Religious Revolts is one of the possible
Crises that can occur during the Exploration Age in Civilization VII and its expansions. Its theme centers on the religious upheavals of the Reformation era — a period marked by deep theological division, civil unrest, and violent conflict as nations struggled between enforcing religious unity and embracing pluralism.
Theme[]
The Revolts
Crisis centers around growing religious division within
Settlements.
Citizens become discontent when their Settlement adopts a religion different from the one originally founded by the player.
At the start of the Crisis, players must make a pivotal choice: either accept religious diversity or remain faithful to their founding religion, with both paths introducing penalties. Regardless of the choice, the Crisis will begin to lower
Happiness across all
Settlements, pushing them toward
Unrest if two conditions are met:
- The Settlement has negative
Happiness. - The Settlement follows a different religion than the founder's.
Each turn, up to four
Settlements can fall into
Unrest under these conditions. These Settlements will recover automatically once their
Happiness rises above zero or if they reconvert to the founding religion.
In short, there are two ways to prevent
Unrest during this
Crisis:
- Maintain positive
Happiness in each Settlement. - Ensure Settlements retain the founding religion.
Other civilizations will typically begin spreading their religions aggressively with Missionaries, making it difficult to reconvert lost Settlements. As such, maintaining high
Happiness is generally the most reliable strategy, especially since negative
Happiness carries its own penalties regardless of religion.
As the
Crisis progresses into later phases, the consequences escalate:
Settlements with negative
Happiness and a foreign religion will immediately enter a Revolt state instead of
Unrest, triggering the 10-turn countdown to potential loss. While a Settlement can recover from this state if
Happiness improves or the religion is corrected, the countdown does not reset. If either condition fails again, the revolt resumes with the remaining turns.
Crisis flow[]
| Phase 1 — | |
|---|---|
| Beyond this mortal realm lies another — so citizen of the world believe. Through prayer and rites, sacred books and holy places, they venerate the divine in their own ways, seeking guidance in this life and the next. These diverse practices enrich our society with inventive perspective; but disagreements between sects create deep rifts that threaten chaos. As conversations spiral into arguments, a decision faces the empire: to tolerate multiple religions or to unify under a single creed? | |
| All faiths must be accepted. | +1 |
| Unity is possible only under one dogma. | +1 |
| +8 | |
| -8 | |
| Phase 2 — | |
| Where customs and authority once fastened settlements together, now religious tensions tear them apart as private beliefs become public politics. The reins of power snap and no force, sacred or secular, can halt the discord that runs rampant. The world rages, and as angry hands reach for weapons, people seek support from abroad, finding community in shared beliefs rather than sacred customs. | |
| Continue the crisis | +1 |
| +4 | |
| +50% | |
| Phase 3 — | |
| The fires of Heaven have become fires on earth. Religious beliefs clash at home and abroad — missionaries spread their word by mouth, and soldiers by sword and musket. Civilizations crack and bleed as settlements exchange old banners for new in the name of the divine. In the midst of conflict, communities grow ever closer, clinging to one another as the storm peaks overhead. | |
| Continue the crisis | +2 |
| All Missionaries in your territory gain +1 | |
| When you convert a | |
| -4 | |
| The end — | |
| The dark clouds dissipate, and light illuminates the world once more. It shines on a changed landscape of new allegiances, of realignment both spiritual and political. The old religious rivalries have quieted as nations establish fresh authority, and leave heir neighbors to their own affairs. | |
| The Age of Exploration is ending. | Who will carry our legacy? |
Legacies[]
| Legacy Bonus | Requirement | Legacy point cost | Effect |
|---|---|---|---|
| Religous Tolerance | Have at least 3 unique religions in your empire. | 2 |
+4 |
| Westphalian Sovereignty | Have a |
2 |
+3 |
Strategy[]
|
Share your wisdom!
How do you use Religious Revolts? |
See also[]
| Civilization VII Crises [edit] | |
|---|---|
| Antiquity | |
| Exploration |
|
