[IDEA] Pantheon Enhancements

dunkleosteus

Roman Pleb
Joined
Aug 17, 2015
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Location
Toronto, Canada
I've always thought the civ V pantheon and religion system was kind of lackluster. You get one pantheon and try to work your way to a religion with faith. If you miss the religion, you lose your pantheon and a lot of pantheons don't produce faith, so getting the religion can be difficult. I'm proposing a system where pantheons can be enhanced to better flesh out the faith of your people and how they practice it, as well as providing unique and interesting mechanics. I think the first thing to say is that this changes how pantheons and religions work. A pantheon is still founded by accumulating a specific amount of faith, but pantheon enhancements (I'll get to that later) and finally a religion (initially) are not. Instead, you acquire them based on the number of followers your pantheon or faith has. Each time a city you own first obtains a multiple of 6 followers (6,12,18) you can get a new pantheon belief. When the global population of followers of your pantheon reaches a certain level, you can found your religion. Pantheon enhancements can still be obtained at this point.

Pantheon enhancements are not exclusive for players. While the early bird still gets the pantheon, pantheon enhancements are not limited by who has already taken them. Many pantheon enhancements are specific to the initial pantheon you take, many are also shared by multiple pantheons and some are universally obtainable. I'll begin by listing the universally obtainable pantheons and what they do.

Global Pantheon Enhancements:
Traditional Songs: +1 great musician points in the capital, +1 culture from temples, +1 culture from works of music.
Communal Cooperation: after civil service, can purchase tile improvements with faith.
Religious Melting Pot: When you conquer a foreign city, add one of the pantheon enhancements of the original owner to your own.
Traditional Dishes: +1 culture for each unique copy of sugar, spices, salt, citrus, nutmeg, pepper, truffles, wine, crab near a city
Traditional Clothing: +1 culture for each unique improved copy of dyes, sheep, silk, cotton, furs near a city
Prayer: (must not have meditation) +1 faith for every 3 followers in your city
Meditation: (must not have prayer) Fortified and sleeping civilian units cost no maintenance per turn. +1 faith for every 4 followers in your city.
Reincarnation: Each time a unit you own is killed, receive it's melee combat strength in faith.
Afterlife: +1 happiness in cities
Death rites: +1 faith in cities (+2 with afterlife)
Monster myths: +1 culture in each city

The following global pantheon enhancements require you to have founded a religion:
Monks: (requires meditation) can be purchased with faith, can build monasteries in your territory OUTSIDE of workable range of any city. Adds +2 faith per turn to your holy city and +2 science per turn after theology, with an additional +1 science for each adjacent mountain.
Priests: (requires prayer) can be purchased with faith, can build churches in your territory WITHIN workable range of a city. Produces +4 faith per turn and increases the religious pressure of the city by 4.

