Pantheism (excludes Agrarianism & Theism)
Code:
Animal Lore -> Feral Bond -/> Commune with Nature
Woods Lore -> Fellowship of Leaves -> Forest Dominion
Earth Lore -\-> Færie Lore -\-> Through the Veil
- Opener: free Druid; each Devout counts 20% less against appearance of GPs; unimproved land tiles become "wildlands"; The Weave of Éa will develop spontaneously in cities (this religion gives +1 food for each wildlands plot)
- Animal Lore: animal resources become available from wildlands and provide +2 food & +1 production
- Feral Bond: animal resources in wildlands provide +1 culture & mana; wild animal units no longer attack and they can be converted
- Commune with Nature: +1 culture and +1 mana gained for every four wildlands plots owned (civilization-wide); all plot improvements are slowly regenerated to wildlands
- Woods Lore: plant resources become available from wildlands and provide +2 food & science; no movement penalty for forest and jungle
- Fellowship of Leaves: plant resources in wildlands provide +1 culture & mana; forest and jungle improvements are slowly reverted to wildlands
- Forest Dominion: cultural borders expand spontaneously through adjacent unimproved forest and jungle into unowned or foreign-owned territory; world-wide, all forests and jungles gain +5 strength (affects feature spread; gain is applied each time a civilization adopts this policy)
- Earth Lore: earth resources become available from wildlands and provide +1 production, gold, culture & mana; no movement penalty for hills
- Færie Lore: can communicate with the Fey, the minor spirits of individual trees, rocks and so on (sometimes called the "little gods")
- Through the Veil: can communicate with the major Spirits of Éa (Fagus, Epona, Aveta, Ægir, etc.; see Pantheistic Cults above)
- Finisher: ⅓ of all culture converted to Mana
Notes:
- All land Civ5 resources have been categorized as animal, plant or earth (should be obvious which ones fit in which class; silkworms are animals, btw).
- Wildlands act as an "improvement" that you don’t need to build, but you still need the appropriate tech to make the resource tradable (Animal Husbandry for horses, Hunting for furs, Calendar for silks, etc.). You won't get as much yield boost as the actual improvement, at least not initially, but wildlands become better with more Pantheism policies and with specific Pantheistic cults. (Sea plots and resources are treated normally.)
- Færie Lore gives contact with The Fey, which are an actual civilization that is invisible to players without this policy. The Queen of the Fey has gold, a few resources and some other interesting items to trade (including spells and some artifacts).
- Through the Veil gives contact with a number of the major Spirits of Éa (probably a dozen or so). Each has a relationship level with you and can give quests as if they were a city state. As friends or allies, they can provide mana, resources, units and/or other things. If allied with you, a Spirit becomes a physical unit under your control. These individuals act as great people in most ways, and can even take leadership of your civilization...
just reading back and trying to understand :
so :
wildlands give : normal yield + +1food (with opener)
animals ressources give : normal tile yield + normal unimproved ressource yield +1F from opener + +2F, +1Pwith animal lore and +1culture +1mana with feral bound.
same for vegetal : normal tile yield , + normal unimproved ressource yield +1F from wildland +2F 2S from wood lore and +1culture +1mana from fellowship of leaves
and mineral : normal tile yield + normal unimproved ressource yield +1F from wildland +1P, +1G, +1cult +1mana;
?
four things /questions :
(I'm just stating observations... however in reality it might be totally balanced with regard to yields obtained throught improvements..)
-it seems mineral ressources are the forgotten ressouces here : no second policy for improving the tile. (only 5 extra yields instead of 6 for animals and 7 for vegetals)
-it seems prod (well, and science and gold) are the forgotten yields:
if 1 ressource of each type :
1G
2 P total
2S
3cult
3mana
7F
so this will be a city that can grow, but will have low gold and low prod and low science.
(not taking the base terrain yield +unimproved ressource yield)
and un-ressourced tiles will be... low yield tiles as no improvement might be built.
-will there be a difference in yield between ressources of a same type ?
ie : a-la cIV instead of a-la ciV ?
-what about faith ?
did you "just" replaced faith by mana (mana and divine favor being two sides of the same object) or will you have divine-favor being faith (but income limited to those with theisme policies, and mana a new yield for every body ?