It’s been a while since I did the last two threads on this topic (part 1 and part 2), but being back to Civ6 again after a detour around Humankind, I thought it was worth revisiting the topic of major flaws of the game, even if we’re at a point in the development cycle where changes are unlikely. In this topic I want to discuss the faith economy, and more specifically, how it’s turned into an effective disrupter of a number of balancing handles of the rest of the game. It’s worth noting that the fault for this not only lies with Firaxis, but that this was a big demand by many players during the first half of the game’s development cycle, where players complained that “faith was useless if not going for a religious victory”. The problem with the faith economy imo. is two-fold: It’s developed into an almost universal currency and it scales poorly compared to other yields (or maybe it rather scales favorably, but either way …). The reason why this is a problem is that a big part of the decision-making in Civ is centered around production and build order: What should you produce first in your city, should you focus on military, infrastructure or growth, etc. The faith economy to a large extent eliminates much of this decisionmaking because it allows you to instantly buy almost everything in the game - not right from the outset, but gradually throughout the game with the proper development and, arguably, some luck. To sum up what faith economy offers: Buying builders, settlers and traders with Monumentality in classical, medieval and/or renaissance golden age. Buying districts with Mokshas level 3 promotion. Buying military units with the level 2 building Grand Master’s Chapel. Buying city center buildings (including Flood Barriers) if suzerain of Valetta. Buying the Nihang unit if suzerain of Lahore. And of course buying religious units and worship buildings. Arguably the biggest issue here is Monumentality, so one could argue the problem is not so much the faith economy itself, but that ages and Monumentality in particular are broken, and the latter is certainly true. I will still hold that faith economy itself is bad for the game, at least in its current state of poor balance. Thus, faith is a yield that is readily available from the very early part of the game - in fact, I’d argue it’s easier to get a high faith yields early game than it is to get a high gold yield - yet faith buying requires a lot less faith for the same item than gold buying does, making faith buying a lot more accessible in early game. It can also be argued that faith economy is balanced by the fact that you need to invest governor promotions and envoys to get access to the different areas, or need to trigger a golden age, and that is also true. The problem is that in most games, the different applications of faith economy come at different points of the game, and thus they will not really compete with each other: In early game (classical, medieval), you will use faith economy to spam builders and settlers once you trigger a golden age (can be tricky to get faith running in classical, but by medieval, this is very easy). While you use your faith economy to expand and develop your empire, you will build up your government plaza and promote Moksha and Amani, paving the way for the second wave of your faith economy, buying districts in your newly placed cities or buying military units to defend your empire. If special city states like Valetta is in the game, even better, this will allow you to boost and bolster your new cities even faster, but even without this, buying an instant Harbor or Holy Site quickly can be extremely potent. The game also offers a number of synergies to make faith economy even more poorly balanced. These include Monumentality + Magnus with Provision to prevent population loss when faith-buying settlers, or Moksha + Work Ethic + Scripture + pantheon belief of choice, for potentially massive faith and production boost when buying a holy site in a new city. And finally, the issues with faith economy taps into another big problem with the game, namely that “normal” production generally takes a very long time - too long imo. - an issue which goes way back to the original Industrial Zone system (where they could overlap on their AOE yields), and which obviously makes any manner of instant-buying even more powerful. Tl;dr: Faith economy offers an easily accessible way to circumvent production as the bottleneck for empire development, thus eliminating much of the strategic planning normally required for succeeding in the game.