Faith is one of the main statistics in Civilization VI. It represens a nation's power in matters of the immaterial and the spiritual world. Faith is used as a currency to fuel a civilization's religious pursuits, similar to how Gold is used as a currency for political functions and civilization upkeep. However, now that we have a whole victory type dedicated to Religion, Faith becomes as important as Gold, if not even more important.
Faith accumulates into a pool and is spent mostly on empire level, just like Gold, but unlike it there is nothing that spends faith automatically. The only exception is the founding of a Pantheon, which the game will prompt you to do automatically when you gather more than 25 Faith. After that the player must decide how to spend accumulated Faith in the best way possible.
Faith is primarily used in Religion and its activities. First, it can be used to buy a Pantheon, which requires 25 Faith. After you found a Religion, or after any of your cities with a Holy Site has been converted to a Religion, Faith can be used to purchase religious units there, including:
As with Gold purchases, the Faith price of successive units will rise (except for Warrior Monks, whose price is always 200 Faith). This is more important here, since there is no way to produce religious units. This means that, as the game progresses, you will have to necessarily spend more and more Faith for new units!
Other unit purchases
- Warrior Monks for 200 Faith. Note that they can only be purchased in a city following the religion with the 'Warrior monks' Belief!
- Nihang for 200 Faith. Note that they can only be Purchased if you are the Suzerain of Lahore City-state.
If the Religion your cities follow has certain Beliefs, you will also be able to purchase Tier 3 religious buildings, such as the Cathedral or the Mosque. But, under special circumstances, other buildings and units may also be purchased with Faith - look for the special descriptions of game items! Again, as with Gold, purchasing multiple buildings with Faith won't raise their price.
Governor Moksha's Divine Architect ability allows the city he's established in to purchase entire districts with Faith.
Faith can be used at all times to purchase Great People via Patronage, which makes it useful even to civilizations who didn't found a religion and are not interested in theological combat. Those will simply save up their Faith until the right moment, then spend it to patronize a Great People.
In the Heroes and Legends mode, dead Heroes may be 'recalled' (or resurected) using Faith. The amount of faith needed scales with Eras.
Faith primarily comes from Holy Site districts and their respective buildings, the Shrine (+2 Faith) and the Temple (+4 Faith). The Holy Site is one of the first Districts in the game, unlocking early in the Ancient Era, and thus is also one of the first sources of Faith for your nascent empire. Additionally, Holy Sites' Adjacency bonuses are relatively easy to activate and thus boost your early production; also each Specialist Citizen grants +2 Faith.
Religious city-states may grant up to +4 Faith in every Holy Site district (+2 Faith for each Shrine and Temple instead of base district in Rise and Fall), depending on the number of Envoys assigned to that particular city-state, plus an additional +2 Faith in the Capital.
With the Ethiopia Pack and the new Diplomatic Quarter, religious city-states may now grant up to +6 Faith in every Holy Site district (+1 Faith for each Shrine, +2 Faith for each Temple and +3 Faith for each Worship building), depending on the number of Envoys assigned to that particular city-state, plus an additional +1 Faith in the Capital.
Certain luxury resources grant Faith bonuses. These include:
There are several Policies which grant additional Faith boosts and income. These are:
- God King: +1 Faith in the Capital.
- Scripture: 100% Holy Site adjacency bonus.
- Simultaneum: +100% Faith yield from Holy Site district buildings. ( Extra Faith from buildings in Holy Sites: +50% if city Population is 15 or higher, +50% if district has at least +4 adjacency bonus.)
- Triangular Trade: +1 Faith from all Trade Routes.
- Raj: +2 additional Faith from all city-states you are Suzerain of.
Of these, God King is one of the very first Policy Cards unlocked (earned after developing the very first Civic, Code of Laws). It may be used to start producing Faith as early as Turn 10–15, if you have no other sources available.
- Dance of the Aurora: Holy Sites gain +1 bonus Faith for each adjacent Tundra tile.
- Desert Folklore: Holy Sites gain +1 bonus Faith for each adjacent Desert tile.
- Sacred Path: Holy Sites gain +1 bonus Faith for each adjacent Rainforest tile.
- Stone Circles: +2 Faith from Quarries.
- Religious Idols: +2 Faith from Mines over Luxury and Bonus resources.
- Earth Goddess: +1 Faith from tiles with Charming and Breathtaking ( only Breathtaking) Appeal.
- Initiation Rites: +50 Faith for each Barbarian Outpost cleared.
- God of War: Bonus Faith equal to 50% of the Combat Strength of each combat unit killed within 8 tiles of a Holy Site district.
- Goddess of the Harvest: Harvesting a resource grants Faith equal to the quantity of the resource's yield.
