Eddie Verdde
Chieftain
- Joined
- Jan 10, 2020
- Messages
- 88
Pantheons are one of my favourite features of CIV, because of all the helpful bonuses they provide in the early stages of the game. However, the term “pantheon” (from the Greek “all gods”) has historically been used to refer to all the gods of a people, or to a temple dedicated to those gods.
Thus, in Civ, the term is somewhat misleading, because it is intended to mean a set of “primitive” religious beliefs, and not as a more developed form of religious expression, as it should.
Therefore, I think that, for the early stages of the game, a more appropriate term (and concept) would be the totem, meaning an animal or object that is used as an emblem of a group of people united by a relationship of common ancestry. Although totems are more associated with hunter-gatherer tribal societies, and do not necessarily have a defined religious function, they are associated with a moral code and with rituals and therefore they may be at the root of religious beliefs. When transferred to a more organized, agrarian civilization, the totem (and its associated rituals or norms) may undergo conceptual change and may become a god or an object of religious idolatry.
Such a concept opens up interesting opportunities for gameplay and immersion. Firstly, as with the pantheons, totems would provide bonuses that reflect the starting conditions of a civilization or the strategy favoured by the player in each game. But unlike the pantheon, the totem is less abstract because it is symbolised by an animal. Therefore, in the map, you should be able to see little statues of the animal chosen as totem; in the interface of the game, there could be motifs of animal; and ultimately, your totem would serve as a symbol of the traits of your civilization – your people would identify with the animal, would emulate its traits, and the totem would forever be a reminder of how your civilization started and of where it came from. For instance, if the starting location of your civilization was surrounded by forests and rivers, the cute and industrious local beavers would inspire your people on how to live in this environment. Then, you would choose the beaver as your totem and your people would master the cutting of trees and the construction of dams or levees to regulate river flow; and thus, the “Beaver Totem” would provide bonuses at sawmills and at constructing dams.
The concept of totem should not be confused with Mysticism, though. So, I suggest a new civic – Genealogy – which would unlock the founding of a totem, while Mysticism would be reserved for building altars/oracle and open up the religious path. In this framework, Genealogy would also unlock the policies “Exogamy”, that provides health, “Mythic ancestor” and “Caste system”. Alternatively, instead of a single totem with an empire-wide effect, each city could have its own particular totem, with only local effects; and then, maybe Gobekli Tepe could be a world wonder that would grant a free totem in every town/city (it has come to my mind that maybe the animals sculpted in the pillars of Gobekli had served as totems for the clans of hunter-gatherers that built the monument at that seasonal gathering location.
So, below is a list of possible totems and its effects.
There are plenty of options for different strategies and environmental conditions, but I’ll gladly hear additional suggestions or corrections.
ANT: +20% production towards constructing World Wonders
BABOON: Pillaging on warm climates yields food to nearest city and culture.
BEAR: Melee units earn culture every time they defeat a weaker unit on temp/cold climate.
BEAVER: +1 production on woodcutters/sawmills;
+50% production towards constructing levees/dams to prevent floods.
BEE: +1 food on farms and plantations of the capital; warehouse buildings cost half.
BOAR: melee units gain bonus when attacking and earn culture if they win the battle.
BULL: +1 culture, +1 happiness on pastures of cattle.
CARIBOU: +1 production on tundra tiles adjacent to resources.
CAT: hunts down ravenous rodents; +1 food, +1 happiness on granaries.
CHAMALEON: archers remain invisible to enemies before attacking on friendly/neutral territory.
CROCODILE: +1 influence on swamps and river tiles adjacent to jungle.
DOG: +1 food, +1 happiness, +1 production on pasture of ships.
DOLPHIN: +1 happiness on fishing boats.
DOVE: +1influence on religious buildings.
EAGLE: +1 Culture on tiles adjacent to mountains.
ELEPHANT: +1 culture on necropolis (religious building); +1 influence per elephants.
FLAMINGO: +1 happiness on swamps of tropical/temperate tiles.
FOX: +1 food on tundra tiles adjacent to camps.
FROG: +1 production on swamps/floodplains; archers gain +1 combat strength.
HAWK: all units gain +2 visibility range; +1 food/production on camps.
HEDGEHOG: melee units gain +1 combat strength when defending.
HONEY BADGER: land melee units earn culture when they engage a stronger enemy unit.
HORSE: +1 happiness on horse pastures; cavalry units earn culture when they defeat an enemy.
HUMMINGBIRD: double effects of plantation on jungle.
JAGUAR: melee units gain +1 combat strength when fighting on jungle; +1 culture on camps on jungle.
LION: +1 influence on camps; melee units earn culture when they defeat an enemy on open land.
NARWHAL: +1 culture on whales/walrus/Amber.
OWL: doubles adjacency bonuses of library, academy and university.
PANDA: +1influence on Gardens and City Parks; requires access to Bamboo (Bonus res.).
