Religious Beliefs Elimination Thread

Xger

Prince
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After reading through the Wonder elimination thread (and see a post about a hypothetical belief one) I decided to get this one going.

Post minuses to beliefs in RED
Post plusses to beliefs in GREEN
Post correction to numbers in BLUE and state the correction

-2 / +1 to start.

For the earlier part, you can vote twice in the same post (i.e. 2 different +'s and 2 different -'s )per 24 hours

Please remove the quote tags before you post your adjustments, be mindful of votes if you take a bit from starting the post until finishing it, and above all discuss your reasons!

Moderator Action: Posting reasons for your votes is a necessary condition to participation in the thread. This is a discussion forum, not a copy + past a list forum. Posts not containing reasons will be considered spam- Camikaze

FYI, there is a forum limit on the number of images/smilies, so hence some are icons others aren't, and you may have issues if you add more.

Lastly, given the number of beliefs (56 by my count), let me know if I missed any. Also each belief will start with 15 points.

Pantheon
1.

Founder
1.

Follower
1.

Enhancer
1.

All:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53. Papal Primacy
54. Reliquary
55. Liturgical Drama
56. Religious Settlements

Pantheons:
Ancestor worship: +1 :c5culture: from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 15
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 :c5production: in cities with 3+ pop 15
God of the Open Sky: +1 :c5culture: from pastures 15
God of the Sea: +1 :c5production: from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 :c5culture: / +1 :c5faith: from wine and incense 15
Goddess of Love: +1 :c5happy: for city of 6+ pop 15
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 :c5food: from camps 15
Messenger of the Gods: +2 :c5science: in cities with :c5trade: 15
Monument to the Gods: +15% :c5production: of ancient/classical Wonders 15
One with Nature: +4 :c5faith: from natural wonders 15
Oral Tradition: +1 :c5culture: from plantation 15
Religious Idols: +1 :c5culture: / +1 :c5faith: from gold and silver 15
Religious Settlements: +15% faster border growth 15
Sacred Path: +1 :c5culture: from jungle 15
Sacred Waters: +1 :c5happy: from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 :c5happy: for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain :c5science: when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 15
Peace Loving: +1 :c5happy: for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 15
Tithe: +1 gold for every 4 followers of this religion 15
World Church: +1 :c5culture: for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 :c5happy: in cities with 3+ followers 15
Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 15
Choral Music: Temples give +2 :c5culture: in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 :c5production: if a city has a specialist 15
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith / +2 culture, more with wine/incense 15
Mosques: Building; +3 faith / +2 culture / +1 happy 15
Pagodas: Building; +2 faith / +2 culture / +2 happy 15
Peace Gardens: Gardens +2 :c5happy: in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 :c5happy: in cities with 5+ followers 15
Religious Community: +1% :c5production: per follower, max 15% 15
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 15
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less :c5faith: 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 15
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 15
 
Although it might have been my post that made the hypothetical mention, I think there are too many religious beliefs and they're too contingent on which other beliefs you choose for this to work as effectively as the Wonder thread. For instance, Holy Orders might be relatively weak in many contexts, but it's a powerhouse with Interfaith Dialogue.
 