The following Pantheon Enhancements are not global, but may be shared across pantheons. I will list the enhancements with the pantheon they are applicable to.
Veneration: Unit upgrades cost 10% less, obsolete units cost no maintenance. (Ancestor Worship, Fertility Rites, God of War, Oral Tradition, Religious Idols)
Cultural Artifacts: can purchase cultural artifacts with faith (once per city). Acts as a work of art created by archaeologists, but from the era it was produced in, therefore producing no culture or tourism til at least the following era. (Ancestor Worship, Oral Tradition)
Sacred Stories: +1 culture from libraries (Ancestor Worship, Messenger of the Gods, Oral Tradition, Sacred Path)
Catacombs: (requires death rites) unlocks the catacombs building with engineering, +0.5 faith for each citizen born after it is constructed (Ancestor Worship)
Taming the wild: improved deer provide +1 production and allow circuses to be built without horses or ivory. (Dance of the Aurora, Goddess of the Hunt)
Solstice Festival: (requires no other festivals) "we love the king" day provides +1 food on tundra tiles and +1 faith on forests (Dance of the Aurora, Goddess of Festivals, Stone Circles)
Bounty of the Sea: +1 food on sea luxury resources (Dance of the Aurora, God of the Sea, Tears of the Gods)
Long Night: +1 science on tundra tiles without forests after astronomy. (Dance of the Aurora)
Bedouin camps: +5 HP healed per turn in tiles with access to fresh water, caravans move faster in these tiles. (Desert Folklore)
Nomadic Tribes: flat, unforested tiles cost 50% less to purchase, +25% movement on flat, unforested tiles in your territory (Desert Folklore, God of the Open Sky, Religious Settlements, Sun God)
Desert Wanderer: +1 faith for each new desert tile revealed (Desert Folklore)
Desert Respite: +1 gold from flood plains and oases (Desert Folklore)
Sacred Animal: choose one of either sheep, cattle, deer, horses, elephants, foxes, whales, fish, crabs, pigs, or bison as the sacred animal of your deity. +1 faith on those resources (sheep, cattle, deer, horses, ivory, furs, whales, fish, crabs, truffles, bison respectively) (Earth Mother, God of Craftsman, God of the Open Sky, God of the Sea, God of War, Goddess of Festivals, Goddess of Love, Goddess of Protection, Goddess of the Hunt, Messenger of the Gods, One with Nature, Religious Idols, Sun God)
Sacrifice to the Gods: Captured civilians of enemy civilizations can be sacrificed to your deity for 50 faith. (Earth Mother, God of Craftsman, God of the Open Sky, God of the Sea, God of War, Goddess of Festivals, Goddess of Love, Goddess of Protection, Goddess of the Hunt, God-King, Messenger of the Gods, Monument to the Gods, Sacred Path, Stone Circles, Sun God)
Wealth of the Earth: unimproved minable resources provide +1 production (Earth Mother, Tears of the Gods)
Shamanism: shrines provide +2 food (obsolete with biology) (Faith Healers)
Traditional Medicine: +5 HP healed per turn in forest and jungle tiles (Faith Healers)
Wisdom: Units can no longer purchase an instant +50 HP from promotions, instead heal +25 HP when choosing a promotion. (Faith Healers)
Healers: +1 food from temples, +1 faith from hospitals (Faith Healers)
Agricultural Society: Improved horse tiles yield +1 horses, +1 food in cities adjacent to rivers. (Fertility Rites, God of the Open Sky, Religious Settlements, Sun God)
Rain Dance: grants +1 food on farms adjacent to fresh water immediately, instead of with civil service. (Fertility Rites)
Ingenuity of the People: 5% of science generated by the capital is added to the production and great scientist points are added to great engineer progress each turn. (God of Craftsman)
Market Wares: markets provide +1 production, +2 with economics (God of Craftsman)
Beasts of Burden: +1 production on farms adjacent to at least one pasture (God of the Open Sky)
Sacred Springs: +1 faith on tiles adjacent to both a river and a mountain. +1 culture on lakes. (God of the Sea, Goddess of the Hunt, One with Nature, Sacred Path, Sacred Waters, Tears of the Gods)
Salt in the blood: +1 faith in coastal cities, +1 culture from lighthouses (God of the Sea)
Sea legs: +1 base gold for each sea trade route, -1 base gold for land trade routes (God of the Sea)
Enslavement: captured workers cost no gold maintenance per turn (God of War)
Salt the Earth: tiles you pillage take twice as long to be repaired, you heal +15 HP compared to normal pillaging. (God of War)
Born Soldiers: -10% production cost for land units in cities with barracks (God of War)
Honorable War: +5% food, production, gold, culture in all cities during war. (God of War)
Heroism: great general points are also added to great writer progress in the capital (God of War)