PEACOCK: +1 culture, +1 happiness on Gardens.
PIGEON: doubles range of trade routes.
PRAIRIE DOG: improved tiles gain +2 visibility range; tiles on plains cannot be pillaged; victories inside borders earn culture.
QUETZAL: +1 culture, +1 happiness on camps in jugle.
RABBIT: +10% growth rate on all towns/cities; +1 settlement limit.
RACCOON: +1 food on food buildings.
RAM: melee units gain +1 combat strength when attacking walls/fortifications and units on hills, and earn culture if they win a victory doing so.
ROOSTER: +1 food on farms that yield at least 3 food; +1 Culture, +1 happiness on Poultry (Bonus resource).
SALMON: +1 food, +1 culture on non-navigable river tiles of temperate climates.
SEA GULL: +1 culture, +1 happiness on fishing quays and wharfs located on the coast.
SEA OTTER: +1 culture, +1 happiness on Baths adjacent to coast on temperate regions.
SCORPION: melee units gain +1 combat strength when fighting on desert and earn influence every time they defeat enemy on desert.
SHARK: naval units gain +1 movement, +1 combat strength and earn influence when they defeat an enemy.
SNAKE: +1 science, +1 influence on camps.
SQUIRREL: +1 food on forests; +1 happiness on gardens.
STARLING: units may evade attacks against stronger units and earn faith and culture every time they do so.
STORK: +1 settlement limit; towns may be upgraded to cities sooner.
SWAN: +10% growth rate and +1 happiness on cities adjacent to rivers and lakes.
TARANTULA: melee land units gain +1 combat strength when defending and earn influence every time they defeat the enemy.
TURTLE: all land and naval units gain bonus hit points; units may stack inside fortifications or settlements with walls.
VULTURE: land units earn faith every time they defeat an enemy.
WOLF: melee units gain +1 combat strength when fighting on forest; +1 culture on camps in forest.
LIZARD: units heal 100% faster and earn culture when they heal fully; repairment of pillaged tiles is faster/cheaper.
GOOSE: land units gain +1 combat strength and earn faith, when defending inside borders.
More rarely, plants can act as a totem. I came up with these few, just for fun, but with an historical touch:
CARNATION: +1 happiness in cities with military units.
LOTUS: +1 settlement limit; + 50% trade route range.
THISTLE: +1 food, +1 culture on pastures of sheep, cattle and goat;
+1 production on pastures of sheep and alpaca.
ROSE: +10% growth rate in settlements with gardens; +1 influence on Gardens.
SOMA: doubles effects of altars/temples; +1 influence on religious buildings.
TULIP: doubles output of gold buildings.
Thus, in Civ, the term is somewhat misleading, because it is intended to mean a set of “primitive” religious beliefs, and not as a more developed form of religious expression, as it should.
Therefore, I think that, for the early stages of the game, a more appropriate term (and concept) would be the totem, meaning an animal or object that is used as an emblem of a group of people united by a relationship of common ancestry. Although totems are more associated with hunter-gatherer tribal societies, and do not necessarily have a defined religious function, they are associated with a moral code and with rituals and therefore they may be at the root of religious beliefs. When transferred to a more organized, agrarian civilization, the totem (and its associated rituals or norms) may undergo conceptual change and may become a god or an object of religious idolatry.
Such a concept opens up interesting opportunities for gameplay and immersion. Firstly, as with the pantheons, totems would provide bonuses that reflect the starting conditions of a civilization or the strategy favoured by the player in each game. But unlike the pantheon, the totem is less abstract because it is symbolised by an animal. Therefore, in the map, you should be able to see little statues of the animal chosen as totem; in the interface of the game, there could be motifs of animal; and ultimately, your totem would serve as a symbol of the traits of your civilization – your people would identify with the animal, would emulate its traits, and the totem would forever be a reminder of how your civilization started and of where it came from. For instance, if the starting location of your civilization was surrounded by forests and rivers, the cute and industrious local beavers would inspire your people on how to live in this environment. Then, you would choose the beaver as your totem and your people would master the cutting of trees and the construction of dams or levees to regulate river flow; and thus, the “Beaver Totem” would provide bonuses at sawmills and at constructing dams.
The concept of totem should not be confused with Mysticism, though. So, I suggest a new civic – Genealogy – which would unlock the founding of a totem, while Mysticism would be reserved for building altars/oracle and open up the religious path. In this framework, Genealogy would also unlock the policies “Exogamy”, that provides health, “Mythic ancestor” and “Caste system”. Alternatively, instead of a single totem with an empire-wide effect, each city could have its own particular totem, with only local effects; and then, maybe Gobekli Tepe could be a world wonder that would grant a free totem in every town/city (it has come to my mind that maybe the animals sculpted in the pillars of Gobekli had served as totems for the clans of hunter-gatherers that built the monument at that seasonal gathering location.
So, below is a list of possible totems and its effects.
