kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,830
Thank you to those who voted in the the previous threads about Pantheon beliefs,Founder beliefs and Follower Beliefs. This is the last round and should be quick to vote down.
I'd ask you to put your vote before the name of each belief, like this:
3 - Fertility Rites: 10% faster Growth Rate
Give votes between 0 and 5, where 1 is worst and 5 is best, like this:
5 = Excellent
4 = Very good
3 = Good
2 = Decent
1 = Poor
0 = Bad or Very Bad
When voting, take into account both the strength of the belief and how universal it is in its aplicability. To give an example of this, a belief like Desert Folklore is very strong but also very specific (and therefore not universal), in that if you don't have any Desert near your starting location, it's going to be quite worthless. Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute.
The list of Enhancer beliefs is here:
Enhancer Beliefs:
_ - Defender of the Faith: +20% Combat near friendly Cities that follow this Religion
_ - Holy Order: Missionaries and Inquisitors cost 30% less Faith
_ - Itinerant Preachers: Religion spreads to cities 30% further away
_ - Just War: +20% Combat near enemy Cities that follow this Religion
_ - Messiah: Prophets 25% stronger and earned with 25% less Faith
_ - Missionary Zeal: Missionary conversion strength +25%
_ - Religious Texts: Religion spreads 34% faster (68% with Printing Press)
_ - Religious Unity: Religion spreads to friendly city-states at double rate
_ - Reliquary: Gain 50 Faith each time a Great Person is expended
I'd ask you to put your vote before the name of each belief, like this:
3 - Fertility Rites: 10% faster Growth Rate
Give votes between 0 and 5, where 1 is worst and 5 is best, like this:
5 = Excellent
4 = Very good
3 = Good
2 = Decent
1 = Poor
0 = Bad or Very Bad
When voting, take into account both the strength of the belief and how universal it is in its aplicability. To give an example of this, a belief like Desert Folklore is very strong but also very specific (and therefore not universal), in that if you don't have any Desert near your starting location, it's going to be quite worthless. Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute.
The list of Enhancer beliefs is here:
Enhancer Beliefs:
_ - Defender of the Faith: +20% Combat near friendly Cities that follow this Religion
_ - Holy Order: Missionaries and Inquisitors cost 30% less Faith
_ - Itinerant Preachers: Religion spreads to cities 30% further away
_ - Just War: +20% Combat near enemy Cities that follow this Religion
_ - Messiah: Prophets 25% stronger and earned with 25% less Faith
_ - Missionary Zeal: Missionary conversion strength +25%
_ - Religious Texts: Religion spreads 34% faster (68% with Printing Press)
_ - Religious Unity: Religion spreads to friendly city-states at double rate
_ - Reliquary: Gain 50 Faith each time a Great Person is expended