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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, February 14, 2026

Crusader Kings 3 landless play or Paradox games are not always easy even when OP

Grok image for a bunch of medieval cats traveling, with boss cat wearing a big crown, and some knight cats etc.

Paradox games are really complicated, but once you get through all the complexity and know what are the right options and what to ignore, they're normally very easy. Experienced players sometimes do silly things like "Hisn Kayfa very hard no allies no loans" in EU4 to get some kind of a challenge.

But recently I had a chance to play a total noob game.

I had ridiculous amount of hours in CK2, and I played CK3 a bit, but it never managed to pull me in the way CK2 did. It did some things better, some things worse, UI and map were a huge downgrade, overall I just didn't care, and I have limited gaming time.

Even the long overdue map expansion to China and Japan weren't all that impressive, as there are already CK2 mods that do that, which I played a lot.

But at some point they released ability to play as a landless character, and I had to give it a go. Well, at soon as I found some time, which was about a year and many nerfs later.

Robin Hood

All my attempts were custom characters in the earliest start date.

My first try was going in basically blind. I created a custom Anglo-Saxon Catholic Robin Hood character, way over points limit, as I had no idea what I was doing so I thought I'd make it easy for myself.

As it turns out, going over point limit was absolutely unnecessary, but I'll get to it later.

You can choose your camp purpose, so I decided to be a bandit, and I was wandering around, doing contracts, earning some money, and it mostly felt like I've been getting absolutely nowhere. Years passed, and I was still having my tiny bandit band with shitty characters, modest amounts of gold, and very little prestige to show for it.

The only interesting thing I managed to do in all this time was getting a good wife. At first I wanted to use character finder to search for some unmarried woman with good traits and romance her. But CK3 character finder is just shit compared to CK2's. You can't filter by age range other than "adult vs not adult", so most of the matches were some automatically generated grandmas. You also can't filter or sort by distance. There's "diplomatic range" filter, but it seems to have nothing to do with romance scheme range. The game wouldn't let me start a scheme unless I was basically in the same county, and I'd need to stay close to it for a year.

I tried to do this anyway with all my landless characters - find some lowborn woman with good traits, move my camp nearby, and start a romance scheme. But this really isn't the way to go. Game doesn't generate that many unmarried women with good traits early, you probably don't have skills for romance scheme early, and it ties you to the same place for a year or two. It sort of works, but it just isn't great. And I had multiple targets just die on me to a random event bufore my schmeme completed. There's probably some events in the game to cull random landless AI characters to keep game performance acceptable, and my potential wives kept dying to it.

The easiest way to get decent wife as landless character is to just get "rescue a fair subject" contract (justiciar category), which is very easy, and then you can just ask that rescued woman (or presumably a man) to stay with you. This is what I ended up doing mostly.

You can also just visit all taverns, and they have decent chance of getting some kind of "seductress" character you can bribe with some booze to join your camp. The downside here is that they are often quite old (but you can still get them to join for traits).

You can absolutely do the romance scheme, or even elope with rulers' wives, after you get your skills and lifestyle perks a lot higher, which isn't that hard, it's just going to take time.

Anyway, as Robin Hood, I met some good traits wild woman by a random event, did a prowess check, and we ended up getting married.

Contract Types

There's a lot of contracts you can get but they belong in mainly there categories:

  • scheme contract - you and 5 of your agents start a scheme, which needs some time before you can roll dice if you win
  • transport contract - go to another province, get reward
  • skill check contract - go somewhere, do a skill check, if you win, you get a reward

There are so many problems with what I was doing:

First, most contracts are schemes contracts, so I was mainly taking them, and they are absolutely terrible this early. They take extremely long time, so I could only do a couple per year, and they can fail anyway.

Second, contracts have tiers, 1 (offered by counts and below), 2 (offered by dukes), and 3 (offered by kings and above). Rewards for tier 1 contracts are relatively poor, and you only get access to higher tiers if you have enough prestige. How to get prestige? By doing contracts. So if you're stuck doing tier 1 scheme contracts, you'll die of old age before you get access to good contracts.

Interestingly, rewards aren't even that bad by standards of a landed ruler - you can easily get higher income than a king by running a camp poorly and doing really bad tier 1 contracts. But costs are completely unreasonable. Recruiting a random mediocre character costs 100-150 gold. You can buy a whole county building for less. It's baffling that they didn't scale both income and expenses by 5x or 10x less to get them more in line with the rest of the game.

What you want is to do as many contracts as you can, and who cares if you fail. Skill check contracts are best for it, as they are super fast. You probably don't have great traits at this point, and you don't have great agents, but failing a few contracts doesn't really matter.

The next best are transport contracts. You just need to go to some different county, and free money and prestige. The main downside is that you don't know where you're supposed to travel until after you accept the contract, and reward has no relation with distance, so sometimes it's too far and not worth it. But a few times I had travel contract to "travel" to the very place I already was at (but contract giver wasn't). Free gold for 0 days.

I'll get to correct meta later, but at this point I had no idea.

Benjamin Shapiro and the Medieval healthcare system

I ended the Robin Hood playthrough early, and I checked some youtube videos and reddit guides. There are problems with checking what people say, and I'll get to it. But I was getting nowhere, and being a bandit had big downsides if you want to become landed later, so I thought I might as well restart and do things properly.

I wanted to try another meme character, so I made an Ashkenazi Rabbinic Genius character, starting in Venice, and tried scholars camp purpose. I thought I'd be spreading some Judaism maybe.

Anyway, Ben got Consumption before even reaching his first contract. As an established ruler it doesn't matter too much except for some lower health, but as a landless adventurer, it prevents you from visiting any settlements, gathering provisions, and doing basically anything else to make progress.

I was waiting for it to pass or something, but it didn't for years, so I eventually just gave up. I guess God didn't want me to play Ben Shapiro just yet.

This is a pretty shit game design. There's probably some ways to deal with consumption and other diseases, but if it happens so early, you might just as well restart.

Also Ben Shapiro losing to bad healthcare system, the irony.

Marco Polo

OK, so another start. Catholic Italian Marco Polo in Venice, the goal is to travel to China and come back.

At this point I was actually getting the meta a bit. I was avoiding slow scheme contracts, taking skill check contracts, and transport contracts, and I was slowly moving towards China.

I got annoyingy cancelled by the Abbasid Caliph for no reason, which meant I wouldn't be able to get any contracts there. I'm not sure if there are any downsides of just passing through, but either way I turned North towards Central Asia.

I was slowly meandering towards China, and I took a skill check contract to kill some bandit. I had quite high 26 prowess at this point, so I just went for the fastest option to duel him, and then I suddenly died, and got a game over. Well, that wasn't expected at all. My opponent also had a fairly high 24 prowess, and somehow the RNG favored him.

Duels are one of the CK3 features I really dislike. They depend on prowess and traits of both characters and some RNG, which is fine, but the game won't tell you "you have % chance to win / lose / die" like it does with almost all other events. You need to alt tab to google sheets to get that information. If consequences of not knowing was some minor prestige reward then whatever, but this is literally life or death situation for the campaign, and it should not be obscured this way.

Of course in the future I'd know to only select this option if I had way higher prowess, and otherwise take one of the other options.

Contract meta

Anyway, here's the landless contract meta as I eventually figured it out:

The most important thing is to stack all travel speed modifiers - from lifestyle traits, camp upgrades, and good camp officers. Then get some travel safety modifiers. They're not as important as speed, as you can avoid dangerous places. There's customize route option, and you should absolutely take it - it can make your travel faster (default planner really hates taking sea ways even when they're a lot faster), and safer (by going around dangerous areas). Eventually you'll need custom routes to hit "points of interest" too, I'll get to that.

Then as you're upgrading travel speed, just take all the travel contracts you can. If they're really inconvenient, you can keep them open for very long time, they don't seem to expire for years, and they don't cost much when cancelled.

With all the speed upgrades you'll be moving really quickly and collecting rewards all the time.

Whenever there's no good contract available, first ask town crier for more contracts. Especially transport contracts are great. If town crier doesn't have transport contract as an option, you can either pick some other category, or go to another town and reroll (there's a timer until you can ask again, so don't ask if you don't want to take any contracts). I'm not completely sure which other contract types for town crier to pick. Justiciar and stewardship tend to have some quick skill checks, diplomatic and intrigue tend to be slow schemes.

Criminal contracts are a bit of an all or nothing thing. You can do them and get a lot of very good rewards, but you lock yourself out of many decisions like buying land, at least until you clear your reputation. So either go all in, or don't do them at all. Doing them only sometimes is probably the worst option.

Stacking travel modifiers is useful for all other contract types as well, not just travel contracts. You'll get more high tire contracts of all kinds, you'll get more points of interest, and you'll be able to just get where you want to be a lot faster, and with a lot fewer bad events on the way.

And if you don't see contracts you like, just keep on moving. Between town crier and just moving on, you will find many good high tier contracts eventually (if your prestige is high enough for higher tiers).

Once you get enough prestige and unlock tier 3 contracts, you should go somewhere where there's a lot of king tier rulers close together like India. Many parts of the map (like Europe and the Middle East) have only very few big king/emperor tier rulers, and a lot of vassal and independent counts and dukes, who are somewhat lot less profitable. But that's not something to worry about early game, and even tier 2 contracts are mostly fine.

For skill check contracts, just pay to hire any good characters. You can use Scout for Talent travel option to get more events for them cheaply, and you can hire some for settlements (but they're more expensive). Don't worry if you fail (other than literally dying or getting wounded) if all it costs you is some prestige and opinion. Just keep traveling super fast and doing more contracts. If someone's bad at everything, don't bother hiring them.