Pantheons:
Ancestor worship: +1 :c5culture: from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 :c5production: in cities with 3+ pop 15
God of the Open Sky: +1 :c5culture: from pastures 15
God of the Sea: +1 :c5production: from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 :c5culture: / +1 :c5faith: from wine and incense 15
Goddess of Love: +1 :c5happy: for city of 6+ pop 15
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 :c5food: from camps 15
Messenger of the Gods: +2 :c5science: in cities with :c5trade: 15
Monument to the Gods: +15% :c5production: of ancient/classical Wonders 15
One with Nature: +4 :c5faith: from natural wonders 15
Oral Tradition: +1 :c5culture: from plantation 15
Religious Idols: +1 :c5culture: / +1 :c5faith: from gold and silver 15
Religious Settlements: +15% faster border growth 15
Sacred Path: +1 :c5culture: from jungle 15
Sacred Waters: +1 :c5happy: from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 :c5happy: for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain :c5science: when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 15
Peace Loving: +1 :c5happy: for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 16
World Church: +1 :c5culture: for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 :c5happy: in cities with 3+ followers 15
Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 16
Choral Music: Temples give +2 :c5culture: in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 :c5production: if a city has a specialist 15
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith / +2 culture, more with wine/incense 15
Mosques: Building; +3 faith / +2 culture / +1 happy 15
Pagodas: Building; +2 faith / +2 culture / +2 happy 15
Peace Gardens: Gardens +2 :c5happy: in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 :c5happy: in cities with 5+ followers 15
Religious Community: +1% :c5production: per follower, max 15% 15
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 15
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less :c5faith: 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 15
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 15

Cathedrals are great, can give one of the earliest, if not earliest specialist slots.

Tithe seems to be the go to founder belief, just easy cash flowing in and very unrestricted in which followers.

Dance of the Aurora: Tundra with forest is only ok with a deer. So improving a crappy tile with the worst yield long term seems baaaaad.

Pilgramage: Just so little gain for the effort. By the time you are getting a lot of faith from it, faith doesn't do all that much or you are producing a lot of it.
 
Although it might have been my post that made the hypothetical mention, I think there are too many religious beliefs and they're too contingent on which other beliefs you choose for this to work as effectively as the Wonder thread. For instance, Holy Orders might be relatively weak in many contexts, but it's a powerhouse with Interfaith Dialogue.

It does seem a bit cumbersome, but we will see how it goes. As to dependence, a similar discussion has gone on in the wonder thread as different wonders only work with each other or very specific needs, so that portion seems less of an issue.
 
Please remove the quote tags before you post your adjustments, be mindful of votes if you take a bit from starting the post until finishing it, and above all discuss your reasons!


Moderator Action: Posting reasons for your votes is a necessary condition to participation in the thread. This is a discussion forum, not a copy + past a list forum. Posts not containing reasons will be considered spam- Camikaze
 
Ancestor worship: +1 :c5culture: from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 :c5production: in cities with 3+ pop 15
God of the Open Sky: +1 :c5culture: from pastures 15
God of the Sea: +1 :c5production: from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 :c5culture: / +1 :c5faith: from wine and incense 15
Goddess of Love: +1 :c5happy: for city of 6+ pop 15
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 :c5food: from camps 15
Messenger of the Gods: +2 :c5science: in cities with :c5trade: 15
Monument to the Gods: +15% :c5production: of ancient/classical Wonders 15
One with Nature: +4 :c5faith: from natural wonders 15
Oral Tradition: +1 :c5culture: from plantation 15
Religious Idols: +1 :c5culture: / +1 :c5faith: from gold and silver 15
Religious Settlements: +15% faster border growth 13
Sacred Path: +1 :c5culture: from jungle 15
Sacred Waters: +1 :c5happy: from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 :c5happy: for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain :c5science: when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 15
Peace Loving: +1 :c5happy: for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 16
World Church: +1 :c5culture: for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 :c5happy: in cities with 3+ followers 15
Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 16
Choral Music: Temples give +2 :c5culture: in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 :c5production: if a city has a specialist 15
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith / +2 culture, more with wine/incense 15
Mosques: Building; +3 faith / +2 culture / +1 happy 15
Pagodas: Building; +2 faith / +2 culture / +2 happy 15
Peace Gardens: Gardens +2 :c5happy: in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 :c5happy: in cities with 5+ followers 15
Religious Community: +1% :c5production: per follower, max 15% 15
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 16
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less :c5faith: 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 16
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 13

Settlements : It could have its use but I would likely never pick it unless absolutely everything else applicable to my cities was taken
Preachers : Good on water maps or high density city founding. I prefer passive spread increases to buying missionaries and prophets.
Religious Texts : My other favorite for spreading power.
Reliquary : Garbage. You need to deploy 20 great people just to earn enough faith to buy a single 1,000 cost person. This ability *might* be better if it worked on *anyone in the game's* great person.
 