There are plenty of options for different strategies and environmental conditions, but I’ll gladly hear additional suggestions or corrections.
ANT: +20% production towards constructing World Wonders
BABOON: Pillaging on warm climates yields food to nearest city and culture.
BEAR: Melee units earn culture every time they defeat a weaker unit on temp/cold climate.
BEAVER: +1 production on woodcutters/sawmills;
+50% production towards constructing levees/dams to prevent floods.
BEE: +1 food on farms and plantations of the capital; warehouse buildings cost half.
BOAR: melee units gain bonus when attacking and earn culture if they win the battle.
BULL: +1 culture, +1 happiness on pastures of cattle.
CARIBOU: +1 production on tundra tiles adjacent to resources.
CAT: hunts down ravenous rodents; +1 food, +1 happiness on granaries.
CHAMALEON: archers remain invisible to enemies before attacking on friendly/neutral territory.
CROCODILE: +1 influence on swamps and river tiles adjacent to jungle.
DOG: +1 food, +1 happiness, +1 production on pasture of ships.
DOLPHIN: +1 happiness on fishing boats.
DOVE: +1influence on religious buildings.
EAGLE: +1 Culture on tiles adjacent to mountains.
ELEPHANT: +1 culture on necropolis (religious building); +1 influence per elephants.
FLAMINGO: +1 happiness on swamps of tropical/temperate tiles.
FOX: +1 food on tundra tiles adjacent to camps.
FROG: +1 production on swamps/floodplains; archers gain +1 combat strength.
HAWK: all units gain +2 visibility range; +1 food/production on camps.
HEDGEHOG: melee units gain +1 combat strength when defending.
HONEY BADGER: land melee units earn culture when they engage a stronger enemy unit.
HORSE: +1 happiness on horse pastures; cavalry units earn culture when they defeat an enemy.
HUMMINGBIRD: double effects of plantation on jungle.
JAGUAR: melee units gain +1 combat strength when fighting on jungle; +1 culture on camps on jungle.
LION: +1 influence on camps; melee units earn culture when they defeat an enemy on open land.
NARWHAL: +1 culture on whales/walrus/Amber.
OWL: doubles adjacency bonuses of library, academy and university.
PANDA: +1influence on Gardens and City Parks; requires access to Bamboo (Bonus res.).
PEACOCK: +1 culture, +1 happiness on Gardens.
PIGEON: doubles range of trade routes.
PRAIRIE DOG: improved tiles gain +2 visibility range; tiles on plains cannot be pillaged; victories inside borders earn culture.
QUETZAL: +1 culture, +1 happiness on camps in jugle.
RABBIT: +10% growth rate on all towns/cities; +1 settlement limit.
RACCOON: +1 food on food buildings.
RAM: melee units gain +1 combat strength when attacking walls/fortifications and units on hills, and earn culture if they win a victory doing so.
ROOSTER: +1 food on farms that yield at least 3 food; +1 Culture, +1 happiness on Poultry (Bonus resource).
SALMON: +1 food, +1 culture on non-navigable river tiles of temperate climates.
SEA GULL: +1 culture, +1 happiness on fishing quays and wharfs located on the coast.
SEA OTTER: +1 culture, +1 happiness on Baths adjacent to coast on temperate regions.
SCORPION: melee units gain +1 combat strength when fighting on desert and earn influence every time they defeat enemy on desert.
SHARK: naval units gain +1 movement, +1 combat strength and earn influence when they defeat an enemy.
SNAKE: +1 science, +1 influence on camps.
SQUIRREL: +1 food on forests; +1 happiness on gardens.
STARLING: units may evade attacks against stronger units and earn faith and culture every time they do so.
STORK: +1 settlement limit; towns may be upgraded to cities sooner.
SWAN: +10% growth rate and +1 happiness on cities adjacent to rivers and lakes.
TARANTULA: melee land units gain +1 combat strength when defending and earn influence every time they defeat the enemy.
TURTLE: all land and naval units gain bonus hit points; units may stack inside fortifications or settlements with walls.
VULTURE: land units earn faith every time they defeat an enemy.
WOLF: melee units gain +1 combat strength when fighting on forest; +1 culture on camps in forest.
LIZARD: units heal 100% faster and earn culture when they heal fully; repairment of pillaged tiles is faster/cheaper.
GOOSE: land units gain +1 combat strength and earn faith, when defending inside borders.
More rarely, plants can act as a totem. I came up with these few, just for fun, but with an historical touch:
CARNATION: +1 happiness in cities with military units.
LOTUS: +1 settlement limit; + 50% trade route range.
THISTLE: +1 food, +1 culture on pastures of sheep, cattle and goat;
+1 production on pastures of sheep and alpaca.
ROSE: +10% growth rate in settlements with gardens; +1 influence on Gardens.
SOMA: doubles effects of altars/temples; +1 influence on religious buildings.
TULIP: doubles output of gold buildings.