Religious
Chinguetti
Suzerain and envoy bonuses summarised in our own words from the game data.
Suzerain bonus
Your trade routes (domestic and international) earn +1 Faith for each follower of your founded or majority religion in the origin city.
Game data trace
MINOR_CIV_CHINGUETTI_UNIQUE_INFLUENCE_BONUSStrategy guide
Routes gain +1 Faith per follower of your religion in the origin city, so send traders out of your biggest, most devout cities. A pop-15 holy city can push +15 Faith per route — with several routes running, Chinguetti alone can bankroll missionaries and Monumentality purchases.
Best civs & plans
Mali is the perfect partner — faith, gold and trade in one kit. Excellent for any religious civ with high-population core cities.
Envoy plan
Three envoys should land the turn your religion reaches a majority in a city that also has a trader — earlier gives little, later leaves Faith uncollected every turn. Chinguetti's religious ladder adds Faith in Shrines and Temples, so a religious empire hits the one- and three-envoy tiers as a byproduct, and six is a fair target once worship buildings are widespread. The AI competition is the same religious leaders who fight for Armagh and Jerusalem, and they will match three quickly; hold four and refresh after each era. Envoys from Theology-era quests and from spreading your religion to the city-state itself are the cheapest supply. A player whose cities follow no religion gets nothing from the suzerain effect and should send at most one envoy for the Shrine tier.
Value by era
In the ancient era cities are small and routes few, so even a perfectly converted capital yields only a few Faith per route — useful for a first missionary, no more. The classical and medieval eras are the ramp, when a size-eight holy city with two outgoing routes already matches a Temple, and the Faith arrives at the same time the Apostle race decides which religion survives. Peak value lands in the Renaissance and industrial eras: core cities reach fifteen or twenty citizens, trade capacity rises with Markets and Lighthouses, and each route out of the holy city funds a Monumentality purchase every few turns. Late game the Faith remains large but the uses shrink to Rock Bands, Naturalists and Great Person patronage; still worth holding, rarely worth acquiring fresh after the industrial era.
Pitfalls and how to protect it
The count is followers of your religion in the origin city, so a cosmopolitan capital that is half pagan and half rival faith earns far less than its size suggests; keep the trade hub fully converted with an occasional Missionary, and send traders from the holiest city rather than the closest one. Routes that originate in newly captured or foreign-faith cities earn little until converted. Inquisitors matter more than usual, since a rival Apostle flipping your trade capital strips every route it hosts. Because domestic routes qualify, there is no need to expose traders on long foreign runs; short internal loops are safest. If suzerainty is lost the Faith stops the same turn, and if Chinguetti is captured liberation depends on whether your Faith economy has other legs — a Holy Site empire shrugs, a Monastery-and-trade empire does not.
Envoy bonuses
- 1 envoy+1 Faith in your capital and in each Shrine you own.
- 3 envoys+2 Faith in each Temple and each Consulate you own.
- 6 envoys+3 Faith in each worship building and each Chancery you own.
Envoy bonuses are shared by every city-state of the same type.
Other Religious city-states
Related guides
- City-States and Envoys: Where Your Influence Should GoWhere envoys come from, how to spend the first handful, which city-state types match each victory plan, how to win and keep suzerainty against the AI, and when conquering a city-state is the right call.Last reviewed: 2026-10-03
- Diplomatic Victory: Earning and Spending FavorA working plan for the Gathering Storm diplomatic victory: where Diplomatic Favor actually comes from, how World Congress sessions and votes turn into victory points, which emergencies, competitions and wonders matter, how to keep alliances alive, and when to spend favor versus hold it against a rival's lead.Last reviewed: 2026-10-03
- Early District Planning: The First 100 TurnsHow to read city sites for future adjacency, decide between settling for yields now or reserving tile clusters, and know when a planned layout should be abandoned.Last reviewed: 2026-10-03
Last reviewed: 2026-10-03