For scheme contracts, they're not normally worth it as they take too long. However, there are multiple upgrades (lifestyle traits and camp upgrades) that let you do them faster. Unfortunately each such upgrade only applies to a specific kind of a scheme. Once you gathered a lot of good characters, and some faster scheme upgrades, these contracts get pretty good. In any case, go for as fast as possible option, don't spend twice the time to go from 80% to 100%.

Benjamin Shapiro the second

I could have reloaded Marco Polo autosave, but now that I finally figured out how to play, I wanted to give Ben Shapiro another go.

This was a start under 400 point limit, and it really didn't matter. If you visit every tavern and every training grounds on the way, you'll get insane skills in no time. I was the highest skilled character in the game less than 10 years in, and that includes Alfred the Great of Wessex, which the game sets up with insane starting skills.

It's especially easy to get ridiculous amount of prowess, by buying weapons and armor (I got +8 and +5, but there are better) at any random town market, prowess training at any castle training grounds (+6 before the option stops appearing), and blademaster training (+12 total, it starts showing up after flat prowess bonus ends). I started with very low prowess intellectual character, and had 55 prowess in less than twenty years, probably higher than anyone in the world, without even really trying to focus on that. Other stats increased a lot too, but somehow not quick as fast as prowess.

Somehow I managed to get over -100% stress gain, so all the events where I'd be getting stress were giving me 0 stress. I guess facts didn't care about my feelings.

You can farm prestige by doing a lot of contracts quickly, basically via travel speed.

You can farm piety by visiting every church on the way and doing tiny donation, at stupidly good exchange rates.

Sometime during this playthrough I discovered that you can visit "points of interest" to get rewards, especially lifestyle points. The UI for it is atrociously poor, but this lets you unlock all perks pretty quickly. This isn't infinitely farmable, as you only get a reward the first time for each point of interest, and it really encourages you to travel all over the map instead of staying in one area.

You can get some more traits and skills from university visits and pilgrimages too - similar to what a ruler would have access to, but a lot cheaper.

I suspect there are ways to improve other traits even further, as I've seen some screenshots with well over 300 skill sum total characters, my Ben Shapiro has "only" 175 total and 23 lifestyle perks), unless that got nerfed somehow.

But since this was already going so great I decided to look for options to get some land.

Getting landed and the nerfs

There are many ways to get landed. The boring one is to inherit something, but that only applies if you're a former ruler who temporarily lose their title, and managed to murder scheme his way back to the throne. Or if you managed to marry some royal in line of succession. It doesn't really apply here if we want to play a custom character.

You can buy land. Becoming a count is cheap, and it's not too hard to convince a king or a duke somewhere to sell you some. There are also events where you can get a county as a reward for joining someone's war. But who wants to be just a mere count?

Buying a duchy is a lot more expensive (2600 gold instead of 400 from what I've seen), and kings take a lot more convincing, but it's nothing too excessive.

You can convert your adventurer camp into a nomad camp, and seize some pastureland county somewhere, then continue horde gameplay.

There are also some ways to buy estates in administrative state, but I have no idea how that works exactly.

But what I really wanted is to conquer something. I've seen some video guide of people getting ridiculous armies as adventurers super easily - which cost nothing except provisions to run.

So I tried to hire some men at arms, and join some wars. But wait a moment, why am I not getting results anything close to what those youtubers were getting? My soldier count is tiny, they can barely fights, can't siege, and even if I win, rewards are miserably low?

Let's check 1.13.2 patch notes:

Reduced knight limit from Roaring Campfire significantly.

Removed the MAA max size modifiers from excellent aptitude camp officers.

Reduced adventurer government knight limit by 8 (10 -> 2)

Reduced the “Max MAA regiment limit” that you could get from your adventurer camp by 4 (across multiple buildings).

Reduced the “Max MAA regiment size” that you could get from your adventurer camp by 5 (across multiple buildings).

Reduced the individual MAA max size modifiers from the Baggage Train camp building by 2 (3 -> 1).

Added an upper limit to gold reward from the “Stand with Us” contract of 1 yearly income of the employer and their current gold.

All together that's like a 80%-ish nerf to amount of soldiers you can have, and much lower rewards on top of it.

This really surprised me. They didn't really nerf travel speed, skill gain, lifestyle points gain, but they applied heavy nerf hammer to transitioning out of landless adventurer back into landed.

Actually they also reduced gold, prestige, and provisions rewards a bit:

General contract gold rewards decreased by about ~30%

Travel contract gold rewards decreased by about ~25%

Crime contract gold rewards decreased by about ~16%

etc.

But this isn't anywhere close to the massive nerf hammer MAAs got, as you can just do more contracts by travel speed.

DLC Nerf Cycle

This isn't the first time it happened. Paradox often releases a DLC, it's stupidly OP, everyone has some fun, and then the next patch they nerf it into the ground. Usually it's some some specific feature getting nerfs, not whole way of playing.

The closest similar case I can think of were CK2 Republics, which were completely broken OP on release, then two months later they nerfed them with trade post limit, demense size nerfs, removing best plots etc.

I'm not saying nerfs are wrong, but they nerfed a very specific part of adventurer gameplay (being a mercenary and getting land), and not really other things (fast travel, max skills, easy provisions, gold, prestige, piety, and lifestyle points), and they made all the old guides break.

Guides and meta

And it brings me to the last point. I'm still playing this basically blind. All the guides and videos were created back when the feature was released. As far as I can tell, nobody bothered to release new ones post-nerfs, and the game doesn't really tell you anything. Paradox games never do.

What I'm saying here isn't even any meta, I only played it a few times, figured out what still works and what doesn't anymore, but I'm sure I missed a lot too.

Men at arms cost provisions per province moved, and since the meta build is all about stacking up travel speed, this amounts to very high provision cost per year. Apparently there are ways to stack provision cost to -100%, then it doesn't apply, but there still doesn't seem to be much point in having a small army as landless. They're just a cost center without any benefit. Go big or skip the army.

I suspect the right call is to save a lot of money (like 10k+), then only hire man at arms last minute before going landed, after you have all your camp upgrades for a bigger army already built. If rewards from joining wars got nerfed so hard, there's no point joining wars while adventuring.

One thing that seem especially nerfed is getting the Conqueror trait, to move from landless to conquering spree. It requires having a huge army and winning a lot of wars, which used to be pretty easy pre-nerfs. After nerfs, it probably needs alt tabbing to google sheets.

Monday, September 08, 2025

Empire Total War Campaign difficulty levels explained

image generated by Grok 3 AI

This isn't explained anywhere else online, so here goes.

The data is based on data files from the latest patch. All of it comes from campaign_difficulty_handicap_effects_tables db table, so mods can adjust it.

Player Bonuses and Penalties

Difficulty levels rely mostly on buffing AI, so player penalties on hard and very hard are fairly small, and bonuses on easy aren't that big either.

BonusEasyNormalHardVery Hard
clamour for reform all classes-1
cost - buildings - all-10%
cost - recruitment - land-30%-25%-10%
cost - town watch-10%+15%+30%
cost - upkeep - land-20%-15%
cost - upkeep - naval-30%-15%
counterspying+2
max population+10%
max repression - government type+1
personal security+2
research rate+15%-5%-12%

AI Bonuses and Penalties

AI bonuses on the other hand are very extensive.

BonusEasyNormalHardVery Hard
agent cap - eastern scholar+1+2+2
agent cap - gentleman+1+2+2
agent cap - missionary+1+2+2
cost - buildings - farms-8%-20%-30%
cost - buildings - happiness-8%-20%-30%
cost - buildings - industry-8%-20%-30%
cost - buildings - mines-8%-20%-30%
cost - buildings - plantations-8%-20%-30%
cost - recruitment - land-10%-20%-30%
cost - recruitment - naval-8%-15%-23%
cost - town watch-20%-50%-90%
cost - upkeep - land-30%-40%-50%
cost - upkeep - naval-25%-40%-50%
counterspying+1+2
GDP+10%+20%+40%
max population+10%
max repression - characters+1+2+3
movement points+10+15+20
personal security-1+1+2
recruitment cap - land+1+3
recruitment cap - naval+1+4
research rate+10%+35%+50%

Diplomacy

Diplomacy is definitely affected by campaign difficulty, but the logic is hardcoded, and not exposed anywhere. On harder difficulties AI has a massive and very obvious anti-player bias.

What is not affected by difficulty

And that's all. A lot of things difficulty affects in other games (including other Total War games) are not affected by difficulty level. This means all of these are the same regardless of difficulty levels:

  • starting armies
  • starting buildings
  • starting research
  • starting diplomacy
  • starting income
  • fixed income per turn

How to overcome difficulty bonuses

Campaign difficulty modifies just a few areas, and in each of them, there are very strong counters available.

Research rate - AI on very hard has +50% while the player gets -12%. However AI typically only has 1 school, while you should build 4-6. If you have enough patience, you can also trade techs, something AI doesn't seem to do much. You will outtech all AIs with ease. AI's extra diplomats and scholars also come nowhere near matching the advantage you have by just having a few more schools.

For diplomacy bias, giving away military access to everyone on the map (at least everyone you border, plus countries like Britain and France who love to drop surprise naval invasions on you) really tones AI aggressiveness down to more reasonable level.

