Pandora's Toybox guide
Punishment and Holy War Guide
Last updated: May 24, 2026
Combat strategy
Late-game pressure
Use holy war when your believers can carry the fight, and use divine punishment when
a hostile city-state or rival faith needs a direct answer. The strongest routes often
combine both instead of relying on only one solution.
Holy war as proxy war
Holy war lets the civilization you shaped become the weapon. This is best when your
population is stable, your faith base is strong, and your followers can survive a
longer conflict without collapsing your own economy.
ApproachStrengthWeakness
Holy warTurns believers into the fighting force and can take groundFails if your own economy and population are not stable
Thunder FuryFast answer to hostile units and heretic groupsCan remove population that might have been converted
MeteoritesCleanest answer to a dangerous enemy centerHeavy-handed and best saved for major targets
Direct punishment
Direct punishment is better when a threat must be removed quickly. Zeus-style clearing
can answer hostile units, while destructive powers such as meteorites are best saved for
major targets or city-state centers once unlocked.
Recommended sequence
- Identify the source of rival faith pressure.
- Use targeted powers to weaken high-value threats.
- Let believers or holy war pressure take ground when your civilization is ready.
- Use destructive punishment only when conversion or proxy war is too slow.
Decision table
SituationBest first answerWhy
Small hostile group near your cityTargeted punishment or conversionFast action prevents panic without committing to a long war
Rival city keeps producing pressureHoly war if your believers are strong; meteorites if the center must fall nowThe source matters more than the individual attackers
Useful population follows the wrong faithApollo-style conversion routeKeeping population can be stronger than deleting it
Your own settlement is unstableDelay holy war and fix economy firstProxy war fails when your believers cannot survive the cost
Scenario pressure points
Rival faiths can appear through named challenge routes and enemy belief centers. When a
scenario starts pushing hostile civilizations into your territory, decide early whether
you are trying to absorb that population, cut off the pressure, or erase the center that
keeps producing it.
Failure Checks
ProblemLikely causeFix
Holy war starts well then collapsesYour economy cannot replace losses or supply the fightPause expansion, rebuild food and population, then restart pressure with a clearer target
Punishment creates a worse recovery problemYou destroyed value your run neededUse destructive powers on enemy centers, not every mixed group near your border
Heretics keep reappearingThe source of rival belief is still aliveTrace pressure back to its settlement or belief center before spending more faith
You win fights but stop progressingEvery divine action is going into combatReserve faith for growth, technology, or recovery once the immediate threat is contained
Related guides
For a softer answer, read How to Convert Heretics.
For power planning, read Divine Powers and Upgrades.