Which would be clear if you actually read my post.
sigh....and we were having such a nice discussion. Oh well
Which would be clear if you actually read my post.
Just to be sure we are on the same page. I think Nature is just fine, its actually a very strong pantheon with the right mountain starts. Its power lies in its immediate bonuses, your city starts collecting the second its founded, and multiple cities can get bonuses off of the same mountain range (this is key, when you go nature you want to settle a lot of cities in close proximity to each other, and let them just taking in the bonuses).
If you don't believe me, I sympathize. There was a long time too when I had not really seen these mountain starts people were talking about, and so I thought nature was pretty crappy. And then I finally got one of "those" mountain starts, and the power made itself known.
Nature really does not need starting faith. Now if you wanted to make a natural wonder only pantheon and took that part of nature off I wouldn't be opposed, but nature's core bonuses don't need adjustment.
On god of open sky *again* since the argument about it being OP is somewhat legit i'd like to elaborate a couple of points on why i think it's a very good pantheon but i don't think it deserves a nerf.
- Terrain/resource dependant improvement and inherently pantheons are usually tied to luxuries which spawn in a fixed number for each player meaning if you started a game with a standard size map and got silver as your primary luxury, you are guaranteed 8 silver tiles spawning in that map most probably 7 or even 8 of them in your vicinty which is not the case for Open Sky since none of the 3 resources improved by pastures are luxuries which means you can get any number of resource tiles which makes this particular pantheon more map dependent than pretty much all the other pantheons.
- The yields of god of open sky are undeniably fantastic but it's also reliant on heavy micro management and has inherent issue with sheep always spawning on hills making the 2 tiles bonus less consistent.
- God of Open Sky shines most in classical and early medieval and this is why i think this pantheon may be overperfoming in some cases because of the culture aspect of it; it's one of the few pantheons that scale well into the early part of mid game while being a strong early game pantheon if the map roll lords smiled upon you.
- Despite the number of tiles being not fixed and the micromanaging aspect, i think 3 gold per pasture is too much if you happen to get a map with a lot pastures; culture and faith might be more impactful on the long run but 3 extra gold per pasture in the early game is a huge advantage comparable to a luxury monopoly which i think if god of open sky is to be nerfed this is where it should receive the nerf ... 2 gold per pasture is okayish or even go with the two tile theme here as well and add 3 gold per 2 plains or grassland after removing gold all together from pastures.... It would still make a potent pantheon that scales into mid game but makes the early game yields less explosive.
I would even nerf it down to 1 faith 1 gold on pastures.Simply nerfing 13 on pastures to 12 seems like a good way to moderate it's strength a little while still keeping it as a strong choice .
[My thoughts: I don't think the concerns about Open Sky being too strong are communitas specific - I play Continents plus for example, and while I haven't seen the AI doing well with it I understand that it can feel exploitable as a player. I actually like it being strong though, because it rewards an unusual strategy (preference grassland and plains over hills or lakes, bonus/strategic resources give faith instead of luxuries, work the land instead of specialists). Also, the other resource improvement pantheons are all pretty decent (Sea, Hunt, Earth, Craftsmen). Oh! I just realised that Sea, Earth, and Sky are like a holy trinity! ]
Ancestor Worship - 1 faith for every three citizens in a city. 1 culture and faith from councils
Earth Mother - 1 faith and culture from mines on improved resources. 1 faith and production from monuments
God of all creation - 1 faith from monuments. 1 culture in capital. 1 food, production and gold in capital for every two pantheons founded, (caps at 8)
God of commerce - 2 faith and gold in cities with a city connection and per active trade route to and from the city. Capital/Holy City gains 2 faith and gold after second city is founded, and 2 great merchant points,
God of craftsman - 1 faith and production from quarries and stone works. 1 culture, 1 science and 2 faith from the palace
God of the expanse - +25% faster border growth speed, and gain 20 faith and 10 production every time a city expands it borders naturally, scaling with game speed
God of the Open sky - 1 culture and faith in city per 2 worked plains or 2 worked grasslands tiles without hills or features. 1 faith and 3 gold from pastures.