AI gets a lot of different bonuses which are basically money cheats. The best way around it is by being better at economy game. If you can, spam trade ships. And never have a big expensive army just sit there doing nothing, something that AIs routinely do. Your main army should go on an offensive. If you need long term garrison, just recruit some cheap crap instead, or units with garrison bonus.

You can also use AI bonus cheat against itself. Especially all the one province minors have nothing to spend their money on, so they upgrade all their buildings as soon as possible. And then you can conquer them. A maximally cheesy version of this strategy is to sell AI minors farm and industry techs they need to unlock the upgrades, and maybe even sell them your worst provinces that need a lot of money to turn around. Then conquer them once they're fully upgraded, and all you'll need to pay is the repair bill.

AI gets some happiness bonuses you don't, but it doesn't really affect you, as you're not trying to out-happiness the AI. You should definitely get better at happiness game, which for absolute monarchies means stacking your cabinet with ministers with as many lower class happiness bonuses as you can. But you should do so regardless of how happy AI provinces are.

AI's extra movement points can take you by surprise - sometimes enemy army is just barely out of your reach, so you think they can't reach you either, then you get surprise attacked when you press end turn. As long as you're aware of it, it isn't usually a big deal. And AI movement cheats have nothing on daisy chaining ships to transport your stacks from one end of the theater to the other in one turn.

And this just leaves AI's huge +3 recruitment cap bonus on very hard (+1 on hard it's no big deal). It can outspam your units with ease. The trick is that while recruiting new units is capped, replenishment is unlimited and just costs money and two turns. So if you have a lot of badly battered units after a big battle, as long as none of them got wiped out, you can get your whole stack back really quickly - something that wasn't possible in earlier Total War games.

Another useful trick is just recruiting a lot of new units in far away lands, and using ship daisy chaining to transport them to where you need them to be.

Naval recruitment cap is technically even bigger, but AI doesn't really spam ships anyway.

Autoresolve

Empire's autoresolve is a black box. There are some difficulty-related settings in campaign_variables_tables, but what they do exactly is anyone's guess:

  • autoresolve_easy_campaign_AI_percent_reduction - 0.05
  • autoresolve_easy_difficulty_human_advantage - 0.1
  • (no settings for normal)
  • autoresolve_hard_campaign_AI_percent_increase - 0.2
  • autoresolve_hard_difficulty_AI_advantage - 0.08
  • autoresolve_very_hard_campaign_AI_percent_increase - 0.35
  • autoresolve_very_hard_difficulty_AI_advantage - 0.2

As far as I can tell, autoresolve bonuses are controlled by battle difficulty, not campaign difficulty.

You can mod these to -0.99 if you want free autoresolve wins for some testing. Or if you really hate naval combat so much, and plan to only use it for naval combat.

Battle difficulty

I wanted to provide similar data for battle difficulty, but I couldn't find any game files controlling it. This likely means that the battle difficulty is implemented as part of game logic, and possibly in a way more complicated than just simple stat boosts.

We have some idea what is affected the most. AI troops on hard and very hard get a huge morale bonus, which is a huge nerf to player's melee units, especially melee cavalry, which normally relies on breaking enemy units' morale, and has poor staying power in prolonged battle. Bonuses to accuracy and reload speed are more modest, and for artillery difficulty levels seem to matter the least.

However, it's difficult to put any numbers on these qualitative statements.

And that's all we know about Empire Total War difficulty. If you find out any additional numbers (by reversing executable file?), let me know.

Sunday, February 19, 2023

How to fix Europa Universalis IV late game problem

This is not a rant post, this is a solutions post. However before discussing the potential solutions, it is important to understand the problem well first.

Late Game Problem

In theory, Europa Universalis IV covers the time period from 1444 to 1821. However, in practice, most players never reach 1821 or simply speed-5 through the late game for the achievement (which is easily attainable, but only 9.4% of players have earned it, due to tedium).

This raises two questions:

  • Why don't players continue to play until the end date?
  • Why don't players simply start the game in a mid/late game bookmark?

Neither of these is inevitable for a grand strategy game. For a contrast I'll be coming to a lot, Crusader Kings 2 has neither of these problems. It can be started at a variety of dates, with 4 official start dates (769, 867, 936, 1066), and a lot of later start dates that are all quite good, and full of different interesting characters.

And while "playing to win" would make a Crusader Kings 2 fairly easy in late game, the game nudges you to embrace "roleplaying". There's a lot of things to do other than expanding, and especially if you're a less experienced player, holding on to what you conquered is a very nontrivial matter, so your realm will ebb and flow naturally.

So let's first explore these two questions, and then look into some potential solutions.

Why don't players continue to play until the end date?

Europa Universalis IV is a game about a country expanding and becoming stronger. When a player's country is weak, expanding can be a challenge. But once a player conquers some land, it's done. There is no ongoing challenge in holding onto lands that have been incorporated into the player's realm and the resources they provide.

Expanding comes with many challenges, such as:

  • getting better casus belli
  • improving your diplomatic position
  • declaring wars where your allies join while enemy's allies don't
  • winning wars
  • getting best peace deals
  • managing aggressive expansion
  • preventing coalitions
  • managing truce timers
  • managing overextension
  • getting the necessary mana for peace deals and coring
  • dealing with one or two waves of nationalist rebels
  • converting conquered lands
  • reducing autonomy in conquered lands
  • managing governing capacity
  • building necessary buildings in conquered lands (since the AI is awful at it, no matter how many times patch notes claim to have fixed it)

Once the player conquers a province without triggering a coalition, cores it, reduces its autonomy, and either converts it or accepts its infidel ways, it's done. It will never cause any problems.

This isn't the only design option available. In Crusader Kings 2, each conquered province beyond your small domain is controlled by a vassal and then their heirs. These vassals could still cause trouble, even if their grandfathers were loyal to your grandfather. This is particularly true during succession. There are many tools available to help manage this issue (and it maybe got too easy in late CK2 patches, early-version CK2 and early-version CK3 are both harder for a less experienced player), but it remains a real concern. Just try it yourself - load up a saved game of your Restored Roman Empire in observe mode and you'll likely see that the empire won't survive two AI successions. In a similar scenario in EU4, however, the AI wouldn't lose a single province.

Returning to Europa Universalis IV, the main objective of the game is to increase your power, mainly through territorial expansion. This leads to a situation where the player becomes more and more dominant at a pace that is much faster than what the AI can match. As a result, the game's challenge level decreases over time. EU4 does offer a few alternative means of increasing strength, such as reducing autonomy, converting conquered territories, constructing buildings and monuments, boosting development, and increasing crown land. However, these methods also result in the player's rapid growth and superiority over the AI.

How EU4 Attempts to Address the Issue of Easiness

The most straightforward approach to addressing the issue of a game being too easy is to increase its difficulty. Europa Universalis 4 has multiple systems in place to do this.

The main one is choosing a more or less difficult starting country, with some countries providing a lot more challenging start than others. Players can also set specific goals for their campaign, along with restrictions such as no restarting or no loans. Although the goals are mostly centered around expanding and becoming stronger, some paths to achieving these goals are more challenging than others. Now this isn't Crusader Kings 2 where goals like filling the entire College of Cardinals with horses or collecting every major religious artifact are legitimate campaign ideas. Pretty much all the potential goals in Europa Universalis 4 involve expanding and getting stronger, some routes are just more difficult than others.

And finally there's the very poorly implemented difficulty slider. Most people play on Normal, where the same rules apply to players and AI, except for a few small AI cheats and hardcoded bonuses for lucky nations. Hard difficulty gives AI nations minor bonuses, and Very Hard gives them much fairly big bonuses.

However, all these systems get it completely backwards. Choosing a difficult starting country or playing on Very Hard can indeed make the early game challenging, but as the campaign progresses, the difficulty drops significantly with each passing decade. For example, playing as a no-ally Hisn Kayfa on Very Hard might be challenging in the early game, but once the player has survived and won a few wars, there will be no more significant challenge left in the game, and a player skilled enough to do so might just as well quit by 1500.

Finally, the game also tries to address the issue by railroading certain AI countries to expand quickly, with a long list of bonuses, including the lucky nations bonus. This does have an impact, but it leads to repetitive and boring mid-games, such as the inevitable Otto-Blob end-game boss. After encountering the same predictable outcome repeatedly, most players learn standard counters, such as the "Ally Austria and Poland No-CB Byzantium" opening.

Could holding to what you have be a challenge?

I don't think there is any way to make holding onto what you already possess be a significant challenge.

I tried many such experiments. For example, I tried to massively increase unrest to see if rebels would achieve anything, only to discover that leads nowhere.

Using the formulas from the game's wiki, let's consider a country with 10 provinces of +1 unrest each. After 100 years, it can expect around 5 rebellions, which is a minor annoyance.

So what happens if we increase the unrest level to an unrealistic +50? The number of rebellions per 100 years only increases to 9, and individual rebellions wouldn't even be any stronger. This is mainly due to "Recent Uprising: −100 unrest for 10 years modifier", which trivializes the whole system by hard capping rebellion frequency regardless of unrest.

But it's not even the only factor. Without Recent Uprising modifier, rebellion counts would be 10 per century and 90 per century respectively, that is 50x unrest translating to 9x rebellions. The formulas themselves are still nonlinear, with rebellions needing 10 monthly ticks to happen, and tick chance is capped at 75% per month, so even nearly infinite unrest translates to less that one rebellion per year without Recent Uprisings, or to one rebellion per 11 years with Recent Uprisings.

The only other consequence of all that extra unrest is longer recruitment time. Somehow unrest in provinces doesn't carry any other penalties. You still get as much money, manpower, and everything else from a rebellious province as one where peasants fully love you.

