My Current Pantheon Rankings

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
10,913
After doing a lot of playtesting, here is where my rankings come in for Pantheons. Note that I am always ranking pantheons "in their element", obviously I'm not taking purity without lakes, etc etc. However, if I do have a pantheon that is just always good no matter what, I will give that a bump in the ranking. I am also going to ignore civ specific notes. If a pantheon is good but in just 1 civs hands, I don't consider that a high mark of balance.

S - Frankly too good, probably could use a tune down.
A - Rock solid, I think these are well balanced.
C - A bit sketchy at times, sometimes I really need the stars to align to make this good, but it gets the job done.
F - I never use this pantheon, there are generally always better options.

  • Ancestor Worship - A, the literal baseline of balance to me.
  • Earth Mother - C, you really have to commit to iron early to ensure this is viable.
  • All Creation - ?, I haven't taken this in a long time, as I generally always like to found.
  • Commerce - A, with petra opener or trade focused progress civs it does very well.
  • Craftsmen - F, its just too risky, too much has to go right for this to work.
  • Expanse - C/F, its borderline for me. I really only use it for Russia, its pretty bad everywhere else.
  • Open Sky - C on communitas because there are so many hills, probably A on other maps.
  • Sea - S, with a water resource heavy start, guaranteed easy found, massive production bonus, more food, this thing is the moon and back.
  • Stars and Sky - S, makes the Klondike start the best start.
  • Sun - F, complete garbage I never touch it.
  • War - S, no reason for a warmonger not to take this right now.
  • God-King - ?, I need to play with this more. For India its amazing, but I'm curious if the founding can workable with a more shrine first opening (using the pantheon cutlure to cover you). If so its later scaling can't be matched.
  • Beauty - A, very solid off a Stonehenge opener to bag several wonders, normally taken with Tradition civs.
  • Festivals - C, can be tricky to play with, and you need a very niche scenario, but it can rock very well in that scenario.
  • Nature - A, only reason this isn't S is you need terrain that gives you no benefit to get the bonus, which tends to balance it more. S for inca in most cases.
  • Protection - A, very good culture benefit but takes real effort to get up and going.
  • Purity - C, can give a nice start but I find unhappiness even with the river bonus just tends to ****** its benefits too much.
  • Renewal - A, probably the best way to make a jungle start work.
  • Springtime - C/F, C with the right setup but it has to be good, otherwise this can get lackluster quickly. It also hurts that several early lux you may not want to plantation right away.
  • Home - F, garbage, I do not get the hype with this pantheon, every time I use it I'm like "why do you exist, you are so bad".
  • Hunt - A, very nice with camp heavy starts, which are frequent enough. A good backup for Stars and Skies if its been taken.
  • Wisdom - C, its ok but the specialist bonus weirdly is best to do through a merchant, the scientist just takes too long to get online.
  • Spirit of the Desert - A, just great.
  • Tutelary - A, for tradition starts I've really started to warm up to this pantheon. It has a lot of juice.
 
Protection is amazing because the bonus to heal is useful the entire game, and becomes insane if you snag fountain of youth as well.

War is also amazing for the same reason, it's effect is useful for the entire game.

The rest only really hold relevance for the first couple eras. After that the effects are dwarfed compared to everything else.
 
Home - has some serious problems. It would be nice if we could remove the era scaling from it, increase its base yields, and remove the growth.

Earth Mother - tried to fix this one by bringing Forge earlier and having it boost that. Oh well.

Craftsmen - the fact that quarries take longer to set up than plantations goes under appreciated here. This pantheon is so slow, and it’s not just because it’s a 2nd level tech.
 
Craftsmen - the fact that quarries take longer to set up than plantations goes under appreciated here. This pantheon is so slow, and it’s not just because it’s a 2nd level tech.
Why though? They both require 3 techs.
 
Why though? They both require 3 techs.
Its the herbalist. I can build herbalists to get my faith going in multiple cities before I even start the plantations, it takes 2 quarries to get the same benefit on craftsmen.

And then even if you get it up, I mean what are you really getting? A few hammers and faith, a drop of science and culture. I mean if I want a pantheon that has terrible founding just for yields I can take All Creation and get more in some cases, and a lot faster too.
 
Home, if that is garbage why it is one of AI preferred choice?
The AI does build faster than the human does, so they would get more benefit from home than a human would. Beyond that....bad AI training ;)
 
If you are behind in getting Pantheons 'God of all Creation' is one of the best. Gets you up & running in all areas.
 
unless the plantation has a forest/jungle on it, which is frequent
springtime is often slower than craftsmen
 
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