, though certain edicts modify that). For every religion in the game, I’ll give a rundown on its bonuses and the edicts it allows, a summary of what their temples offer, and where a barbarian horde might migrate to in order to pick up the religion (civilized and settled nations can change religions as well, but this usually requires a bit of high-level trickery that’s a bit beyond the scope of this guide).īefore we begin, a quick glossary of terms: Not in full games, that would be insane, but with a lot of saving and reloading and migrations – enough to get the information that you need to decide which religion is best for you. Unfortunately, all the game itself actually tells you is that you CAN convert – anything else requires either digging through the awful encyclopedia (and not actually finding out everything anyways), or playing through each and every religion to get the dirt.įortunately for you lot, I’ve gone and done the latter.
Not only does religion affect your public order and which countries like you marginally more, each religion offers its own set of bonuses, edicts, and buildings that can very seriously affect your gameplay and general strategies. Religion is one of the things that’s really very important in Attila, but which the game doesn’t go out of its way to explain the details of.