That's not to say EU4 rebellions are never a problem. Most notably going over 100% overextension directly affects rebellion formulas, resulting in much stronger rebellions. Heavily scripted event chains like Ming Crisis or Dutch Revolt can also cause a lot of problems, at least for the AI or for a player not aware of easy ways out they usually have. And due to the way rebellion formulas scale, rebellions can be really deadly for tiny countries, especially for Japanese daimyos, as even a small rebellion can be bigger than their whole national army.

For most countries, as long as they stay under 100% overextension, rebellions are so insignificant they might just as well not be in the game.

Other ways to delay the inevitable late game easiness

If you really wanted to make the late game difficult, there are a few more options available through mods.

You could slow down expansion. The game already throws so many obstacles to expanding, why not just tweak some numbers? Increase AE, increase coring costs and time, increase province warscore cost, and so on. Weirdly a lot of players do it to themselves already by taking terrible idea groups, but a mod could do a lot more.

This somewhat delays the point at which the game becomes trivial, but there's very little to do in EU4 other than expanding, so you won't actually play longer, you'll just play at higher speed while waiting for various timers. If these same nerfs fairly apply to the AI as well, it won't even be all that effective at making the game more challenging.

In older patches it was possible to make expansion a lot more challenging by increasing number of diplomatic relations. The easiest way to become stronger is by seizing land from a weak country with no or only weak allies. Giving everyone a few more diplomatic relations slots makes it far more likely that someone strong would come to defend your potential victim. However, in recent patches allies are so good offensively I don't think this is even helpful.

Another thing to try is allowing conquest but reducing rewards from conquest by nerfing blobs. Paradox recently tried that with governing capacity system and 90% minimum autonomy in territories, but for most countries governing capacity limit is very generous. With trade companies being nearly as good as states, and courthouses being so cheap to build everywhere, at least with default values it doesn't really work.

One fairly obvious approach I haven't seen attempted yet is to make anti-blob bonus simply increase with time. This could simply be a flat bonus to every country, so small ones would benefit the most. It might start at nothing in 1444, but by 1600 every independent OPM gets +10 force limit, +10000 minimum manpower, and so on. Blobs would get the same bonus, but it would proportionally matter a lot less. This should be very simple to implement, and Extended Timeline already has a kind of era-based bonus system, it's just not used for balancing there. The trigger could be either calendar year or a specific technology.

There are a few additional things to consider - subjects probably shouldn't get this bonus, or get a proportionally lower one, or it would benefit strong countries with subject swarms too much. But tributaries and colonial nations should still get it, as they should be able to fight independent enemies fairly. And perhaps native OPMs shouldn't get such a bonus, or they'd swarm a colonial nation. And so on.

An interesting idea from Crusader Kings 2 (I keep repeating myself, but that's a related game that does so many things right) is giving random tiny countries ridiculous temporary bonuses at random during the game, so you'd have a random regional threat punching far above their size for a while (like IRL Brandenburg). I tried to mod that for EU4, but it really didn't do much, at least for values I tested. I've heard Anbennar does something like that with Great Conquerors, going completely over the top. This probably does more to make the late game unpredictable than difficult as such.

And speaking of Crusader Kings solutions, why not make successions a big event? For how obvious it seems, I couldn't find a single mod that even tries it. You could make successions partly reset diplomacy, reset all rebel timers, and add some modifiers to destabilize the country for the first few years. Right now all you get is one time paper mana tax - I'm not even going to pretend you "lose stability". That was true in EU3 as it took time to recover it, but in EU4 you just press one button and don't spend a single day at lower stability. Depending on how it's implemented, this wouldn't even have to be a nerf. What if it reduced accumulated AE by 25%, removed truce timers etc. as well? It might be worth a hassle of having extra rebels and losing some of your allies. This is all just vague ideas, I haven't done any testing, and a lot of CK2-style effects would be difficult to script in EU4's more limited scripting system. If someone wants to try, I think this idea has great potential.

Anyway, while there some possibilities here, I think the other path is a lot more promising.

Why don't players simply start the game in a mid/late game bookmark?

First, there's lack of flavor. In a game like Crusader Kings 2, every start date has different characters, and many historical dynasties are only available some of the time. In Europa Universalis IV countries are mostly the same, even if their borders change. And if a player would like to play a country that didn't exist in 1444 like Prussia, Persia, Spain, or Commonwealth, it's usually possible to form it, and at least for historical countries, formation is usually very easy.

There are some rare exceptions which would be too difficult or take too long to form, like Qing, United States, or Revolutionary France, and occasionally a player might want to play a specific ruler, but it's a very small factor.

So most players would only play late game starts if gameplay was good. So is it?

What mostly works

There are several things in the game that work fairly well, such as province ownership and rulers. Diplomatic relations are also in good shape, although some countries have too many subjects, causing negative diplomatic power gain, but this is only a minor issue.

The cultures and religions are setup reasonably well. There are some questionable choices, but the same can be said about the game in 1444.

Technology and institutions work quite well. Europeans have a significant technology advantage over rest of the world. Arguably it works even better than in a regular game.

Previously, Europa Universalis IV had technology groups, which gave Europeans a historically accurate technology advantage over the rest of the world. However, when the system was replaced with institutions, the spread of institutions became too fast and easy, as did developing them. As a result, the technology gap has almost become nonexistent. According to a video analysis by Reman's Paradox, the gap peaks at around 2 technologies with the Printing Press and then quickly drops towards zero after Global Trade. This issue has not changed much since the analysis was made.

Paradox is unwilling to address this issue as there is a conflict of perspectives between players who prefer a historically accurate technology (with a significant gap persisting until the end) and players who want an easy game in the Rest of the World (with a minimal gap). There is no way to satisfy both groups.

In any case, starting late means starting with the technology gaps as they were before institutions were introduced, and this is fine.

Goods prices are correct for every start date. Events that happen at specific time to change goods prices are accounted for.

What doesn't work but it doesn't matter much

Unfortunately that's where the good parts end. There's a lot of minor things that don't work, but to be fair they're not a huge deal.

There are some easily fixable bugs. Quite a few provinces are missing cores. Qing will reverse-form Manchu, as end game tag check does not apply for such starts. A mod that aims to make the late game playable should take the time to fix these issues.

There are also some undesirable, but understandable behaviors. For example, all Holy Roman Empire countries that historically had a ruler of one religion and population of another, flip their religion in the first month of any late start. It is not clear what the best fix would be.

There are other values that normally increase as game progresses - absolutism, mercantilism, and professionalism.

Absolutism is not adjusted by start date, but it's not too difficult to catch up quickly. It would probably be better if late game starts had some nonzero absolutism.

Mercantilism is not adjusted by start date. This means everyone's trade powers is lower than what it's supposed to be, but trade power only matters relative to other countries' trade power, so it doesn't really affect gameplay much.

Professionalism is adjusted by start date, and the adjustment is quite aggressive, 20% per age. Everyone starting at 60% professionalism is definitely not where it would get to naturally, but it will diverge pretty quickly as the game continues.

The game features monuments, many of which were built after 1444. This is completely unsupported. Every start has the same monuments at same level. For example even 1792 Ottomans start with tier-2 Hagia Sophia and tier-0 Sultan Mehmed Mosque in Constantinople. Interestingly the comments in monuments files imply that a feature to make them pre-built in later start was planned, just never implemented. Fortunately monuments are self-correcting. Mid/late game both money and manpower should be relatively abundant, so monument construction can definitely catch up, at least if the economy was setup properly.

HRE reforms and China reforms are not present in any late game start, and that's probably fine.

Some religions are seriously nerfed. Counter-Reformation isn't present in late game starts, and that hurts Catholicism. Orthodox countries start at 0% Patriarch Authority. However, most religions are fine, and Catholic and Orthodox are some of the strongest religions in game, so arguably this is not a big deal.

What doesn't work and messes up gameplay

And now the really awful parts.

Late game scenarios have zero buildings other than forts. This completely destroys any economic balance. In the latest 1792 bookmark, the highest income country is somehow Russia at very meager 150, number not much higher than Ming can get in 1400s. 1792 France spends 54 of its 100 income on fort maintenance alone.

There is almost no trade income. End nodes in 1792 earn 36, 28, and 17 gold respectively, numbers that look low even for 1400s.

But while incomes might look like it's 1444, the expenses do not. A lot of expenses including armies, navies, advisors, forts, and so on, scale with time. So you have worst of both worlds - early game income and late game expenses. With everyone suffering so much, nobody is going to invest in buildings with their very slow return-on-investment time, so the problem will not fix itself.

Lack of buildings affects not just economy, but everything else building provide, like manpower, force limit, governing capacity, and so on.

Government reforms are nonexistent. Even if you start in 1792, you have 0 reforms unlocked. This is quite bad, as there's no way to rush them, and you're normally expected to have a lot of reforms by this time, and quite a few late game features are locked behind government reforms.

There are no estate privileges and every country starts at the same 0% effective crownland as in 1444 - that is about 30% which you all lose by giving away the essentially mandatory mana privileges. This is also quite bad, as crownland is designed to increase slowly.

Countries in late game starts don't get to choose their idea groups - game selects them automatically, and the selections are truly dreadful, with ideas both weak and inappropriate for their countries. You can abandon idea group and pick a new one, but it will only refund 280 of 2800 points. This severely restricts player agency. It would be much better if player was offered a choice of already unlocked idea groups when starting a campaign, or if switching was possible, at least before unpausing.

