Religion
General
All Territories under the Influence of a Foreign Religion have -10 Stability unless you pick the Irreligion Civic
Changing your State Religion will now add -20% to all FIMS during Reformation
Tenet Population requirements increased by 20% (Tier 1, 2 and 3) and 25% (Tier 4)
Most Tenets that provide flat yields from Religious Districts no longer do so
Tenets
Tier 0
Shamanism
+2 ⇒ +3 Faith on Administrative Centers
Tier 1
[Removed] Respect the Sea's Bounties
[New] Observe Fasts
[Removed] +5 Food on Harbor
[Removed] +2 Food on Religious District
[New] +1 Food on Dry Grass
[New] +3 Food on Holy Site on Religious Leader
Abstain from Intoxicants
[Removed] +2 Industry on Forest
[Removed] +2 Industry on Religious District
[New] +3 Industry on Holy Site on Religious Leader
+2 ⇒ +1 Industry on Woodland
Be Virtuous as Water
[New] Tenet only applies to Districts built on River
+2 ⇒ +4 Stability on River
Hunt the Infidels
[New] +3 Industry on Religious District per adjacent Holy Site
Reject Luxury
[Removed] +2 Money on Religious District
[New] +2 Money on Religious District per adjacent Luxury Resource
Seek Wisdom
[Removed] +2 Science on Religious District
[New] +2 Science on Religious District per adjacent Strategic Resource
Shelter the True Oracles
[Removed] +2 Influence on Religious District
[New] +2 Influence on Religious District per adjacent Holy Site
+2 ⇒ +1 Influence on Mountain
Smite Unbelievers
-1 ⇒ -10% Unit Upkeep on Unit
Tier 2
[Removed] Observe Fasts
[New] Respect the Sea's Bounties
[Removed] +2 Food on Religious District
+2 ⇒ +1 Food on Coastal Water
Bear Not False Witness
[Removed] +2 Science on Religious District
[New] +2 Science on Researcher
+5 ⇒ +2 Science on Research Quarter
Give Alms
[Removed] +2 Money on Religious District
Protect the Weak
[Removed] +2 Stability on Religious District
Undertake Pilgrimage
[Removed] +2 Influence on Religious District
Maximum number of Holy Sites: +1 ⇒ +2
Yield to None
[New] +5 Food on Religious District per adjacent Holy Site
Tier 3
Develop the Intellect
[Removed] +20 Science per Alliance on Empire
[Removed] +2 Science on Religious District
[New] +3 Science on Holy Site for each adjacent District or Exploitation
[New] +3 Influence on Holy Site for each adjacent District or Exploitation
Mandate Patronage
[Removed] +2 Money on Religious District
Proselytize Daily
[Removed] +2 Influence on Religious District
[New] +5 Stability on Commons Quarter
Purge Idleness
[Removed] +15 Industry on Main Plaza
[Removed] +2 Industry on Religious District
[New] +20 Industry on Holy Site
Show Not Mercy
[New] +5% Influence to Religious Leader for each War declared on them
Tier 4
Donate Generously
[Removed] +25 Money per Alliance on Empire
[Removed] +2 Money on Religious District
[New] +2 Money on Districts per 2 Faith generated
+3 ⇒ +1 Maximum number of Holy Sites
Raise Monuments
[Removed] +50 Science on Cultural Wonder
[Removed] +2 Science on Religious District
[New] +1 Science per Religious Follower on Religious Leader
Sustain the Faithful
[Removed] +20 Stability on Territories if Territories follow Foreign Religion
[Removed] +2 Stability on Religious District
[New] +5 Industry on Religious District
[New] +2 Influence on Religious District
Religion - Technology