Ancestor worship: +1 from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 in cities with 3+ pop 15
God of the Open Sky: +1 from pastures 15
God of the Sea: +1 from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 / +1 from wine and incense 15
Goddess of Love: +1 for city of 6+ pop 15
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 from camps 15
Messenger of the Gods: +2 in cities with 15
Monument to the Gods: +15% of ancient/classical Wonders 15
One with Nature: +4 from natural wonders 15
Oral Tradition: +1 from plantation 15
Religious Idols: +1 / +1 from gold and silver 15
Religious Settlements: +15% faster border growth 11
Sacred Path: +1 from jungle 15
Sacred Waters: +1 from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 15
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 16
World Church: +1 for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 in cities with 3+ followers 15
Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 16
Choral Music: Temples give +2 in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith / +2 culture, more with wine/incense 15
Mosques: Building; +3 faith / +2 culture / +1 happy 15
Pagodas: Building; +2 faith / +2 culture / +2 happy 16
Peace Gardens: Gardens +2 in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 in cities with 5+ followers 15
Religious Community: +1% per follower, max 15% 16
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 16
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 16
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 13

Settlements is the Angkor Wat of Beliefs. Pretty much any other pantheon is better than this.
Religious Community is a great production boost to have.
Pagodas are my favorite out of the 4 buildings mostly due to the extra happiness
Guruship is terrible. It would be great if it was for EACH specialist, but sadly it's not.

Edit: I kinda dropped the ball copying the list wise. Not sure what I did wrong or how to fix it.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 15
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 15
Monument to the Gods: +15% production of ancient/classical Wonders 15
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 9
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 13
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 16
World Church: +1 for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 16
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 16
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 16
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 16
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 13

I modified the list a bit(better view for the eyes). I also added what some bonuses are actually giving(faith, happy, culture, hammer). I dont remember what Peace Loving and World Church are giving(must be bad ones because i never pick them :lol:).

Every pantheon giving free faith early is a must. You can skip shrines which is pretty nice.

Extra border growth? Pfff. Extra influence? 15 only? Pfff. There is a lot better bonuses around.
 
Reliquary : Garbage. You need to deploy 20 great people just to earn enough faith to buy a single 1,000 cost person. This ability *might* be better if it worked on *anyone in the game's* great person.

By the same token you need to wait 200 turns for Stonehenge to give you one 1,000 cost GP, so that must be garbage too? If Reliquary is your only source of faith you're doing something wrong, but if you get it it's a free lump sum for something you're doing anyway. This is one of those whose value only really becomes apparent with certain other beliefs - if you play Domination you may want Holy Warriors, and you're likely to be fighting enough to generate a lot of GGs and GAs you otherwise don't need, which amounts to more faith-bought units. Sure it becomes less valuable in the late game, as things cost more faith, HW become obsolete, and you have your full set of Cathedrals etc., but then so do most of the religious benefits.

Guruship is terrible. It would be great if it was for EACH specialist, but sadly it's not.

Of course it would be great if it was each specialist - it would be double the effect of the Statue of Liberty, currently in the running as one of the game's best Wonders. Religious benefits aren't meant to be particularly strong individually. Guruship is an ability I like to take, and it's one of the better follower beliefs to have spread to your cities if you don't have a religion of your own. It comes slightly too late for +2 production to be a major boost, but at the right point to start using specialists, and it effectively amounts to a free Engineer.

Extra border growth? Pfff. Extra influence? 15 only? Pfff. There is a lot better bonuses around.