Can mods fix it?

The most impactful fix would be to add buildings. There is no "historically accurate" way to do this. The most obvious solution would be running a few AI observe games, and just collecting statistics like "by 1650 50% of provinces in Western Europe have Workshops", and adjusting history files accordingly. This wouldn't be anywhere close to what a good player can pull off, but it would at least un-break game economy.

Fixing monuments by events would be fine, but I don't think this is necessary.

For government reforms, there are two solutions. Either give everyone a lot of reform points to spend (in line with what they'd get normally at this point), or increase government reform progress depending on campaign's start date so certain amount of catch up is possible. The downside of this is that a lot of countries can change government type with final reform, so it might lead to a lot of awkward month one flips.

Crownland issue could be solved either by some crownland bonus dependent on start date, or at least by starting with mana privileges, so you start the game in neutral territory. I don't see any obvious way to accelerate crownland gain. For example reducing seize land timer in later starts would be an interesting way to offer catch up, but it seems to be hardcoded.

With idea groups it's obvious what we want - for the player to be able to choose idea groups they start with, and have them already unlocked. But I'm not sure how that would be implemented. We can't even just full refund, as it would go well over mana cap, and it wouldn't be possible to change to idea group from different type this way. There are some messy solutions, most involving making idea groups nearly free before unpausing.

Summary of fixes

A mod to make late game bookmarks playable should attempt to do the following:

  • fix obvious bugs like missing cores
  • add buildings to match what AI would typically build at given time in given location
  • add government reform progress, either upfront, or by faster growth
  • fix crownland, either by increased starting crownland, or by starting with mana privileges
  • figure out some ways to let player choose idea groups

And with this, late game EU4 starts could be quite decent.

Of course someone would now need to make such a mod, and some of these can be quite challenging to do right.

Friday, April 30, 2021

Ranking of all EU4 religions for 1.31.1

sad cat diary by greyloch from flickr (CC-SA)

I recently posted EU4 1.30 religion ranking, and 1.31 completely flipped it around.

There are minor religion specific changes:

  • whole new religion Alcheringa for Australian natives, similar to Fetishist - it has really good Rainbow Serpent cult (+1 a month to every monarch power!), but it's locked behind completing 10 missions, and you won't even get any of those missions if you flip to Alcheringa somehow
  • Zoroastrians have Coptic style holy site system. Of these +5% trade goods bonus is currently broken in 1.31.1 as they accidentally coded local not global modifier, but there's no province it applies to, but I'm treating it as if it was working correctly.
  • Totemists got ancestor worship system, that's potentially very powerful, but it's very RNG driven who you get into your ancestor pool, and very slow to get all 10
  • Sikhs getting new system, but it doesn't seem to work correctly, so I didn't include it in this analysis, and treating Sikhs as if you didn't have the latest DLC. So actual Sikhs should be ranked higher once it works properly.

But by far the most important is monument system. Monuments are either universally accessible, or locked to specific religions, and having access to best monuments makes certain religions far stronger. In this analysis I assume you got every single monument allowed by your religion, at max tier. This isn't even that many - no religion has more than 7 monuments, usually they're conveniently located, and really most of the power is in top few like Alhambra and Petra.

Some monuments are also culture locked, but all it does is requiring you to accept local culture, and accepted culture slots are generous enough that this can be ignored. The only exception is Pyramids which require you to be either Pagan religion or Egyptian culture. I'm treating them as requiring Pagan religion, but Mamluks specifically can use them (but not really anybody else non-Pagan unless you culture flip).

Monuments were broken beyond belief at release, already got nerfed between 1.30.0 and 1.31.1, losing about 1/4 of their original value, but strongest ones got nerfed the hardest. But monuments still completely dominate this system, so we can expect further nerfs.

Summary of results

  • SS Tier - maxed out Orthodox (takes time), maxed out Coptic (takes time), Catholic + Curia Controller (very hard to do reliably)
  • S Tier - Sunni (easiest to max out early), more realistic Orthodox, Hussite, Buddhist + neutral karma (basically impossible), Totemist + 10 best ancestors (basically impossible in any reasonable time)
  • A Tier - Hussite, Protestant, Reformed
  • B Tier - Shia, Ibadi, Fully Reformed New World religions (hilariously fell from S tier here, and your subjects will not have full reforms!), Buddhist + high karma (basically impossible), Sikh, Catholic (without curia), Hindu
  • C Tier - Alcheringa with best cult (takes very long time), Totemint + realistic ancestors, Anglican
  • D Tier - Alcheringa with early cults, Tengri, Shinto, Buddhist + low karma (what you'll most likely see), unreformed New World religions, Norse, Animist, Confucian (once it finishen harmonizing everyone)
  • F Tier - Jewish (bonuses barely worth anything, and zero monuments)
  • FF Tier - Confucian

So basically religions not able to get Alhambra, even in its nerfed state, are bad. Non-Sunni Muslims cannot benefit from Alhambda so the winner among Muslims is absolutely clear now. Christians, Muslims, Indians, and Buddhists got decent number of monuments. Rest of the world, not so much.

Orthodox, Coptic, and Sunni, already strongest religions, got even stronger.

The biggest losers are Jewish, Shinto, and Confucian. Confucian at least got consolation prize in a bit extra harmony from monuments, and ability to culture convert, so it can complete its suffering a bit earlier.

The Jews got nothing. In addition to balance issues, I find it baffling what got and what didn't get a monument. The most ridiculous case is how the hell there's no buildable Third Temple is Jerusalem for the Jews? Like, how could they have missed that? How can one possibly have a satisfying Jewish campaign, that doesn't include rebuilding the Third Temple? CK2 has it for sure.

Shinto also got basically nothing.

There's also some other things I expected to get monument, like world's largest castle in Malbork, and administrative center of Teutonic Order.