Cultural Festival: (no other festivals) "we love the king" day increases cultural output of city by 10% (Goddess of Festivals)
Sacred Festival: (no other festivals) "we love the king" day increases faith output of city by 25% (Goddess of Festivals)
Cooperative Society: +1% production in every city you own for each point of empire-wide happiness (max +10%) (Goddess of Love)
Fraternity of Nations: +10% gold for trade routes with friendly city states, +20% gold (for both parties) from trade routes with civilizations you have declared as friends and allied city states. +1 happiness for each friendly civilization and allied city state. May not place spies in the cities of civilizations you have declarations of friendship with or allied city states, but diplomats are allowed. (Goddess of Love)
Safe Haven: +25% city combat strength in cities with walls. (Goddess of Protection)
Righteous Defenders: +10% combat strength to all units when defending. (Goddess of Protection)
Honor in the Hunt: +1 culture, -1 food from camps. +2 culture, -1 food from whales. (Goddess of the Hunt)
Resourceful Explorers: +10 HP healed per turn on unimproved tiles that could be improved with a camp. (Goddess of the Hunt)
Living Deity: +50% religious pressure, +25% pressure distance from the capital. (God-King)
Adoration of the People: During "we love the king" day, cities connected to the capital add 5% (with no loss to the city) of their culture, gold, food and faith to the capital. (God-King)
Path of Knowledge: city connections increase science output by 5% in the capital and connected city. (Messenger of the Gods)
Cultural Exchange: Trade routes with city states decrease relationship decay by 0.25. No effect if relationship is increasing. +2 culture from trade routes with city states. (Messenger of the Gods, Oral Tradition)
Era of Progress: +10% science during golden ages (Messenger of the Gods)
Sacred Halls: may purchase shrines and temples with faith. Temples provide +1 culture. (Monument to the Gods)
Delegation of Resources: specific improved resources grant 15% production bonus to some wonders, example: iron for Eiffel Tower, stone for Stone Henge, Great wall, Gold/Ivory for Statue of Zeus. This stacks with marble if it is an ancient/classical wonder. (Monument to the Gods)
National Effort: +10% production during golden ages, +5% production during "we love the king" day. (Monument to the Gods)
Monumental Architecture: improved sources of marble grant +15% production to the construction of pre-industrial buildings. (Monument to the Gods)
Respect for Nature: (this is a bit crazy) May not build camps, whaling boats nor receive happiness from ivory, furs, or whales. +1 food and production to unimproved deer and bison tiles. +1 unhappiness for each camp or whaling boat in your territory. After ecology, +1 food from fish tiles and may build preserves on jungles, forests, deer, bison, ivory, truffles, furs, horses, cattle and sheep. Unless on a resource tile, preserves may not be adjacent to other preserves. Preserves yield +1 food, +3 culture and +1 tourism if adjacent to a road connected to your city. Zoos cost double maintenance but provide +1 happiness for each unique copy of deer, bison, ivory, truffles, furs, horses, cattle and sheep near a city. +3 happiness (for each) while furs, whales, or ivory is banned in the world congress. (One with Nature)
Sacred Enclave: must have a mountain within workable range of a city in your territory. Immediately creates a new natural wonder on that tile, named by you. The base yield is +4 culture, +4 faith, with the option to add another bonus depending on adjacent tiles. If adjacent to freshwater, may add +4 food. If adjacent to jungle, +2 science, +2 food. If adjacent to forest, +3 production, +1 food. If adjacent to desert +4 gold. If there are no adjacent tiles with a valid bonus, no bonus is applied. (One with Nature)
Connection to the Earth: +1 sight range in foreign or unowned territory, units with the amphibious promotion ignore terrain costs while moving across rivers or through marshes. (One with Nature, Sacred Waters)
Pacifism: Fortifying a great person in a city increases relevant city yields by 10%, for example fortifying a great scientist in a city increases science output by 10%. (One with Nature)
Oral History: +1 science or +1 science for every 4 citizens in cities without a library (whichever is greater). Libraries not required to build national college except in the city in which the college is built. (Oral Tradition)
Dramatic Performance: unlocks the playwrite's guild national wonder. When built, contains 2 playwrite specialist slots and generates playwrite points. Playwrites can write plays which can be placed in great work of writing or music slots. (Oral Tradition)
