General notes
Happiness beliefs are devalued by free happiness in piety tree. They become more important if you have to work for happiness.
Culture buffs are based on GEM scale culture yields and must be reduced to scale correctly
Food/production buffs are probably too high as well.
Pantheons
Reduce
Fertility Rites (25% food, default is 10%), should be 15%
Ancestor Worship 1 for shrines, mod is 2
Oral Tradition 1 for plantations, add faith?, mod is 2 culture
Open Sky 1 :c5culture for pastures, add faith?, mod is 2 culture
Goddess of the Hunt 1 for camps, add faith? mod is 2 food
New modded beliefs: Sacred Isles/Tranquil Refuge 2 culture and faith/food on Isles and Oasis, respectively. Should be 1 food, 1 culture on oasis and 1 culture, 1 faith on Isles, at most.
If these are perceived as too weak when reduced toward default levels they can be evened up with gold-silver-wine style pantheons to add 1 faith. I do not think this is necessary as these are more common tiles and thus more valuable over time.
God of the Sea 2 production from work boats?, default is 1. This could add food or gold if needed instead of the additional production, it's fairly good as is though.
Others open to debate
Desert Folklore is perceived as imbalanced at 1 faith in desert elsewhere but this is situational.
These default pantheons/beliefs do not appear in our lists for placement.
Earth Mother (+1 faith on copper/iron/salt)
Faith Healer - moved to enhancer (heals by cities)
Goddess of Protection (ranged attack for cities boost) - weak/to be replaced
God King (all yields +1 on palace) - weak/ to be replaced
Sun God (+1 food on wheat, banana, citrus)
Ceremonial Burial
Bugs: "formal liturgy", is listed but appears nowhere defined by the mod
Founder Beliefs - mod effects listed - we would need at least 8 here
Interfaith 2.5x science per convert (5x) (reduce)
Charitable Missions (moved from reformation), unchanged 30% influence from gold to CS - consider moving it back
Papal Primacy +30 influence (2x)
Initiation 2x gold (200 per convert)
Church Property +3 gold/city (1.5x)
Tithe 1/5 followers, (reduced was 1/4)
World Church 1 culture /3 followers, was 1/5 (restore to default)
Pilgrimage 5 culture per foreign city, was 2 faith (restore to faith/tourism?)
Peace Loving 1 happy /3 followers (was /8) (reduce)
Messiah - moved from enhancer, unchanged (move back)
Missionary Zeal 200% convert strength (was 25%), moved from enhancer (move back)
Holy Order - moved from enhancer (reduced to 25% from 30%) - move back
Follower:
Heathen Conversion - missionaries convert barbarians (moved from reformation)
Choral Music 3 for temples, mod is 6, default is 2
Holy Warriors - unchanged
Feed the World +2 food shrine/temple (should be +1, make it for all religious buildings?)
Plowshares +25% food while at peace (tone to 20%)
Religious Community - max 20% production
Guru - 4 science instead of 2 production if city has specialist
Monasteries - consider moving to reformation
Liturgical Drama 4 faith amphitheater (probably fine at 3)
Religious Art - 2x tourism/culture on hermitage (probably fine at 8 instead of 10)
Divine Inspiration - adds +1 tourism for WW.
Sacred Sites - moved from reformation, 2 tourism per purchased religious building
Ascetism - unchanged (1 happy shrine)
Religious Center - unchanged (2 happy temple)
Peace Garden - unchanged (2 happy garden)
Enhancer
Just War - condensed just war and defender of faith, should be 20-25% bonus each, mod is at 40%
Reliquary 500 faith per GP (was 50)
Underground Sect - spies spread (moved from reformation)
Itinerant Preachers - 30% farther spread unchanged
Religious Text - unchanged 25% faster spread, 50% with printing
Unity 5x spread to CS (Was 2x)
Evangelism - missionary reduces spread (moved from reformation)
Unity of Prophets - slower removal of religion (moved from reformation)
Reformation
Jesuit - adds library, purchases science buildings
Fervor - purchases later game units
Glory of god - purchase any GP with faith
Courage - purchases coastal buildings
Thrift - purchases gold buildings
Work Ethic - purchases production buildings
Cathedral 1/1/1+GW slot, was follower, move back
Mosque 1/5/1 was 1/2/3 in vanilla, was follower, move back, reduce culture and add faith
Pagoda (2/1/1, was 2/2/2), was follower, move back
Happiness beliefs are devalued by free happiness in piety tree. They become more important if you have to work for happiness.