With the Patronage policy that gives 20 resting influence Papal Primacy gives you game-long friendship (35) without needing to pledge to protect, 45 with protection, which is a very strong baseline to work from if relying on city-states in your strategy. It's one of the better Enhancer beliefs, but also one that's hard to keep - since your rivals will also be trying to convert CSes a lot and you can't station Inquisitors in them.
 
I modified the list a bit(better view for the eyes). I also added what some bonuses are actually giving(faith, happy, culture, hammer). I dont remember what Peace Loving and World Church are giving(must be bad ones because i never pick them :lol:).
Peace loving is +1 :c5happy: and world church is +1 :c5culture:
With the Patronage policy that gives 20 resting influence Papal Primacy gives you game-long friendship (35) without needing to pledge to protect, 45 with protection, which is a very strong baseline to work from if relying on city-states in your strategy. It's one of the better Enhancer beliefs, but also one that's hard to keep - since your rivals will also be trying to convert CSes a lot and you can't station Inquisitors in them.
I think part of the problem is that with the new quest system maintaining well above the resting point is very easy.
 
This list will be a bit different. Kind of hard to winnow some of these

Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 15
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 13 (-2) Compared to the other pantheons that help more immediately - the +1 happy for 6+ pop comes later and is much riskier than other pantheons. If you don't get a religion the pantheon goes away and you wouldn't have gotten any early game bonuses
Goddess of Protection: +30% city ranged attack strength 15
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16 (+1) A lot of early tech to help get a slingshot in both multi and singleplayer ahead of opponents
Monument to the Gods: +15% production of ancient/classical Wonders 15
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 7 (-2) Hands down probably the least useful of the panths
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15
Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 13
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 16
World Church: +1 for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 15
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 17 (+1) An amazing building acts like a monument for cities, temple, and coli.
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 16
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 16
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 16
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 13
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 15
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 13
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 17
World Church: +1 for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 13
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 17
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 16
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 16
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 16
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 13[/QUOTE]


I love desert folklore because it applies to floodplains, oases, and desert hills. Desert cities see an instant boost of 4-6 faith a turn for no cost.

Goddess of protection is useless for players and annoying when the AI uses it.

Tithe gives an immediate, substantial bonus, and that bonus just keeps growing and growing.

Liturgical drama is really bad. I sometimes have amphitheaters, but if I want faith and culture, I'll take Cathedral, Mosques, Pagodas, or Monastaries.
 
Of course it would be great if it was each specialist - it would be double the effect of the Statue of Liberty, currently in the running as one of the game's best Wonders. Religious benefits aren't meant to be particularly strong individually. Guruship is an ability I like to take, and it's one of the better follower beliefs to have spread to your cities if you don't have a religion of your own. It comes slightly too late for +2 production to be a major boost, but at the right point to start using specialists, and it effectively amounts to a free Engineer.

Now that I think about it +2 production for each specialist would be a little too good, but it still isn't useful as is. I think in most cases religious community would end up giving more production and I have yet to see the AI take it either in any of my games so it's always tends to be a good belief for me to take. Guruship seems to be too bland for my taste. I still think it needs a slight buff like making it +2 production for every 2 specialists or something along those lines
 
If Reliquary is your only source of faith you're doing something wrong

If Reliquary is your source of ANY faith you're doing something wrong

Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 15
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 13
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 17
World Church: +1 for every 5 followers in cities of other civilizations 15
Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 11
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 17
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 16
Swords into Plowshares: 15% faster growth rate if not at war 15
Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 17
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

3 repeated votes.
Drama : Highly unimpressive
 
Now that I think about it +2 production for each specialist would be a little too good, but it still isn't useful as is. I think in most cases religious community would end up giving more production and I have yet to see the AI take it either in any of my games so it's always tends to be a good belief for me to take. Guruship seems to be too bland for my taste. I still think it needs a slight buff like making it +2 production for every 2 specialists or something along those lines

Religious community has too limited an application to appeal to me - Guruship works the same way in every city, and its bonus is fairly early. Religious community relies on tall play in which you have 10+ pop cities, and even then is only as effective as Guruship if the city is specialised for production. Guruship is odd as a Follower belief that gives a bonus that isn't dependent on the number of followers, and certainly it's not a particularly interesting effect, but it is fairly effective.
 
