AG's Pantheon Tweaks

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
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Hi everyone! This is amateurgamer88. The purpose of this post is to tweak the numbers of the Pantheons to balance them without bothering G to adjust it for every beta patch. Eventually, I hope to also add some new Pantheons here too. Note that these numbers aren't set in stone and I will adjust if I get good feedback. Below are the changes I like to make with the Pantheons.

My changes will focus on lowering the amount of :c5faith: Faith you get from Pantheons. It feels to me as though we are just adding more faith to pantheons that are harder to find and then repeat the process once pantheons that weren't looked at fall behind. My mod is mainly a test to see how simpler pantheons feel compared to the more complicated versions we are coming out. I know the latest version has made some changes but I just don't like the direction those pantheons are headed towards. Below are my interpretations about how I like to see the yields changed but feel free to share your thoughts and concerns.

Note: I'm still new to modding so please inform me any mistakes I've made. I appreciate it! I also have limited free time so I will only change my mod bit by bit. The Pantheons that are changed will be shown below while those awaiting change are in the spoiler.

Ancestor Worship
+1 :c5faith: Faith and :c5culture: Culture from Council. +1 :c5science: Science and :c5production: Production from Stones.

Earth Mother
+1 :c5faith: Faith and :c5gold: Gold from Mines on improved resources
+1 :c5production: Production in a City.

God of All Creation
+1 :c5culture: Culture in the :c5capital: Capital
+1 :c5food: Food, :c5production: Production, :c5gold: Gold, and :c5science: Science in :c5capital:Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total).

God of Commerce
+1 :c5faith: Faith and +3 :c5gold: Gold in Cities with a :c5trade: City Connection, and in your :c5capital: Capital after gaining a second city.
+1 :c5faith: Faith and +2 :c5gold: Gold from Markets.

God of Craftsmen
+1 :c5faith: Faith and +1 :c5production: Production from Quarries.
+1 :c5faith: Faith, :c5culture: Culture and :c5production: Production from Stone Works.
+2 :c5gold: Gold in cities.

God of the Open Sky
+1 :c5faith: Faith and +2 :c5gold: Gold from Pastures.

God of the Sea
+1 :c5faith: Faith and +2 :c5food: Food from Fishing Boats.
+3 :c5production: Production from Lighthouses.
+2 :c5faith: Faith and +1 :c5production: Production from Atolls.

God of the Sun
+1 :c5faith: Faith and :c5science: Science from Granaries. +1 :c5goldenage: GAP and :c5gold: Gold from Wheat.

Goddess of the Wisdom
+1 :c5faith: Faith, and :c5goldenage: Golden Age Points in every City. +2 :c5science: Science and +1 :c5faith: Faith from Palace. +2 :c5science: Science from Libraries.

Goddess of Beauty
+2 :c5faith: Faith from Palace. +1:c5faith: Faith from World Wonders,
+2 Great Artist and Great Engineer Points in your :c5capital: Capital.

Goddess of the Home
+1 :c5food: Food and +1 :c5faith: Faith from Shrines. + 25% faster :c5food: Growth Rate.

Tutleary Gods
+10% increase in City Ranged Combat Strength
+2 :c5faith: Faith and +1 :c5production: Production from Walls.

God of Protection
+10 HP healed per turn in friendly territory.
+2 :c5faith: Faith and +1 :c5culture: Culture from Barracks.

God of War
+10% :c5production: Production towards Units.
Gain :c5faith: Faith from killing military units.

Goddess of Renewal
+1 :c5faith: Faith and :c5culture: Culture for every 2 Jungle or 2 Forest tiles worked by a City. +1 :c5happy: Happiness from Herbalists.

Goddess of Springtime
+1 :c5faith: Faith and +2 :c5gold: Gold from Plantations. +1 :c5science: Science and :c5faith: Faith from Herbalists.
+3 :c5food: Food in cities.


Unchanged Pantheons
Spoiler :

God of Expanse
+25% faster border growth, and gain 20 :c5faith: Faith and 10 :c5production: Production every time a City expands its borders naturally, scaling with Era and Gamespeed.

God of Stars and Sky
+1 :c5faith:Faith, :c5culture: Culture and :c5gold: Gold from Tundra tiles with resources.

God-King
+1 :c5faith: Faith in :c5capital: Capital. +1 :c5culture: Culture, :c5goldenage: Golden Age Points, :c5faith: Faith, :c5gold: Gold and :c5science: Science in :c5capital: Capital for every 5 Followers of your Pantheon in owned cities.

Goddess of Festivals
+3 :c5gold: Gold, +2 :c5culture: Culture and +1 :c5faith: Faith for every unique Luxury Resource owned or imported.

Goddess of Nature
+1 :c5faith: Faith, :c5gold: Gold, and :c5food: Food for every 2 Mountains within 3 tiles of a City (capping at the City's population). Natural Wonders gain +3 :c5faith: Faith and +2 :c5culture: Culture.

Goddess of Purity
+1 :c5faith: Faith and :c5food: Food from Lakes, +1 :c5faith: Faith, :c5food: Food and :c5production: Production from Marshes. +1 :c5happy: Happiness from Cities on rivers.

Goddess of the Hunt
+1 :c5faith: Faith, :c5food: Food and :c5culture: Culture from Camps. +1 :c5food: Food from Resources on Tundra.