All scores

  • 11.744400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of Eleusa
  • 11.647900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. Michael
  • 11.207900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. Nicholas
  • 10.629800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of Christ Pantocrator
  • 10.539400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of Eleusa
  • 10.460100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government + Encourage Warriors of the Faith
  • 10.452900 - Catholic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Saint Peter's Basilica) + Curia Controller
  • 10.442900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. Michael
  • 10.327900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. John Climacus
  • 10.207900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + No Icon
  • 10.100100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government
  • 10.002900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. Nicholas
  • 9.701400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Legalism
  • 9.650100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs
  • 9.424800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of Christ Pantocrator
  • 9.365400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Mysticism
  • 9.334400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of Eleusa
  • 9.276600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue + Entrepreneur
  • 9.237900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. Michael
  • 9.201400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Legalism
  • 9.186700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Neutral Karma
  • 9.181700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Neutral Karma
  • 9.176700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + Neutral Karma
  • 9.122900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. John Climacus
  • 9.110100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries
  • 9.078700 - Hussite + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Taborite Resurgence + Sola Scriptura + Bread and Wine
  • 9.002900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + No Icon
  • 8.961400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Legalism
  • 8.956600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue
  • 8.895300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Legalism
  • 8.865400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Mysticism
  • 8.828700 - Protestant + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Holy Sacraments + Translated Bibles + Adult Baptism
  • 8.797900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. Nicholas
  • 8.625400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Mysticism
  • 8.559300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Mysticism
  • 8.556600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious
  • 8.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Amar Das
  • 8.360100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights
  • 8.300700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on stability
  • 8.219800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of Christ Pantocrator
  • 8.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator
  • 8.083300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Legalism
  • 7.917900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. John Climacus
  • 7.806100 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories + A Unified Army
  • 7.797900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + No Icon
  • 7.783300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Legalism
  • 7.747300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Mysticism
  • 7.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 7.646700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Low Karma
  • 7.641700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Low Karma
  • 7.640600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just
  • 7.637300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Legalism
  • 7.636700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + Low Karma
  • 7.623300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Legalism
  • 7.623300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Legalism
  • 7.606700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + High Karma
  • 7.601700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + High Karma
  • 7.596700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + High Karma
  • 7.584300 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Gobind Singh
  • 7.583300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Legalism
  • 7.566500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Granth Sahib
  • 7.556500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Hargobind
  • 7.536100 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories
  • 7.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 7.477300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Legalism
  • 7.477300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Legalism
  • 7.447300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Mysticism
  • 7.427200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 7.400700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on war
  • 7.376500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Shakti
  • 7.343300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Legalism
  • 7.330900 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Shiva
  • 7.325700 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia)
  • 7.301300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Mysticism
  • 7.287300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Mysticism
  • 7.287300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Mysticism
  • 7.280700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on trade
  • 7.277200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Legalism
  • 7.247300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Mysticism
  • 7.246500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Vishnu
  • 7.177200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 7.141300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Mysticism
  • 7.141300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Mysticism
  • 7.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous
  • 7.125400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Neutral Piety
  • 7.120800 - Anglican + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral)
  • 7.076500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Angad
  • 7.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 7.039300 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration
  • 7.007300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Mysticism
  • 6.976500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Har Rai
  • 6.946500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Ganesha
  • 6.941200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Mysticism
  • 6.925700 - Catholic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Saint Peter's Basilica)
  • 6.891100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 6.817200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 6.800700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + No Fervor
  • 6.676500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Arjan
  • 6.654500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Surya
  • 6.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 6.641100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 6.640600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot
  • 6.625400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Neutral Piety
  • 6.576500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Tegh Bahadur
  • 6.566500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Buddha
  • 6.548700 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Ram Das
  • 6.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + No Guru
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Har Krishan
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Granth Sahib
  • 6.385400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Neutral Piety
  • 6.355000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 6.335500 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories + A Unified Army
  • 6.319300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Neutral Piety
  • 6.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks
  • 6.289500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Ganga
  • 6.281100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 6.277200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 6.183200 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 6.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter
  • 6.106000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue + Entrepreneur
  • 6.105000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 6.065500 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories
  • 6.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 6.039300 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy
  • 6.038800 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.956600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 5.786000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue
  • 5.745000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 5.741100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 5.706600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 5.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 5.600600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar
  • 5.570000 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 5.568700 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration
  • 5.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.507300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Neutral Piety
  • 5.420500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 5.386000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious
  • 5.346600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 5.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks
  • 5.242800 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy
  • 5.240600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Rainbow Serpent
  • 5.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion
  • 5.207300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Neutral Piety
  • 5.205000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 5.183200 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 5.170500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 5.061300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Neutral Piety
  • 5.047300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Neutral Piety
  • 5.047300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Neutral Piety
  • 5.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 5.038800 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.007300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Neutral Piety
  • 5.000600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict
  • 4.977000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma + Dakhma + Yasna
  • 4.970000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator
  • 4.932000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma + Dakhma
  • 4.901300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Neutral Piety
  • 4.901300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Neutral Piety
  • 4.884400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 4.820000 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks
  • 4.818000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma
  • 4.810500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 4.806600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 4.767300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Neutral Piety
  • 4.706700 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy
  • 4.701200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Neutral Piety
  • 4.634400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 4.610000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras
  • 4.570000 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 4.568700 - Mayan + Tribal Expansion + Reform the Bureaucracy
  • 4.470000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just
  • 4.440600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Baiame
  • 4.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks
  • 4.274400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 4.270500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 4.268700 - Orthodox + 100% Patriarchy + Icon of Eleusa
  • 4.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mazdayasna
  • 4.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion
  • 4.183200 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 4.172200 - Orthodox + 100% Patriarchy + Icon of St. Michael
  • 4.170600 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy
  • 4.038800 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 3.992000 - Ibadi + Shafi'i + Legalism
  • 3.970600 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion
  • 3.970000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous
  • 3.920600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops)
  • 3.820000 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks
  • 3.772200 - Inti + 100% Authority + Expanded Mitma Policy
  • 3.770000 - Alcheringa + The Rainbow Serpent
  • 3.752200 - Catholic + Curia Controller
  • 3.740600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Wagyl
  • 3.740600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Spirits
  • 3.740000 - Nahuatl + 0% Doom + Tribal Expansion
  • 3.734400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 3.732200 - Orthodox + 100% Patriarchy + Icon of St. Nicholas