- Lay Ministry: Each Holy Site in cities following this religion receive an additional +1 Faith
- Pilgrimage: +2 Faith for every city following this religion in other civilizations
- Divine Inspiration: All Wonders provide +4 Faith
Even more important than the Beliefs listed above are the Worship Beliefs, which unlock the special class Worship Building. These can be built as level 3 buildings in your Holy Site districts for large amounts of Faith, as well as other bonuses. However, these buildings usually become available later in the game, as you establish and develop your Religion and enhance your cities and Holy Sites. The various different Worship Building Faith bonuses are as follows:
- Cathedral: +3 Faith
- Dar-e Mehr: +3 Faith, +1 additional Faith for each era since constructed or last repaired
- Gurdwara: +3 Faith
- Meeting House: +3 Faith
- Mosque: +3 Faith
- Pagoda: +3 Faith
- Stupa: +3 Faith
- Synagogue: +5 Faith
- Wat: +3 Faith
- Angkor Wat: +2 Faith
- Casa de Contratación (): +15% Faith for cities not on your home continent
- Great Bath (): +1 Faith to each Floodplain tile in the city every time Flood damage is mitigated
- Hagia Sophia: +4 Faith
- Jebel Barkal: +4 Faith to every City Center within 6 tiles.
- Kotoku-in (): +20% Faith in this city.
- Mahabodhi Temple: +4 Faith
- Meenakshi Temple (): +3 Faith
- Mont St. Michel: +2 Faith
- Oracle: +1 Faith
- Potala Palace: +3 Faith
- Stonehenge: +2 Faith
- University of Sankore (): +1 Faith, +1 Faith from domestic Trade Routes to this city.
Faith can also be obtained through natural wonders:
- Crater Lake: +4 Faith
- Dead Sea: +2 Faith
- Delicate Arch (): +2 Faith to adjacent tiles
- Mato Tipila (): +1 Faith yield to all adjacent tiles
- Mount Everest: +1 Faith yield to all adjacent tiles
- Mount Roraima (): +1 Faith yield to all adjacent tiles
- Ubsunur Hollow (): +2 Faith
- Uluru: +2 Faith yield to all adjacent tiles
- The unique tile improvement of the Armagh city-state, the Monastery, provides +2 Faith and, as of Gathering Storm, an additional point for every 2 adjacent districts.
- The unique building of Arabia, the Madrasa, grants bonus Faith equal to the Science adjacency bonus of its Campus district.
- The unique building of the Aztecs, the Tlachtli, grants +2 Faith.
- The unique building of Georgia, the Tsikhe, grants +3 Faith (+4 Faith in Gathering Storm).
- The unique tile improvement of Egypt, the Sphinx, grants +1 Faith; +2 Faith if adjacent to a Wonder.
- The unique tile improvement of India, the Stepwell, grants +1 Faith if adjacent to a Holy Site and +1 Faith with Feudalism.
- The unique tile improvement of Scythia, the Kurgan, grants +1 Faith and +1 Faith for each adjacent Pasture.
- The unique tile improvement of Spain, the Mission, grants +2 Faith; +2 Faith if built on a different continent than your Capital.
- The unique tile improvement of Ethiopia, the Rock-Hewn Church, grants +1 Faith and +1 extra Faith for every adjacent Hills or Mountains tiles.
- Treasure Fleet, the civ ability of Spain, grants +2 Faith to Trade Routes, which is tripled if they travel between continents.
- Grand Barays, the civ ability of the Khmer, grants them +1 Faith for each point of Population in cities with an Aqueduct. It also grants Farms +1 Faith from adjacent Holy Sites.
- Songs of the Jeli, the civ ability of Mali, grants them +1 Faith for every Desert or Desert Hills tile adjacent to the City Center.
- Aksumite Legacy, the civ ability of Ethiopia, grants them +1 Faith for each copy of improved resources the city owns and Trade Routes receive 0.5 Faith for each resource in the starting city.
- Satyagraha, the leader ability of Gandhi, grants him +5 Faith for each civilization he has met that has founded a religion and that is not at war.
- Righteousness of the Faith, the leader ability of Saladin, grants him +10% bonus Faith output in cities with worship buildings.
- Lithuanian Union, the leader ability of Jadwiga, grants her +2 Faith from each Relic and grants Holy Sites an additional 0.5 Faith adjacency bonus from other districts.
- Exalted Goddess of the Three Worlds, the leader ability of Gitarja, grants her +2 Faith from City Centers adjacent to Coast or Lake tiles.
- Glory of the World, Kingdom and Faith, the leader ability of Tamar, grants her bonus Faith equal to 50% of the Combat Strength of defeated enemy units.
- The unique unit of Lahore, the Nihang, has the Trehsool Mukh promotion, which, when defeating an enemy, grants Faith equal to 50% of the defeated unit's combat strength.
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
|Civilization VI Statistics |
|Added in the Gathering Storm expansion pack.|