| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Prince
Join Date: Mar 2010
Location: Denver
Posts: 387
|
Religious Beliefs Elimination Thread
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 from shrines 15Dance 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 in cities with 3+ pop 15God of the Open Sky: +1 from pastures 15God of the Sea: +1 from fishing boats 15God 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 15Goddess of Love: +1 for city of 6+ pop 15Goddess of Protection: +30% city ranged attack strength 15 Goddess of the hunt: +1 from camps 15Messenger of the Gods: +2 in cities with 15Monument to the Gods: +15% of ancient/classical Wonders 15One with Nature: +4 from natural wonders 15Oral Tradition: +1 from plantation 15Religious Idols: +1 / +1 from gold and silver 15Religious Settlements: +15% faster border growth 15 Sacred Path: +1 from jungle 15Sacred Waters: +1 from cities on a river 15Stone Circles: +2 faith from quarries 15 Founder: Ceremonial Burial: +1 for each city following religion 15Church 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 15Papal Primacy: +15 resting point influence to city-states following this religion 15 Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15Pilgramage: +1 faith for each foreign city following this religion 15 Tithe: +1 gold for every 4 followers of this religion 15 World Church: +1 for every 5 followers in cities of other civilizations 15Follower: Asceticism: Shrines provide +1 in cities with 3+ followers 15Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 15 Choral Music: Temples give +2 in cities with 5+ followers 15Divine 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 15Holy 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 in city 15Religious Art: Hermitage +8 culture 15 Religious Center: Temples +2 in cities with 5+ followers 15Religious Community: +1% per follower, max 15% 15Swords 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 15Missionary 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 Last edited by Xger; Aug 23, 2012 at 06:20 PM. |
|
|
|
|
|
#2 |
|
Deity
Join Date: Nov 2011
Posts: 2,174
|
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.
|
|
|
|
|
|
#3 |
|
Prince
Join Date: Mar 2010
Location: Denver
Posts: 387
|
Pantheons:
Ancestor worship: +1 from shrines 15Dance 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 15God of the Open Sky: +1 from pastures 15God of the Sea: +1 from fishing boats 15God 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 15Goddess of Love: +1 for city of 6+ pop 15Goddess of Protection: +30% city ranged attack strength 15 Goddess of the hunt: +1 from camps 15Messenger of the Gods: +2 in cities with 15Monument to the Gods: +15% of ancient/classical Wonders 15One with Nature: +4 from natural wonders 15Oral Tradition: +1 from plantation 15Religious Idols: +1 / +1 from gold and silver 15Religious Settlements: +15% faster border growth 15 Sacred Path: +1 from jungle 15Sacred Waters: +1 from cities on a river 15Stone Circles: +2 faith from quarries 15 Founder: Ceremonial Burial: +1 for each city following religion 15Church 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 15Papal Primacy: +15 resting point influence to city-states following this religion 15 Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15Pilgramage: +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 15Follower: Asceticism: Shrines provide +1 in cities with 3+ followers 15Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 16 Choral Music: Temples give +2 in cities with 5+ followers 15Divine 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 15Holy 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 in city 15Religious Art: Hermitage +8 culture 15 Religious Center: Temples +2 in cities with 5+ followers 15Religious Community: +1% per follower, max 15% 15Swords 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 15Missionary 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. |
|
|
|
|
|
#4 | |
|
Prince
Join Date: Mar 2010
Location: Denver
Posts: 387
|
Quote:
|
|
|
|
|
|
|
#5 | |
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,688
|
Quote:
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
__________________
Gods & Kings Introductory Guide
