Civ 5 Brave New World Reformation Beliefs |
Belief Name | Game Description | Tips and Strategies |
Charitable Missions | Influence Boosts from Gold Gifts to City-States increased by 30%. | This is a very handy belief if you will be going for a Diplomatic Victory, as you need to spend Gold to occasionally raise your influence level with a CS to keep them an Ally. |
Evangelism | Missionaries' Spread Religion ability erodes existing pressure from other Religions. | This makes Spread Religion significantly stronger, making them more in line with a Great Prophet in terms of power - ultimately, it will let you do more Conversions with the one action while also making your Religion's future pressure more effective by wiping some of their past progress in buliding up their own. |
Heathen Conversion | Missionaries Convert adjacent Barbarian Units to this Civilization's Control | Merely standing next to a Barbarian will make them join your side - incredibly powerful with Raging Barbarians. You can then keep the units to defend your land or sell them for some quick Gold. |
Jesuit Education | May build Universities, Public Schools, and Research Labs with Faith. | This is quite powerful when you know just how cheap these buildings are with Faith - you could easily spend 1k Gold on some, but these ALL can be bought for a mere 200 Faith with this Belief - a great way to boost Science late-game while playing with a Religious Civilization. |
Religious Fervor | Use Faith to Purchase Industrial and later Land Units | All units cost about double in Faith what they do in Hammers, and this is a significant reduction compared to gold (about 5x Hammer value). You'll still spend 300 Faith for a Musketman, but this can be incredibly potent given you may be able to buy a new unit every 4-5 turns with high Faith production. |
Sacred Sites | All buildings purchased with Faith provide +2 Tourism each. | Pagodas, Mosques, etc. will all give +2 Tourism, significant if you seek a Cultural Victory. |
To the Glory of God | Use Faith to purchase any type of Great Person starting in the Industrial Era | This merely lets you pick up Great People from Social Policy trees that you haven't unlocked - so you can buy Great Generals if you have not max'd the Honor tree, or Engineers from Tradition. |
Underground Sect | Your Spies exert Religious Pressure to the Cities they Occupy. | You will not see the Pressure, but if you use the Spy along with a Trade Route that exerts Pressure, and the City doesn't have followers of another Religion, it will help. The problem is how slowly Citizens are converted when they follow another Religion. The amount of Pressure seems to be that of what a single City would Produce, so is not much. Several Spies in the same area can help, so long as there are other outside sources of Pressure. |
Unity of the Prophets | Inquisitors and Prophets reduce this religious presence by half instead of eliminating it. | This gives your Religion some passive defense - so where it's spread in other Civs, they will have a harder time eliminating it. Great Prophets will also have a harder time coming along and fully converting your Cities, giving them a faster natural recovery. |