I am considering some proposals to adjust a few of the pantheons, and so I'll post my thoughts here for initial adjustment and tweaking based on feedback. My goal is to nerf a few top performing pantheons and add a little spice to some of the lowest performing ones.
Ancestor Worship - Remove the +1 faith per 5 pop.
Rationale: AW is one of the most rock solid pantheons, it is just good no matter the circumstance. Removing the extra faith means it is now a solid baseline, a good pantheon that always performs well but won't ever be a major faith scaler, just a solid good to have.
God of Commerce - Increase Great Merchant points to +3.
Rationale: Commerce is relatively ok pantheon but there is nothing particularly sexy about it. I personally would love to give it an extra TR slot but i just can't think of how to balance that, there are too many civs that would consider that a no-brainer. Look at the GPP points, the problem is Beauty and Wisdom both do this....and do it better. By making this +3, we at least give commerce a new niche at being the "Fastest" to generate their GP through the extra bonus.
God of Craftsman - Capital gains a free stone works
Rationale: Craftsman has its niche but its a very brittle pantheon. You have to have a near laser focus to make it work, and if you actually do that focus and find out the pantheon was taken...your really screwed. With this change it gives the capital both a little bit of hammer refund and gets teh faith moving just a bit quicker, as that is one of craftsmen's biggest pain points.
God of the Expanse - Replace +25% border growth with "Gain +2 Border Growth Points in each city".
Rationale: Its not that the pantheon is super bad, but its always questionable to go this over other pantheons that give hammers and faith. With this change, it front-loads the pantheon more. Now you actually can expand your borders before your monument (which is a nice niche that actually puts border growth more front and center for the pantheon). It gets borders going quicker, ensure you get that faith when you actually need it. The tradeoff is borders won't expand as fast in the late game, but getting an earlier push will overall make this a stronger pantheon without scaling it out of control.
God of the Sea - Holding
Rationale: Currently there is a proposal to remove work boats in favor of workers doing sea resources. If this passes it will be a soft nerf to sea already, so I'm waiting to see. I think with a soft nerf Sea will be just fine.
God of the Stars and Skies - Remove "+1 culture from tundra and snow resources". Add "+1 culture from improved tundra and snow resources".
Rationale: A klondike start with Stars and Skies is frankly the best terrain in the game. You have everything you need, lots of deer pumping you up with food AND culture, founding is practically a gimme, and you don't have to lift a finger...which to me is the problem. I don't mind that you get these bonuses, but they come online too quickly. By forcing the culture to come online only with improved resources, it slows down the curve just a bit, making you actually work for this pantheon's power.
God of the Sun - Completely changed to "Farms gain +1 faith. Farms on resources gain +3 food."
Rationale: Sun is unfortunately just a bad pantheon. If you go granary first, you get no culture. If you go granary 2nd or 3rd, your not really getting any faith benefit, making it a very hard pantheon to found with. And lastly, food just isn't all that needed past the early game. With this change we shift Sun into a faith heavy pantheon, but at the cost of working farms (which is often non-optimal).
God of War - Add "Gain +2 supply"
Rationale: With the new barb changes, War might actually be respectable now. This little boost just helps you actually build the units you want to make this pantheon work.
Goddess of Festivals - Gain one copy of a luxury not found on the map (similar to the Great Admiral ability).
Rationale: Festivals has good yields but can be very difficulty to work with, as you need to not only have a good variety of resources, but you need a number of early trade partners and/or very easy to work resources to get the bonuses online quickly enough to work. This change gives you a little happiness (which only purity has so its fairly unique) and gets your bonuses going a bit sooner.
Goddess of Protection - Reduce healing from +10 to +5. Change bonus to +3 faith and +2 culture from Palace and Walls.
Rationale: Protection has a really good bonus in its healing (which can be abused in some cases), but its yields are too spread out to be generally useful. Only very niche circumstances or civ like Japan can leverage the bonuses quickly enough to make it effectively. In this change, we weaken the healing but make it where building Walls is now a meaty culture and faith option (similar to councils for Ancestor Worship) which now allows a player to build walls as their first building without slowing your culture progress down. We do trade some longer term faith scaling but we get the faith up quicker, making this a more flexible pantheon that is now usable by more civs.
Goddess of Springtime - Add "worker speed +25% when building plantations"
Rationale: Plantations are a tough improvement to have early bonuses on, as they can take quite a long time to make operational, right when that faith clock is ticking. The cheaper herbalist does give a little back to this pantheon, but it needs just a touch more. By speeding up plantations creation, we get those bonuses online quicker, and provide a little more uniqueness to this pantheon.