  • 3.710000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote
  • 3.692000 - Ibadi + Ismaili + Legalism
  • 3.656000 - Ibadi + Shafi'i + Mysticism
  • 3.576000 - Sunni + Shafi'i + Legalism
  • 3.570000 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 3.546000 - Shia + Ismaili + Legalism
  • 3.532000 - Ibadi + Zaidi + Legalism
  • 3.532000 - Ibadi + Jafari + Legalism
  • 3.507800 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Lumaluma
  • 3.492000 - Ibadi + Hanbali + Legalism
  • 3.484400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government + Encourage Warriors of the Faith
  • 3.470000 - Totemist + Strict + Scholar + Bold Fighter + Zealot
  • 3.386000 - Shia + Zaidi + Legalism
  • 3.386000 - Shia + Jafari + Legalism
  • 3.356000 - Ibadi + Ismaili + Mysticism
  • 3.320600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Adnoartina
  • 3.280600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Islamic Dreaming
  • 3.252000 - Ibadi + Hanafi + Legalism
  • 3.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Waaq
  • 3.240600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Ancestors
  • 3.240000 - Sunni + Shafi'i + Mysticism
  • 3.236100 - Inti + 50% Authority + Expanded Mitma Policy
  • 3.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion
  • 3.210000 - Shia + Ismaili + Mysticism
  • 3.196000 - Ibadi + Zaidi + Mysticism
  • 3.196000 - Ibadi + Jafari + Mysticism
  • 3.185900 - Ibadi + Maliki + Legalism
  • 3.156000 - Ibadi + Hanbali + Mysticism
  • 3.154100 - Orthodox + 100% Patriarchy + Icon of Christ Pantocrator
  • 3.124400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government
  • 3.087000 - Zoroastrian + Navjote + Manthras + Haoma + Dakhma + Yasna
  • 3.076000 - Sunni + Hanbali + Legalism
  • 3.063700 - Orthodox + 50% Patriarchy + Icon of Eleusa
  • 3.050600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Shinto
  • 3.050000 - Shia + Zaidi + Mysticism
  • 3.050000 - Shia + Jafari + Mysticism
  • 3.042800 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority
  • 3.042000 - Zoroastrian + Navjote + Manthras + Haoma + Dakhma
  • 3.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom
  • 2.980600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Crow
  • 2.970000 - Alcheringa + Baiame
  • 2.970000 - Totemist + Strict + Scholar + Bold Fighter
  • 2.967200 - Orthodox + 50% Patriarchy + Icon of St. Michael
  • 2.928000 - Zoroastrian + Navjote + Manthras + Haoma
  • 2.916000 - Ibadi + Hanafi + Mysticism
  • 2.852200 - Orthodox + 100% Patriarchy + Icon of St. John Climacus
  • 2.849900 - Ibadi + Maliki + Mysticism
  • 2.840600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Moinee
  • 2.836000 - Sunni + Hanafi + Legalism
  • 2.820000 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks
  • 2.820000 - Sikh + Guru Amar Das
  • 2.790600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mwari
  • 2.790600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Enkai
  • 2.780000 - Fetishist + Mazdayasna
  • 2.769900 - Sunni + Maliki + Legalism
  • 2.750600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Nyame
  • 2.750600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mlira
  • 2.740000 - Nahuatl + 50% Doom + Tribal Expansion
  • 2.740000 - Sunni + Hanbali + Mysticism
  • 2.732200 - Orthodox + 100% Patriarchy + No Icon
  • 2.720600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Zoroastrian
  • 2.720000 - Zoroastrian + Navjote + Manthras
  • 2.719400 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Zanahary
  • 2.710600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Dharmic Dreaming
  • 2.710000 - Zoroastrian + Monuments (Baku Ateshgah)
  • 2.703900 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + High Harmony + All Harmony Bonuses
  • 2.700000 - Inti + 0% Authority + Expanded Mitma Policy
  • 2.674400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs
  • 2.666600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Sanatana Dharma
  • 2.650600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Cwezi
  • 2.634500 - Confucian + High Harmony + All Harmony Bonuses
  • 2.627000 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Odin
  • 2.622600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Tyr
  • 2.565600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Erathipa
  • 2.530600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Freyja
  • 2.527200 - Orthodox + 50% Patriarchy + Icon of St. Nicholas
  • 2.520600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Teotl
  • 2.506700 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority
  • 2.500000 - Mayan + Tribal Expansion
  • 2.500000 - Sunni + Hanafi + Mysticism
  • 2.490600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Haymanot
  • 2.453900 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Neutral Harmony + All Harmony Bonuses
  • 2.444500 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Buddhadharma
  • 2.433900 - Sunni + Maliki + Mysticism
  • 2.430000 - Totemist + Strict + Scholar
  • 2.414500 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Theravada
  • 2.384500 - Confucian + Neutral Harmony + All Harmony Bonuses
  • 2.380000 - Mahayana + Neutral Karma
  • 2.378000 - Hussite + Taborite Resurgence + Sola Scriptura + Bread and Wine
  • 2.375000 - Vajrayana + Neutral Karma
  • 2.370600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Snotra
  • 2.370600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Roog
  • 2.370000 - Theravada + Neutral Karma
  • 2.350600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Christianity
  • 2.313600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Yemoja
  • 2.300600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Djunkgao Sisters
  • 2.278600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Njord
  • 2.270000 - Alcheringa + Wagyl
  • 2.270000 - Alcheringa + The Spirits
  • 2.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Islam
  • 2.240600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Sikh
  • 2.230600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Freya
  • 2.220600 - Animist + Monuments (City of Khami, Pyramid of Cheops)
  • 2.210600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Reformed
  • 2.210600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Alcheringa
  • 2.182600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Tor
  • 2.134400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries
  • 2.128000 - Protestant + Holy Sacraments + Translated Bibles + Adult Baptism
  • 2.070600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Coptic
  • 2.062800 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Confucian
  • 2.038600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Mahayana
  • 2.037200 - Alcheringa + Lumaluma
  • 2.020600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Catholic
  • 2.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Totemist
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Fetishist
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Animist
  • 1.980600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Shia
  • 1.970600 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Protestant
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Inti
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Anglican
  • 1.949100 - Orthodox + 50% Patriarchy + Icon of Christ Pantocrator
  • 1.927800 - Sikh + Guru Gobind Singh
  • 1.920600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Orthodox
  • 1.910000 - Sikh + Guru Granth Sahib
  • 1.900000 - Sikh + Guru Hargobind
  • 1.858700 - Orthodox + 0% Patriarchy + Icon of Eleusa
  • 1.850000 - Alcheringa + Adnoartina
  • 1.830000 - Totemist + Strict
  • 1.820000 - Zoroastrian + Navjote
  • 1.810000 - Alcheringa + Islamic Dreaming
  • 1.790600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Sunni
  • 1.780000 - Fetishist + Waaq
  • 1.775600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Hindu
  • 1.770600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Ibadi
  • 1.770600 - Mayan + Monuments (City of Khami, Pyramid of Cheops)
  • 1.770000 - Alcheringa + The Ancestors
  • 1.762200 - Orthodox + 0% Patriarchy + Icon of St. Michael
  • 1.760600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Jewish
  • 1.740600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Nahuatl
  • 1.740000 - Nahuatl + 100% Doom + Tribal Expansion
  • 1.720600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Vajrayana
  • 1.720000 - Hindu + Shakti
  • 1.674400 - Hindu + Shiva
  • 1.647200 - Orthodox + 50% Patriarchy + Icon of St. John Climacus
  • 1.605600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Hussite
  • 1.600000 - Reformed + Fervent focus on stability
  • 1.592800 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Mayan
  • 1.590000 - Hindu + Vishnu
  • 1.580000 - Tengri + Shinto
  • 1.572200 - Inti + 100% Authority
  • 1.540000 - Nahuatl + 0% Doom
  • 1.540000 - Shinto + Monuments (Mount Fuji) + Isolationism (3)
  • 1.540000 - Shinto + Isolationism (3)
  • 1.527200 - Orthodox + 50% Patriarchy + No Icon
  • 1.511900 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Norse
  • 1.510000 - Alcheringa + Crow
  • 1.420000 - Sikh + Guru Angad
  • 1.416000 - Ibadi + Shafi'i + Neutral Piety
  • 1.384400 - Coptic + Promote Territorial Rights
  • 1.370000 - Alcheringa + Moinee
  • 1.322200 - Orthodox + 0% Patriarchy + Icon of St. Nicholas
  • 1.320000 - Fetishist + Mwari
  • 1.320000 - Fetishist + Enkai
  • 1.320000 - Sikh + Guru Har Rai
  • 1.290000 - Hindu + Ganesha
  • 1.280000 - Fetishist + Nyame
  • 1.280000 - Fetishist + Mlira
  • 1.268000 - Shinto + Selective Integration (2)
  • 1.268000 - Shinto + Monuments (Mount Fuji) + Selective Integration (2)
  • 1.250000 - Tengri + Zoroastrian
  • 1.248800 - Fetishist + Zanahary
  • 1.240000 - Alcheringa + Dharmic Dreaming
  • 1.200000 - Shinto + Open Doors (0)
  • 1.200000 - Shinto + Monuments (Mount Fuji) + Open Doors (0)
  • 1.196000 - Fetishist + Sanatana Dharma
  • 1.180000 - Fetishist + Cwezi
  • 1.156400 - Norse + Odin
  • 1.152000 - Norse + Tyr
  • 1.116000 - Ibadi + Ismaili + Neutral Piety
  • 1.095000 - Alcheringa + Erathipa
  • 1.060000 - Fetishist + Freyja
  • 1.050000 - Fetishist + Teotl
  • 1.036100 - Inti + 50% Authority
  • 1.020000 - Fetishist + Haymanot
  • 1.020000 - Sikh + Guru Arjan
  • 1.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom
  • 1.000000 - Sunni + Shafi'i + Neutral Piety
  • 0.998000 - Hindu + Surya
  • 0.973900 - Fetishist + Buddhadharma
  • 0.970000 - Shia + Ismaili + Neutral Piety
  • 0.956000 - Ibadi + Zaidi + Neutral Piety
  • 0.956000 - Ibadi + Jafari + Neutral Piety
  • 0.943900 - Tengri + Theravada
  • 0.929600 - Shinto + Monuments (Mount Fuji) + Closed Doors (4)
  • 0.929600 - Shinto + Closed Doors (4)
  • 0.920000 - Sikh + Guru Tegh Bahadur
  • 0.916000 - Ibadi + Hanbali + Neutral Piety
  • 0.910000 - Hindu + Buddha
  • 0.900000 - Fetishist + Roog
  • 0.900000 - Norse + Snotra
  • 0.892200 - Sikh + Guru Ram Das
  • 0.889400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + High Harmony
  • 0.880000 - Fetishist + Christianity
  • 0.843000 - Fetishist + Yemoja
  • 0.840000 - Mahayana + Low Karma
  • 0.835000 - Vajrayana + Low Karma
  • 0.830000 - Theravada + Low Karma
  • 0.830000 - Alcheringa + Djunkgao Sisters
  • 0.820000 - Confucian + High Harmony
  • 0.820000 - Zoroastrian
  • 0.820000 - Sikh + No Guru
  • 0.820000 - Sikh + Guru Har Krishan
  • 0.820000 - Sikh + Guru Granth Sahib
  • 0.810000 - Shia + Zaidi + Neutral Piety
  • 0.810000 - Shia + Jafari + Neutral Piety
  • 0.808000 - Norse + Njord
  • 0.800000 - Mahayana + High Karma
  • 0.795000 - Vajrayana + High Karma
  • 0.790000 - Theravada + High Karma
  • 0.780000 - Fetishist + Islam
  • 0.770000 - Tengri + Sikh
  • 0.760000 - Norse + Freya
  • 0.750000 - Totemist
  • 0.750000 - Animist
  • 0.744100 - Orthodox + 0% Patriarchy + Icon of Christ Pantocrator
  • 0.740000 - Tengri + Reformed
  • 0.740000 - Tengri + Alcheringa
  • 0.733900 - Shinto + Monuments (Mount Fuji) + Adaptive (1)
  • 0.733900 - Shinto + Adaptive (1)
  • 0.719100 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Low Harmony + All Harmony Bonuses
  • 0.712000 - Norse + Tor
  • 0.700000 - Reformed + Fervent focus on war
  • 0.676000 - Ibadi + Hanafi + Neutral Piety
  • 0.649700 - Confucian + Low Harmony + All Harmony Bonuses
  • 0.639400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Neutral Harmony
  • 0.633000 - Hindu + Ganga
  • 0.609900 - Ibadi + Maliki + Neutral Piety
  • 0.600000 - Tengri + Coptic
  • 0.592200 - Tengri + Confucian
  • 0.580000 - Reformed + Fervent focus on trade
  • 0.570000 - Confucian + Neutral Harmony
  • 0.568000 - Tengri + Mahayana
  • 0.550000 - Tengri + Catholic
  • 0.550000 - Jewish
  • 0.540000 - Nahuatl + 50% Doom
  • 0.530000 - Tengri + Totemist
  • 0.530000 - Tengri + Fetishist
  • 0.530000 - Tengri + Animist
  • 0.510000 - Tengri + Shia
  • 0.500000 - Inti + 0% Authority
  • 0.500000 - Tengri + Protestant
  • 0.500000 - Tengri + Inti
  • 0.500000 - Tengri + Anglican
  • 0.500000 - Sunni + Hanbali + Neutral Piety
  • 0.450000 - Tengri + Orthodox
  • 0.442200 - Orthodox + 0% Patriarchy + Icon of St. John Climacus
  • 0.420100 - Anglican
  • 0.350000 - Coptic
  • 0.322200 - Orthodox + 0% Patriarchy + No Icon
  • 0.320000 - Tengri + Sunni
  • 0.305000 - Tengri + Hindu
  • 0.300000 - Tengri + Ibadi
  • 0.300000 - Mayan
  • 0.290000 - Tengri + Jewish
  • 0.270000 - Tengri + Nahuatl
  • 0.260000 - Sunni + Hanafi + Neutral Piety
  • 0.250000 - Tengri + Vajrayana
  • 0.225000 - Catholic
  • 0.193900 - Sunni + Maliki + Neutral Piety
  • 0.135000 - Tengri + Hussite
  • 0.122200 - Tengri + Mayan
  • 0.100000 - Reformed + No Fervor
  • 0.041300 - Tengri + Norse
  • -0.460000 - Nahuatl + 100% Doom
  • -1.095400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Low Harmony
  • -1.164800 - Confucian + Low Harmony