|
|
|
|
|
|
|
#6 |
|
King
Join Date: May 2009
Posts: 664
|
Ancestor worship: +1
from shrines 15Dance 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 15God of the Open Sky: +1 from pastures 15God of the Sea: +1 from fishing boats 15God 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 15Goddess of Love: +1 for city of 6+ pop 15Goddess of Protection: +30% city ranged attack strength 15 Goddess of the hunt: +1 from camps 15Messenger of the Gods: +2 in cities with 15Monument to the Gods: +15% of ancient/classical Wonders 15One with Nature: +4 from natural wonders 15Oral Tradition: +1 from plantation 15Religious Idols: +1 / +1 from gold and silver 15Religious Settlements: +15% faster border growth 13 Sacred Path: +1 from jungle 15Sacred Waters: +1 from cities on a river 15Stone Circles: +2 faith from quarries 15 Founder: Ceremonial Burial: +1 for each city following religion 15Church 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 15Papal Primacy: +15 resting point influence to city-states following this religion 15 Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15Pilgramage: +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 15Follower: Asceticism: Shrines provide +1 in cities with 3+ followers 15Cathedrals: Building; +1 faith / +3 culture / +1 5happy 1 artist slot 16 Choral Music: Temples give +2 in cities with 5+ followers 15Divine 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 15Holy 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 in city 15Religious Art: Hermitage +8 culture 15 Religious Center: Temples +2 in cities with 5+ followers 15Religious Community: +1% per follower, max 15% 15Swords 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 15Missionary 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. |
|
|
|
|
|
#7 |
|
Male Student No. 7
Join Date: Apr 2011
Location: Seattle
Posts: 93
|
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. Last edited by DeathFace; Aug 17, 2012 at 08:18 PM. |
|
|
|
|
|
#8 |
|
cat vision
Join Date: Sep 2010
Location: Québec
Posts: 4,614
|
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 ).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.
__________________
Play the AI for fun. Play humans for a real challenge : www.civplayers.com G&K strategies : Tradition's 4 cities opening/Deity OCC science victory/Mayan/Arabian ICS strategy Last edited by Tabarnak; Aug 17, 2012 at 07:59 PM. |
|
|
|
|
|
#9 | |||
|
Deity
Join Date: Nov 2011
Posts: 2,174
|
Quote:
Quote:
Quote:
|
|||
|
|
|
|
|
#10 | ||
|
Prince
Join Date: Mar 2010
Location: Denver
Posts: 387
|
Quote:
and world church is +1 ![]() Quote:
|
||
|
|
|
|
|
#11 |
|
Maximón
Join Date: Dec 2011
Location: North Carolina
Posts: 3,787
|
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
__________________
"The time for dawn has come, let us finish our work. Let us create those who are to feed and provide for us appear. Let man appear, let humanity exist on earth." - The Popol Vuh |
|
|
|
|
|
#12 |
|
Prince
Join Date: Mar 2012
Posts: 495
|
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. |
|
|
|
|
|
#13 | |
|
Male Student No. 7
Join Date: Apr 2011
Location: Seattle
Posts: 93
|
Quote:
|
|
|
|
|
|
|
#14 | |
|
King
Join Date: May 2009
Posts: 664
|
Quote:
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 |
|
|
|
|
|
|
#15 | |
|
Deity
Join Date: Nov 2011
Posts: 2,174
|
Quote:
|
|
|
|
|
|
|
#16 | |
|
Male Student No. 7
Join Date: Apr 2011
Location: Seattle
Posts: 93
|
Quote:
|
|
|
|
|
|
|
#17 |
|
Male Student No. 7
Join Date: Apr 2011
Location: Seattle
Posts: 93
|
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. |
|
|
|
|
|
#18 |
|
Chieftain
Join Date: Jul 2012
Posts: 14
|
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. |
|
|
|
|
|
#19 |
|
Prince
Join Date: Mar 2010
Location: Denver
Posts: 387
|
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. |
|
|
|
|
|
#20 |
|
Maximón
Join Date: Dec 2011
Location: North Carolina
Posts: 3,787
|
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
__________________
"The time for dawn has come, let us finish our work. Let us create those who are to feed and provide for us appear. Let man appear, let humanity exist on earth." - The Popol Vuh |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|