Gods of Old - List of Religious Special Abilities

madcat

Chieftain
Joined
Nov 18, 2007
Messages
3
Hello. Does anybody know if there is a list of what special abilities you get for founding each religion in the Gods of Old mod? The Civilopidia info appears to be pretty vague. For each religion, what special abilities do you get for a great profit, and how powerful are they? What special unit promotions do you get? I'm trying to determine which religion I will like the best.

Thanks
 
I've never seen a list of these and we certainly need one, for the pedia is pathetic. From my limited experience, here's something to kick off the creation of a list:

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"An" ~ healing and culture.

Promotion: 10% faster healing in any territory.
Cities: +1 culture with An.
Great Prophets: Do nothing except protect you from other religion's attacks (they are consumed upon saving the attack).

"Innana" ~ city attack.

Promotion: +25% city attack.
Cities: I don't think cities get anything for having the religion in. Not sure though.
Great Prophets: Perform meteor strikes, I believe.

"Enlil" ~ Plagues.

Promotion:
Cities:
Great Prophets: Plagues.

"Nanna" ~

Promotion:
Cities:
Great Prophets:

"Utu" ~ Water?

Promotion:
Cities:
Great Prophets:

"Ki" ~ Protective?

Promotion:
Cities:
Great Prophets:

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edit: It's not all correct. Please add and edit.
 
Here's the complete list. Note that the usual benefit from each religion is that the holy city gets +2 gold, +2 science and +4 culture, while other cities get +1 gold, +1 science and +2 culture, provided the religion is adopted as the state religion.

"An" ~ healing and culture (requires Animal Husbandry)

Promotion: An's Comfort - 10% faster healing in any territory.
Cities: Holy City gets +8 culture and other cities get +2 culture
Great Prophets: Do nothing except protect you from other religion's attacks (they are consumed upon saving the attack).

"Innana" ~ city attack (requires Bronze Working)

Promotion: Unbridled Fury - +25% city attack; Inanna's Teachings - +25% experience from combat
Cities: No additional bonus
Great Prophets: They give no special power.

"Enlil" ~ Plagues and archer specialization (requires Archery)

Promotion: Enlil's Guidance - +25% strength (only available to Archery units); Enlil's Windfall - +30% city bombard damage (only available to Siege units); Protection of Wind - +25% strength against Archery units
Cities: No additional bonus
Great Prophets: Plagues.

"Nanna" ~ Meteors, gold and city defense (requires Meditation)

Promotion: Nanna's Cloak - +25% city defense, +25% jungle defense, +25% forest defense
Cities: The Holy City gets +4 gold and all other cities get +2 gold
Great Prophets: Cause meteor stirkes

"Utu" ~ Science and land damage (requires Polytheism)

Promotion: Utu's Allegiance - a garrisoned city is 100% less likely to revolt; Utu's Retribution - +50% gold from pillaging
Cities: The Holy City gets +4 science and all other cities get +2 science
Great Prophets: Can turn plots into desert

"Ki" ~ One with the land (requires Masonry)

Promotion: Earthen Aid - +1 movement range; Earthen Defense - +25% hill defense
Cities: No additional bonus
Great Prophets: Cause earthquakes

"Enki" ~ Control of the seas (requires Sailing)

Promotion: Enki's Escort - No combat penalty from attacking from the sea; Tidal Blessing - +2 movement range (naval units only)
Cities: No additional bonus
Great Prophets: Cause tsunamis

I think that covers everything.
 
What about buildings?
I think the god of the wind's Cathedral prevents aircraft from being placed in the city, which makes no sense. Why should your own planes be harmed? Can't the god create like a gap in the wind for your jets to fly through without harm, while keeping it battering the enemy planes?
 
It's one of the mod I dislike the most.
Badly designed.
It would have been better with the all tech/wonders redone in line of the basic idea. Ridiculous to build the Sistine Chapel when there is no Christian religion in the game, for example.
Then, the power of each religion varies too much. A tsunami will affect at least 3 buildings and 3 improvements, but an earthquake makes little damage (ok, it can reduce a city population, but I don't consider this very dramatic).
 
What does each disaster do? (for example I know blight changes tiles from grasslands to plains to desert, but what do the others do?)
 
It's one of the mod I dislike the most.
Badly designed.
It would have been better with the all tech/wonders redone in line of the basic idea. Ridiculous to build the Sistine Chapel when there is no Christian religion in the game.

It makes no less sense than building the Sistine Chapel with Islam or Hinduism.
 
It's fun to play as Nanna and save up all of your great prophets renamed as Orbital MASER Operator, and then go to war with somebody and nuke every single city they have before attacking.
 
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