Since I might be one of the few players who appreciate the current religion system (still having PTSD from apostles fighting for 50 turns or not gaining that last prophet when you planned a religion game) I wanted to put together a mini-guide.
The first and most important thing to note is that religion in 7 is not a win condition and not a super-spreader-thingy. It is not about converting everything, a bottomless investment justified because it is a win condition, but something you have to take the opportunity cost / investment-return ratio into consideration.
Religion offers relics, which help advance the cultural victory, and bonus yields (or other boni), which are always nice. Even if you do not want to maximize your relic count, you might want to look into the other boni.
Gaining relics:
A good no fuss option for gaining relics is 2 per capital. Easy to do, and a solid 10+ relics. It synergies well with conquest (you can convert the new capital). City states will probably yield some more relics, but you have to go for them, before they are incorporated or killed. Wonders are also nice, depending on how many you plan on taking and if there is a very dominant player.
If you plan on investing into relics, go for their wonders as well. Rila Monastery is currently doable (even on Deity), and the gold per relic wonder is really nice to have and not very contested, even good if you just plan on converting some capitals.
With the right wonders, leaders, attributes and dedications, you can have very nice yields on relics. If you plan for a culture victory, go get them all ;)
Selecting yields/ boni
This is the more interesting part, because independent of your approach to relics, you can maximize your yields – and should consider the cost and timing of those yields. And this part is very different from religion in 6:
- No need to convert everything means, you want to get maximum yields with the least amount of missionaries (or a medium amount fitting your build).
- Hence, most of the +4 beliefs are inefficient. It doesn’t even matter if it is for your own or foreign settlements. They will be great if you convert a ton, but investment-return wise, they are very mediocre. Why? You have to spend too many charges for a meagre +4
- Charge-wise efficient and easy to hold are more focus beliefs: Great are the (3 (gold, culture, science)x4) per wonder and natural wonder tile (8x3) beliefs. An example: If you convert a capital with 4 wonders from antiquity (not counting new ones), you gain 3x4x4 = 12 culture + 12 science + 12 gold – with 1-2 charges. That is a way faster and better return of your investment than those +4. Furthermore, it is easy to check and you can (re)do it with a spy-action. The natural wonder belief is a bit more map dependent, but it can be great, if you plan on a quick return and not building missionaries the rest of the game.
- Next great options are per biome beliefs. I had a wonderful Amina game where I conquered the desert and plains, having many AI settlements in tropical. 1 converted settlement with 5-10 tiles yields up to 20 science.
- The influence +2 and +1 per settlement is not bad, but I prefer the other options.
Further boni (not so important):
- The naval and embarked movement belief is an interesting quality of life upgrade if you plan on going for distant lands.
- +1 charge is nice for a cultural victory, when you plan to use some missionaries.
- Trade conversion works often well with capital relics, but can be quite limited by your trade range.
- +1 war support might be useful.
- Extra slots can free up gold for temple purchases, however, temple-towns aren’t expensive and have 3 slots. But you will end up wasting the happiness on your relics.
- I forgot the others. This belief is mostly situational.
Policies: If you have cities (and you should have at least 1) – you should try to squeeze in Reformation. The two social policies are always (!) giving great yields, again way better than any super-spreading shenanigans. If you have 3+ cities, playing “tall”, they are a must have +15% and worth reconverting your cities. And you should be able to track your cities well.
Government: I haven’t looked much into governments. The relic-government is nice, if I remember correctly, the influence boost is based on your cities?
Crisis: If you end up with a religious crisis, I always enjoy the unity dogma: The extra charges help to convert your lands and every settlement you wanted to convert and the happiness penalty isn’t too bad.
Final comment: Just don’t waste your production and gold by playing religion like in civ 6. Even the additional beliefs for homelands and distant lands do not seem worth the whack-a-mole game of taking over the world. I sometimes feel the completionist urge myself, but give up once it gets too tedious. I am glad they changed how religion works and I hope for some tweaks in the future, but hopefully nothing like 6, that was just tedious and often frustrating.