Culture buffs are based on GEM scale culture yields and must be reduced to scale correctly
Food/production buffs are probably too high as well.
Pantheons
Reduce
Fertility Rites (25% food, default is 10%), should be 15%
Ancestor Worship 1 for shrines, mod is 2
Oral Tradition 1 for plantations, add faith?, mod is 2 culture
Open Sky 1 :c5culture for pastures, add faith?, mod is 2 culture
Goddess of the Hunt 1 for camps, add faith? mod is 2 food
New modded beliefs: Sacred Isles/Tranquil Refuge 2 culture and faith/food on Isles and Oasis, respectively. Should be 1 food, 1 culture on oasis and 1 culture, 1 faith on Isles, at most.
If these are perceived as too weak when reduced toward default levels they can be evened up with gold-silver-wine style pantheons to add 1 faith. I do not think this is necessary as these are more common tiles and thus more valuable over time.
God of the Sea 2 production from work boats?, default is 1. This could add food or gold if needed instead of the additional production, it's fairly good as is though.
Others open to debate
Desert Folklore is perceived as imbalanced at 1 faith in desert elsewhere but this is situational.
These default pantheons/beliefs do not appear in our lists for placement.
Earth Mother (+1 faith on copper/iron/salt)
Faith Healer - moved to enhancer (heals by cities)
Goddess of Protection (ranged attack for cities boost) - weak/to be replaced
God King (all yields +1 on palace) - weak/ to be replaced
Sun God (+1 food on wheat, banana, citrus)
Ceremonial Burial
Bugs: "formal liturgy", is listed but appears nowhere defined by the mod
Founder Beliefs - mod effects listed - we would need at least 8 here
Interfaith 2.5x science per convert (5x) (reduce)
Charitable Missions (moved from reformation), unchanged 30% influence from gold to CS - consider moving it back
Papal Primacy +30 influence (2x)
Initiation 2x gold (200 per convert)
Church Property +3 gold/city (1.5x)
Tithe 1/5 followers, (reduced was 1/4)
World Church 1 culture /3 followers, was 1/5 (restore to default)
Pilgrimage 5 culture per foreign city, was 2 faith (restore to faith/tourism?)
Peace Loving 1 happy /3 followers (was /8) (reduce)
Messiah - moved from enhancer, unchanged (move back)
Missionary Zeal 200% convert strength (was 25%), moved from enhancer (move back)
Holy Order - moved from enhancer (reduced to 25% from 30%) - move back
Follower:
Heathen Conversion - missionaries convert barbarians (moved from reformation)
Choral Music 3 for temples, mod is 6, default is 2
Holy Warriors - unchanged
Feed the World +2 food shrine/temple (should be +1, make it for all religious buildings?)
Plowshares +25% food while at peace (tone to 20%)
Religious Community - max 20% production
Guru - 4 science instead of 2 production if city has specialist
Monasteries - consider moving to reformation
Liturgical Drama 4 faith amphitheater (probably fine at 3)
Religious Art - 2x tourism/culture on hermitage (probably fine at 8 instead of 10)
Divine Inspiration - adds +1 tourism for WW.
Sacred Sites - moved from reformation, 2 tourism per purchased religious building
Ascetism - unchanged (1 happy shrine)
Religious Center - unchanged (2 happy temple)
Peace Garden - unchanged (2 happy garden)
Enhancer
Just War - condensed just war and defender of faith, should be 20-25% bonus each, mod is at 40%
Reliquary 500 faith per GP (was 50)
Underground Sect - spies spread (moved from reformation)
Itinerant Preachers - 30% farther spread unchanged
Religious Text - unchanged 25% faster spread, 50% with printing
Unity 5x spread to CS (Was 2x)
Evangelism - missionary reduces spread (moved from reformation)
Unity of Prophets - slower removal of religion (moved from reformation)
Reformation
Jesuit - adds library, purchases science buildings
Fervor - purchases later game units
Glory of god - purchase any GP with faith
Courage - purchases coastal buildings
Thrift - purchases gold buildings
Work Ethic - purchases production buildings
Cathedral 1/1/1+GW slot, was follower, move back
Mosque 1/5/1 was 1/2/3 in vanilla, was follower, move back, reduce culture and add faith
Pagoda (2/1/1, was 2/2/2), was follower, move back