Sacred Idols: Each city you found starts with a free shrine, and each shrine contains a work of art slot filled with an idol artifact. Each idol is specific to the city it was created in. When the shrine has the idol, the city gets +10% food and faith per turn. If another civilization melee attacks the city and it drops below 50% HP, the city is sacked and the idol is stolen. For other civilizations, it is an artifact of your civilization from the era you founded your city in. While a city does not have it's idol, the city takes a 10% penalty to food and production until the idol is restored. (Religious Idols)
Gilded Altars: buildings that generate faith also receive +1 culture if a city has an improved source of gold or silver. (Religious Idols)
Settled Countryside: unlocks a new improvement, the hamlet with masonry. Hamlets cannot be built on resources and eliminate the base yields of the tiles they are built on. Hamlets generate +0.5 food for each adjacent UNWORKED farm tile, +0.5 gold for each UNWORKED trading post, and +0.5 production for each UNWORKED mine. Adjacent tiles are not limited to tiles within workable range of the city, but hamlets cannot be worked outside of workable range. Example, a hamlet at the border of workable city range would benefit from adjacent farms that are one tile outside of workable range. Hamlets on rivers generate +1 extra food. After Economics, hamlets may be upgraded into townships. Townships double the bonuses they get for adjacent tiles, to +1 food, gold or production for adjacent UNWORKED tiles. Connecting a township to your city by road increases the output of the township by 25% and by railroad increases it by 50%. Townships built at the edge of a city's territory connected by railroads could generate 4.5 food from the three farm tiles built outside of workable range of the city. (Religious Settlements)
Foreign Missions: Missionaries can consume one religion spread use to construct a mission in unimproved territory owned by other players. Missions generate +2 faith and +1 food for that city and increase the religious pressure of your religion by 6 for that city. The tile owner may pillage the mission at their own discretion for gold. Missions are useful to keep your religion in a foreign civilization or city state that another player is trying to convert. (Religious Settlements)
Ghost in the Jungle: units with the "ignores terrain costs" or woodsman promotions are invisible to barbarians, city states and other civilizations while standing in jungles or forests. Invisibility is lost to the target if an attack is launched, or if the city state is an ally or the other civilization has made a declaration of friendship with you. (Sacred Path)
River Logging: After construction, forests and jungles adjacent to rivers receive +1 production. (Sacred Path, Sacred Waters)
Jungle Industry: After Ironworking, improvements can be built on jungle tiles without removing the jungle first. For improvements that would normally require the jungle to be removed, it will be removed when the improvement is complete. For example, if building a plantation would normally take 6 turns to chop the jungle and 6 turns to build the plantation, the work instead begins work on the plantation right away, and on the turn it is completed, the jungle is removed and the plantation is finished. (Sacred Path, Sun God)
River Traders: units move at double speed through tiles adjacent to a river (but not across them), no movement cost to embark or disembark into or from fresh water. Double trade bonus for cities on rivers. (Sacred Waters)
Ritual Purity: Cities adjacent to freshwater receive +2 food and recover 10% more city HP per turn. (Sacred Waters)
Henge Building: With calendar, can build henges near cities with improved sources of stone. Henges cannot be built adjacent to other henges and provide +2 faith, +1 culture, with +2 tourism after archaeology. +50% faster henge construction speed after construction is researched. (Stone Circles)
Sacred Jewels: Cities with an improved source of pearls or gems receive an additional copy of jewelery, +1 gold and +1 culture to gems and pearl tiles. (Tears of the Gods)

I spent a long time writing this, so I hope some of you take the time to read the whole thing. I also want to know what your thoughts are.
 
These are all really good ideas.
Though I feel Traditional Songs would be the super mecha death christ of the cultural victory.
FEAR FRANCE'S MUSIC!
Also enslavement sounds fun.
Good luck with this mod it sounds really good.
 
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