God of the seas - 1 faith and production from fishing boats and atolls. 2 food and 1 faith in coastal cities.
God of the stars and sky's - 1 faith, culture and gold from tundra tiles with resources
God of the Sun - 3 Faith and 2 gold from Granaries. 3 food from farms on wheat
God of War - 10% increase in city ranged combat strength, and 10% production towards units. Gain faith from killing military units
God King - 1 Faith in capital. 1 culture, golden age point, faith, gold and science in capital for every 5 followers if your pantheon in owned cities
Goddess of Beauty - 2 faith from palace and world wonders, 1 faith from great works. 2 great artist and Great Engineer points in your capital
Goddess of festivals - 3 gold, 1 culture and 1 faith for every unique luxury resource owned or imported, and 1 faith in the capital
Goddess of nature - 1 faith, gold and food for every 2 mountains within three tiles of a city (capped at city population). Natural wonders gain 3 faith and 2 culture
Goddess of protection - +10 hp healed in friendly territory. 2 faith and 1 culture from Palace, walls and barracks
Goddess of Purity - 1 faith and food from lakes. 1 faith, food and production from marshes. 1 happiness from cities on rivers
Goddess of renewal - 1 faith, culture and science for every two jungle or forest tiles worked by a city. 2 Science and food from markets
Goddess of springtime - 1 gold, food and faith from plantations. 1 science and 2 faith from herbalists
Goddess of the home - 1 food and faith from shrines and 8 food and faith when a building is constructed, scaling with era. 25% faster growth rate
Goddess of the Hunt - 1 faith, food and culture from camps. 1 food from resources on tundra
Goddess of Wisdom - 1 science, 1 faith in every city, and 2 great scientist points in capital / Holy city. 2 faith and science in any city with a specialist.
Spirt of the desert - 1 faith, production and gold from desert times with resources, and 3 food from oases.
Tutelary gods - 3 production, 2 gold and 1 faith in cities with at least three citizens. 1 production and faith from engineer specialists.
Goddess of Wisdom - 1 science, 1 faith in every city, and 2 great scientist points in capital / Holy city. 2 faith and science in any city with a specialist.
Goddess of the home - 1 food and faith from shrines and 8 food and faith when a building is constructed, scaling with era. 25% faster growth rate
Some pantheon are clearly Progress orientated and require building a fair number of cities to get faith production going. But even with doing a religion rush strategy, that is building shrines/pantheon boosted buildings first I find that Progress is just not giving the faith to get a religion consistently, on 6.
(Goddess of Wisdom)...So late that Spain is pounding me with missionaries and religious pressure, without the faith production to knock them back or convert my empire. And I checked, and If I waited for a couple more turns, I would have been beaten to a religion by an unknown civ.
Which ones do you think fall into that category?
I'm in the camp that says, any founding is a good one. No one is going to beat religious civs (especially Tradition) in terms of founding speed. You managed to found, so sounds like the pantheon is working as intended. It is very common that religious foundings are just a few turns apart.
The fact that Spain is religiously dominating you....well that's Spain, its what they do. Just like if I'm next to a super aggressive civ I expect to get DOWed, if I'm next to a religiously aggressive civ I have to expect that my religion is going to be under pressure, and try to take religious beliefs that help me there.
Commerce with city connections, particularly Carthage (and presumably Songhai and Iroquis but I haven't used them). Barring Venice since trade routes and Great merchants for them trump city connections and they would go Tradition or maybe Authority
--I too have had surprising founding difficulties with Commerce....even when hyper aggressive with road building, so I agree here.
Goddess of Wisdom if you have an early UB with a specialist or if you rush markets.
--I've had good success with founding as wisdom.
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Did you just match the Celts with a non-Celtic pantheon?Renewal is also challenging to found with because it requires early expansion and lots of either forest or jungle to work. That said, the non-faith yields - science and culture are excellent. Great for the Maya, the Aztecs, the Celts, and the Iroquois.
Did you just match the Celts with a non-Celtic pantheon?
Replace that with Siam imo.