Monument scores

The scores exclude any bonus that's too situational to matter for any country. That doesn't necessarily mean 0 score monuments (with bonuses like prestige decay, extra karma, curia costs etc.) are completely worthless for you - just that they'd be completely worthless for vast majority of countries.

Only country-level bonuses are scored. Area/province bonuses are ignored, and honestly none of them matter anyway.
  • 3.00 Bagan Temples (Pagan; 3; Theravada/Vajrayana/Mahayana)
  • 2.98 Kanbawzathadi Palace (Pegu; 3)
  • 2.49 Alhambra (Granada; 3; Muslim/Christian)
  • 2.19 Prambanan Temple (Kotagede; 3; Dharmic)
  • 2.03 Petra (Maan; 3; (Sunni/Christian) and (Syrian/Bedouin))
  • 1.91 Kanbawzathadi Palace (Pegu; 2)
  • 1.89 Baku Ateshgah (Shirvan; 3; Zoroastrian)
  • 1.88 The Grand Palace of Bangkok (Bangkok; 3)
  • 1.70 Mesa Verde (Tachii'nii; 3; Totemist)
  • 1.50 Bagan Temples (Pagan; 2; Theravada/Vajrayana/Mahayana)
  • 1.50 Buddha Statues (Bamyan; 2; Theravada/Vajrayana/Mahayana)
  • 1.50 Buddha Statues (Bamyan; 3; Theravada/Vajrayana/Mahayana)
  • 1.20 Angkor Wat (Angkor; 2; Theravada/Vajrayana/Mahayana/Dharmic)
  • 1.20 Angkor Wat (Angkor; 3; Theravada/Vajrayana/Mahayana/Dharmic)
  • 1.19 Harmandir Sahib (Multan; 3; Dharmic)
  • 1.12 Heddal Stave Church (Bratsberg; 3; Christian)
  • 1.11 Jokhang Temple (Lhasa; 3; Theravada/Vajrayana/Mahayana)
  • 1.08 Registan Square (Samarkand; 3; Muslim)
  • 1.08 Baku Ateshgah (Shirvan; 2; Zoroastrian)
  • 1.08 Pura Besakih (Bali; 3; Dharmic)
  • 1.06 Heddal Stave Church (Bratsberg; 2; Christian)
  • 1.06 Versailles (Paris; 3; French)
  • 0.92 The Grand Palace of Bangkok (Bangkok; 2)
  • 0.85 Machu Picchu (Abancay; 3; Quechua)
  • 0.85 Mesa Verde (Tachii'nii; 2; Totemist)
  • 0.85 Stonehenge (Hampshire; 3; Pagan/English)
  • 0.81 Baku Ateshgah (Shirvan; 1; Zoroastrian)
  • 0.80 Versailles (Paris; 2; French)
  • 0.74 City of Khami (Zimbabwe; 3; Pagan)
  • 0.73 Pyramid of Cheops (Cairo; 3; Pagan/Egyptian)
  • 0.73 Chichen Itza (Sotuta; 3; Mayan)
  • 0.71 Parthenon (Athens; 3; Greek)
  • 0.71 Harmandir Sahib (Multan; 2; Dharmic)
  • 0.69 Inukshuk (Ahiarmiut; 3)
  • 0.69 Petra (Maan; 2; (Sunni/Christian) and (Syrian/Bedouin))
  • 0.66 Mausoleum at Halicarnassus (Mentese; 3)
  • 0.62 Notre-Dame Cathedral (Paris; 3; Christian)
  • 0.60 Petra (Maan; 1; (Sunni/Christian) and (Syrian/Bedouin))
  • 0.60 Alhambra (Granada; 2; Muslim/Christian)
  • 0.60 Angkor Wat (Angkor; 1; Theravada/Vajrayana/Mahayana/Dharmic)
  • 0.60 City of Khami (Zimbabwe; 2; Pagan)
  • 0.60 Machu Picchu (Abancay; 2; Quechua)
  • 0.60 Mesa Verde (Tachii'nii; 1; Totemist)
  • 0.60 Prambanan Temple (Kotagede; 2; Dharmic)
  • 0.58 Kanbawzathadi Palace (Pegu; 1)
  • 0.58 Tower of London (London; 3; Norman/English)
  • 0.56 Jokhang Temple (Lhasa; 2; Theravada/Vajrayana/Mahayana)
  • 0.54 Chichen Itza (Sotuta; 2; Mayan)
  • 0.50 Bagan Temples (Pagan; 1; Theravada/Vajrayana/Mahayana)
  • 0.50 Buddha Statues (Bamyan; 1; Theravada/Vajrayana/Mahayana)
  • 0.50 Kiev Pechersk Lavra (Kiev; 3; Orthodox)
  • 0.49 Pyramid of Cheops (Cairo; 2; Pagan/Egyptian)
  • 0.49 Versailles (Paris; 1; French)
  • 0.47 Aït Benhaddou (Demnate; 3)
  • 0.45 The Grand Palace of Bangkok (Bangkok; 1)
  • 0.44 Cologne Cathedral (Köln; 3; Christian)
  • 0.39 Inukshuk (Ahiarmiut; 2)
  • 0.37 Murud-Janjira Fort (Chaul; 3)
  • 0.36 Chichen Itza (Sotuta; 1; Mayan)
  • 0.31 Moai (Rapanui; 3; Polynesian)
  • 0.30 Cologne Cathedral (Köln; 2; Christian)
  • 0.30 Notre-Dame Cathedral (Paris; 2; Christian)
  • 0.30 The Kremlin (Moskva; 3; East Slavic)
  • 0.29 Parthenon (Athens; 2; Greek)
  • 0.29 Prambanan Temple (Kotagede; 1; Dharmic)
  • 0.29 Tower of London (London; 1; Norman/English)
  • 0.29 Tower of London (London; 2; Norman/English)
  • 0.28 Hagia Sophia (Constantinople; 3; Orthodox/Coptic/Muslim)
  • 0.26 Moai (Rapanui; 2; Polynesian)
  • 0.26 Pura Besakih (Bali; 2; Dharmic)
  • 0.25 Kiev Pechersk Lavra (Kiev; 2; Orthodox)
  • 0.25 Machu Picchu (Abancay; 1; Quechua)
  • 0.25 Pena Palace (Lisboa; 3)
  • 0.25 Taj Mahal (Central Doab; 3; Muslim)
  • 0.24 Parthenon (Athens; 1; Greek)
  • 0.21 Borobudur Temple (Kotagede; 3; Theravada/Vajrayana/Mahayana/Javanese)
  • 0.21 Inukshuk (Ahiarmiut; 1)
  • 0.21 Registan Square (Samarkand; 2; Muslim)
  • 0.21 Murud-Janjira Fort (Chaul; 2)
  • 0.20 Aït Benhaddou (Demnate; 2)
  • 0.20 The Great Wall of China (Ningxia; 3; Chinese)
  • 0.18 Sankin-kotai Palaces (Musashi; 3)
  • 0.15 Stonehenge (Hampshire; 2; Pagan/English)
  • 0.15 Notre-Dame Cathedral (Paris; 1; Christian)
  • 0.14 Hagia Sophia (Constantinople; 2; Orthodox/Coptic/Muslim)
  • 0.13 Moai (Rapanui; 1; Polynesian)
  • 0.13 Cologne Cathedral (Köln; 1; Christian)
  • 0.12 Harmandir Sahib (Multan; 1; Dharmic)
  • 0.12 Pyramid of Cheops (Cairo; 1; Pagan/Egyptian)
  • 0.10 Alhambra (Granada; 1; Muslim/Christian)
  • 0.10 The Great Wall of China (Ningxia; 2; Chinese)
  • 0.09 Sankin-kotai Palaces (Musashi; 2)
  • 0.08 Stonehenge (Hampshire; 1; Pagan/English)
  • 0.08 Kiel canal (Holstein; 3)
  • 0.08 Panama canal (Panama; 3)
  • 0.08 Suez canal (Sharqiya; 3)
  • 0.07 Registan Square (Samarkand; 1; Muslim)
  • 0.07 Temple of Confucius (Yanzhou; 3; Confucian)
  • 0.07 Hagia Sophia (Constantinople; 1; Orthodox/Coptic/Muslim)
  • 0.06 Himeji Castle (Harima; 3; Japanese)
  • 0.05 Murud-Janjira Fort (Chaul; 1)
  • 0.05 Kiel canal (Holstein; 2)
  • 0.05 Panama canal (Panama; 2)
  • 0.05 Suez canal (Sharqiya; 2)
  • 0.04 Himeji Castle (Harima; 2; Japanese)
  • 0.04 Pura Besakih (Bali; 1; Dharmic)
  • 0.03 Temple of Confucius (Yanzhou; 2; Confucian)
  • 0.03 Kiel canal (Holstein; 1)
  • 0.03 Panama canal (Panama; 1)
  • 0.03 Suez canal (Sharqiya; 1)
  • 0.03 Jokhang Temple (Lhasa; 1; Theravada/Vajrayana/Mahayana)
  • 0.03 Mausoleum at Halicarnassus (Mentese; 2)
  • 0.02 Aït Benhaddou (Demnate; 1)
  • 0.02 Heddal Stave Church (Bratsberg; 1; Christian)
  • 0.02 Kiel canal (Holstein; 0)
  • 0.02 Panama canal (Panama; 0)
  • 0.02 Suez canal (Sharqiya; 0)
  • 0.00 Ambras Castle (Etschtal; 3)
  • 0.00 Ambras Castle (Etschtal; 2)
  • 0.00 Ambras Castle (Etschtal; 1)
  • 0.00 Borobudur Temple (Kotagede; 2; Theravada/Vajrayana/Mahayana/Javanese)
  • 0.00 Himeji Castle (Harima; 1; Japanese)
  • 0.00 Kiev Pechersk Lavra (Kiev; 1; Orthodox)
  • 0.00 Mausoleum at Halicarnassus (Mentese; 1)
  • 0.00 Mount Fuji (Kai; 3; Shinto/Theravada)
  • 0.00 Saint Peter's Basilica (Roma; 3; Catholic)
  • 0.00 Saint Peter's Basilica (Roma; 2; Catholic)
  • 0.00 Saint Peter's Basilica (Roma; 1; Catholic)
  • 0.00 Sankin-kotai Palaces (Musashi; 1)
  • 0.00 Shwedagon Pagoda (Dagon; 3; Theravada/Vajrayana/Mahayana)
  • 0.00 Shwedagon Pagoda (Dagon; 2; Theravada/Vajrayana/Mahayana)
  • 0.00 Shwedagon Pagoda (Dagon; 1; Theravada/Vajrayana/Mahayana)
  • 0.00 Taj Mahal (Central Doab; 2; Muslim)
  • 0.00 Taj Mahal (Central Doab; 1; Muslim)
  • 0.00 Temple of Confucius (Yanzhou; 1; Confucian)
  • 0.00 The Forbidden City (Beijing; 3; Confucian)
  • 0.00 The Forbidden City (Beijing; 2; Confucian)
  • 0.00 The Forbidden City (Beijing; 1; Confucian)