Spirit of the Desert
+1 :c5faith: Faith, :c5production: Production, and :c5gold: Gold from Desert tiles with resources, and +3 :c5food: Food from Oases.
 

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I was actually thinking about a pantheon tweaks mod-mod, with the same logic you had of not wanting to bother G.

I'm unsure about your pantheons though. God of the Sea gives 2 faith per fishing boat, plausibly 6 to 8 faith in the capital. Meanwhile commerce can't ever get more than 1 faith per city.
 
I was actually thinking about a pantheon tweaks mod-mod, with the same logic you had of not wanting to bother G.

I'm unsure about your pantheons though. God of the Sea gives 2 faith per fishing boat, plausibly 6 to 8 faith in the capital. Meanwhile commerce can't ever get more than 1 faith per city.

Luckily, the purpose of this post is to discuss and balance. You do have a good point. I'm thinking of 1 faith per fishing boat for God of Sea and 1 faith from markets for Commerce. This does mean that there will be changes to Goddess of Springtime. What are your thoughts of 1 faith from Goddess of Wisdom? It seems harder to find a religion if you aren't playing a religious civ but 2 faith for just settling a city seems quite powerful.
 
I would try to set a base level of faith, which all pantheons should be at or below, or at most slightly higher than.

So like 1 faith per improved resource, or 2 faith in a city for meeting a condition, like a city connection, or finishing a building. I think the important thing, as what went a little haywire in the main VP mod, is you have to make and follow a rule about not letting pantheons go above that base level of faith.
 
I would try to set a base level of faith, which all pantheons should be at or below, or at most slightly higher than.

So like 1 faith per improved resource, or 2 faith in a city for meeting a condition, like a city connection, or finishing a building. I think the important thing, as what went a little haywire in the main VP mod, is you have to make and follow a rule about not letting pantheons go above that base level of faith.

I agree with that as you probably see a pattern with my pantheons. Currently, my thought process for base level of faith is as follows (though some tweaks will still be needed).
  • Improvements unlocked through the first tech column (Trapping, Animal Husbandry, Mining) give 1 faith and small bonuses.
  • Buildings unlocked through the first tech column (Pottery, Wheel, Mining) give 1 faith and medium bonuses.
  • Improvements unlocked through the second tech column (Calendar, Construction) give 2 faith and large bonuses
  • City connection, fishing boat and others will be adjusted according depending on when they become unlocked relative to the three
 
  • Improvements unlocked through the first tech column (Trapping, Animal Husbandry, Mining) give 1 faith and small bonuses.
  • Buildings unlocked through the first tech column (Pottery, Wheel, Mining) give 1 faith and medium bonuses.
  • Improvements unlocked through the second tech column (Calendar, Construction) give 2 faith and large bonuses
I think that 2 faith per quarry is worth a lot more than 1 faith per mine. Quarries deserve compensation for arriving later, however this is too much compensation.

  • I'd make 1 faith per camp the starting point. All other pantheons should end up being close in faith output to this amount.
  • Mines need 1 faith per, plus a little extra. Maybe bump the palace.
  • Quarries need a bigger bump than mines, so like 1 faith per quarry plus 1 per stoneworks.
  • Plantations get like 1 faith plus 1 from herbalists.
  • 1 per pasture is probably a little light, maybe you could add like 1 per barracks (I often get military theory quickly if I have a lot of horses)..
 
I think that 2 faith per quarry is worth a lot more than 1 faith per mine. Quarries deserve compensation for arriving later, however this is too much compensation.

  • I'd make 1 faith per camp the starting point. All other pantheons should end up being close in faith output to this amount.
  • Mines need 1 faith per, plus a little extra. Maybe bump the palace.
  • Quarries need a bigger bump than mines, so like 1 faith per quarry plus 1 per stoneworks.
  • Plantations get like 1 faith plus 1 from herbalists.
  • 1 per pasture is probably a little light, maybe you could add like 1 per barracks (I often get military theory quickly if I have a lot of horses)..

I'm hesitant to give Open Sky more faith. You only need 1 tech to unlock Animal Husbandry and, if faith is given to barracks as well, then Earth Mother will need a buff along with camps. I feel like this is how we can get back into that mess where we keep adding and we don't win. A little light is probably fine since you still have a chance to find a religion and players will only pick it if they have a lot of pasture improvable resources.
 
I'm hesitant to give Open Sky more faith. You only need 1 tech to unlock Animal Husbandry and, if faith is given to barracks as well, then Earth Mother will need a buff along with camps. I feel like this is how we can get back into that mess where we keep adding and we don't win. A little light is probably fine since you still have a chance to find a religion and players will only pick it if they have a lot of pasture improvable resources.
In case I wasn't clear, with open sky I don't want the 1 faith per 2 plains/grassland tiles. But I agree with you overall.
 
Alright, all the changes I mentioned in the first post had been implemented in the file I posted there. I tested them and all the pantheons have worked for me. However, feel free to tell me if certain pantheons don't work as intended as something might have broken along the way. These numbers aren't set into stone but I'm hesitant to add more faith unless one pantheon is clearly lagging behind the others. Feel free to try this out and give feedback.

My next plan is probably adding some new pantheons before adjusting Celtic pantheons. Then, we'll see if I move onto new Founders, Enhancers and Reformation beliefs. Still learning how to mod so we'll see how much time I can find.
 
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