Religious community has too limited an application to appeal to me - Guruship works the same way in every city, and its bonus is fairly early. Religious community relies on tall play in which you have 10+ pop cities, and even then is only as effective as Guruship if the city is specialised for production. Guruship is odd as a Follower belief that gives a bonus that isn't dependent on the number of followers, and certainly it's not a particularly interesting effect, but it is fairly effective.

True, Guruship is better earlier on, but when your religion has more followers in your cities Religious community provides more production than Guruship and getting enough base production for the Religious community modifier to make 2 or more production is considerably easy.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 5
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 13
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 17
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 11
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 18
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 17
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

Same reasoning for Pagodas, Religious community, and religious settlements.
The thing I hate about monument to the gods is that it expires. If the production bonus decreased for each era that maybe would dwindle down to nothing for the more "modern eras" then it would be good. I can see it being a form of insurance for early wonder building, but I've learned time and time again that there is no real insurance for building early game wonders.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 3
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 11
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 17
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 11
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 19
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 18
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

Same reasoning for Pagodas, Religious community, and religious settlements.
The thing I hate about monument to the gods is that it expires. If the production bonus decreased for each era that maybe would dwindle down to nothing for the more "modern eras" then it would be good. I can see it being a form of insurance for early wonder building, but I've learned time and time again that there is no real insurance for building early game wonders.

It's difficult to judge pantheons. I see Dance of the Aurora has been downvoted already, and while I generally agree it's not great, I'm playing a huge, deity, domination only game right now with China and that pantheon was an easy pick for me. I had a large number of non-forest tundra tiles around several of my early cities with a number of hills and/or resources that were very workable, and it gave me a huge early faith bump.

That said, it looks religious settlements will be the first to die and I completely agree. If I want border expansion there are better ways to do it--notably a pantheon that provides a culture boost. I think it's incredibly rare this could compete with other options.

Papal primacy I just think isn't very useful. If I share a religion with a CS it's very likely I'm staying above the resting point anyway. Not worth a pick to me.

Pagodas are fantastic. It's one of the first ones I look to take in most games. A very substantial number of bonuses across the board.

Perhaps because I've been playing huge recently I'm starting to love itinerant preachers. Extremely powerful for spreading religion over large areas.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 15
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 1
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 11
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 18
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 11
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 13
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 19
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

Preachers and Tithe because they just are the best in my opinion.

Border spread seems useless (hence Ankwor Wat being so low on the wonder list), and Monastaries are just the weakest of the buildings, I've skipped them when they were the only building open.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16 (+1) Being able to Heal 50-90 hp a turn is amazing. (90 is the upper end with Khan + Medic 2, + Double heal Promotion from Youth). With planes the minimum you heal is 55 per turn and effectively you can keep attacking forever with your airforce. Getting a few units to march - amazing. A few chokeholds vs a rampaging player in multi? Can be taken care of too.
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 15
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Religious Settlements: +15% faster border growth 0 (-2) As previously stated - a waste compared to other pantheons almost all the time
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 11
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 18
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 9 (-2) Agree with previous statements - Too little faith - and you wont build enough ampis to make it worth it. If you are going wide - chances are you dont wan't to anyways/tall there are better follower picks
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14 (+1) With a small tall strategy depending on the terrain this can be a decent pick. Synergy with the Goddess of Festival makes it useful. +2 Faith/Culture for the Monastery and another +2 culture for each wine/incense in your city area [no need to work] can have a monastery acting like an early hermitage in situations. Cheaper to produce than a pagoda/Cathedral/mosque. And tends to be a pick that if you spread your religion beyond your borders that can't hurt you in the end - makes it a decent choice
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 19
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 15
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11
 
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