Religion mostly works in the background in Old World, but if managed correctly it can be a powerful tool in your arsenal. Founding a religion is one of the few ways that you can influence another player's development, and it's important to know which faiths are present in each of your cities.
Related: Old World: Beginner Tips & Tricks
Keeping the priests happy will go a long way toward preventing unrest in your cities, and fostering one or more religions - even if they aren't yours - is a great way to speed up research and cultural development. Read on to find out everything you need to know about religion in Old World.
Every playable nation in Old World has its own version of Paganism, available very nearly from the start of the game. Once you've researched the Divination technology, you'll be able to build Shrines to the various gods of your Pantheon. Carthage starts with Divination already unlocked, and so can build Shrines right from the beginning of the campaign.
The first city to contain a Shrine becomes the Holy City for your empire's Pagan faith. The religion will passively spread from there along your trade network, with a set chance each turn to appear in a city connected to the Holy City. Paganism will also appear in any other city that builds a Shrine, but it will not be a Holy City.
Holy Cities are easily identified, as the symbol of the associated Religion will have a unique triangle border there. The color of a Religion's symbol always matches that of the founding player.
Unlike World Religions, Paganism will not spread outside its founding empire's borders. Even if you conquer a city where a different version of Paganism is present, it will not spread beyond the walls.
Shrines provide bonuses based on the
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