- God of the Sea: I hate to say this, but I do think this one needs a bit of a nerf. Sea monopoly starts are actually very powerful already, and this belief just ramps up into overdrive. I can get a monopoly faster with a god of the sea start than any other start, and suddenly you have cities that have high food, high growth, monopoly bonuses, and 0 happiness problems....not to mention tons of gold both from the water and from selling those quick luxs you got online. Further, you can get their faith going so quickly they are basically a guaranteed founder. I think if nothing else we can remove the +2 food per coastal city, they really don't need the extra food. I dont' know if that's enough of a nerf, but its an easy one imo.
How much of this is 'God of the Sea is too good' vs 'sea monopoly starts are too good'? A lot of the bonuses you mention seem to come instead from how much quicker it is to get sea luxes improved than land luxes rather than God of the Sea in particular (monopoly bonuses, happiness, gold).
God of the Sea = +2 food, +1 faith per coastal city, +1 faith/prod from fishing boats/atolls. Even with a sea monopoly, your first 6 cities are probably only averaging ~3 sea resources/atolls for the coastal ones, and you'll probably have settled at least one inland unless you're on a super-snaky part of the continent as well.
Assuming 5/6 cities are coastal, average 3 sea resources/atolls per, we end up with:
10 food
20 faith
15 production
once all of our fishing boats are online & all of our sea resources/atolls are within border growth and are being worked. That's
very good, and should guarantee a found, but takes both an ideal start and a fair bit of setup - we need to tech fishing & found coastal, and initially most cities are just getting the 2 food/1 faith + one atoll/fishing boat that's within initial borders. There's also no scaling component to the yields, so that amount is basically all we'll ever get and it will become increasingly less relevant over time.
Compare a few other (easy to calculate) non-scaling terrain-dependent pantheons in their ideal starts:
Earth Mother (assuming mining monopoly, bronze working rush & decent iron luck to get 15 resource mines across 6 cities): 21 faith, 15 culture, 6 production
God of Craftsmen (assuming quarry monopoly, healthy stone/marble to get 15 quarries across 6 cities): 23 faith, 21 production, 1 science, 1 culture
Goddess of Springtime (assuming plantation monopoly, bananas to get 10 plantations across 6 cities): 10 gold, 10 food, 22 faith, 6 science
Goddess of the Hunt (assuming camp monopoly, deer to get 15 camps across 6 cities): 15 faith, 15 gold, 15 culture, 12 food
Which are all in the same general ballpark of God of the Sea, I think.
That said, I agree that God of the Sea generally feels stronger than all of those, although I'm not convinced it's by that much, nor that these sorts of pantheons are stronger than the more generic ones that usually include some scaling elements (Ancestor Worship et al). Possible reasons that occur to me:
- God of the Sea doesn't have any building component, unlike the others (monument, stone works, herbalist, smokehouse respectively); it just gets the 2 food/1 faith for being coastal.
- Atolls are immediately accessible, and fishing boats are relatively fast to go up because of instant build, while all the others rely on time-intensive improvements (especially Springtime)
- Ideal or near-ideal God of the Sea starts are meaningfully more common than ideal starts for the others (?), although I'm not convinced on that one
- It's easier to identify ideal God of the Sea starts in time to pick it as a pantheon because the only tech you need to check is the always-early Pottery, compared to Bronze Working/Wheel/<N/A>/Trapping, respectively
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Given all that, I would lean towards any nerfs directed at God of the Sea making it more similar to the others - maybe move the food/faith to the Lighthouse rather than just being on coastal cities (would probably need to be number-buffed) - rather than directly nerfing the numbers. Alternatively, we could target sea starts themselves, but that sounds like a risky change given how foundational it is to a lot of other elements of game balance.