Ancestor Worship - Remove the +1 faith per 5 pop.
Rationale: AW is one of the most rock solid pantheons, it is just good no matter the circumstance. Removing the extra faith means it is now a solid baseline, a good pantheon that always performs well but won't ever be a major faith scaler, just a solid good to have.
God of Commerce - Increase Great Merchant points to +3.
Rationale: Commerce is relatively ok pantheon but there is nothing particularly sexy about it. I personally would love to give it an extra TR slot but i just can't think of how to balance that, there are too many civs that would consider that a no-brainer. Look at the GPP points, the problem is Beauty and Wisdom both do this....and do it better. By making this +3, we at least give commerce a new niche at being the "Fastest" to generate their GP through the extra bonus.
God of Craftsman - Capital gains a free stone works
Rationale: Craftsman has its niche but its a very brittle pantheon. You have to have a near laser focus to make it work, and if you actually do that focus and find out the pantheon was taken...your really screwed. With this change it gives the capital both a little bit of hammer refund and gets teh faith moving just a bit quicker, as that is one of craftsmen's biggest pain points.
God of the Expanse - Replace +25% border growth with "Gain +2 Border Growth Points in each city".
Rationale: Its not that the pantheon is super bad, but its always questionable to go this over other pantheons that give hammers and faith. With this change, it front-loads the pantheon more. Now you actually can expand your borders before your monument (which is a nice niche that actually puts border growth more front and center for the pantheon). It gets borders going quicker, ensure you get that faith when you actually need it. The tradeoff is borders won't expand as fast in the late game, but getting an earlier push will overall make this a stronger pantheon without scaling it out of control.
God of the Sea - Holding
Rationale: Currently there is a proposal to remove work boats in favor of workers doing sea resources. If this passes it will be a soft nerf to sea already, so I'm waiting to see. I think with a soft nerf Sea will be just fine.
God of the Stars and Skies - Remove "+1 culture from tundra and snow resources". Add "+1 culture from improved tundra and snow resources".
Rationale: A klondike start with Stars and Skies is frankly the best terrain in the game. You have everything you need, lots of deer pumping you up with food AND culture, founding is practically a gimme, and you don't have to lift a finger...which to me is the problem. I don't mind that you get these bonuses, but they come online too quickly. By forcing the culture to come online only with improved resources, it slows down the curve just a bit, making you actually work for this pantheon's power.
God of the Sun - Completely changed to "Farms gain +1 faith. Farms on resources gain +3 food."
Rationale: Sun is unfortunately just a bad pantheon. If you go granary first, you get no culture. If you go granary 2nd or 3rd, your not really getting any faith benefit, making it a very hard pantheon to found with. And lastly, food just isn't all that needed past the early game. With this change we shift Sun into a faith heavy pantheon, but at the cost of working farms (which is often non-optimal).
God of War - Add "Gain +2 supply"
Rationale: With the new barb changes, War might actually be respectable now. This little boost just helps you actually build the units you want to make this pantheon work.
Goddess of Festivals - Gain one copy of a luxury not found on the map (similar to the Great Admiral ability).
Rationale: Festivals has good yields but can be very difficulty to work with, as you need to not only have a good variety of resources, but you need a number of early trade partners and/or very easy to work resources to get the bonuses online quickly enough to work. This change gives you a little happiness (which only purity has so its fairly unique) and gets your bonuses going a bit sooner.
Goddess of Protection - Reduce healing from +10 to +5. Change bonus to +3 faith and +2 culture from Palace and Walls.
Rationale: Protection has a really good bonus in its healing (which can be abused in some cases), but its yields are too spread out to be generally useful. Only very niche circumstances or civ like Japan can leverage the bonuses quickly enough to make it effectively. In this change, we weaken the healing but make it where building Walls is now a meaty culture and faith option (similar to councils for Ancestor Worship) which now allows a player to build walls as their first building without slowing your culture progress down. We do trade some longer term faith scaling but we get the faith up quicker, making this a more flexible pantheon that is now usable by more civs.
Goddess of Springtime - Add "worker speed +25% when building plantations"
Rationale: Plantations are a tough improvement to have early bonuses on, as they can take quite a long time to make operational, right when that faith clock is ticking. The cheaper herbalist does give a little back to this pantheon, but it needs just a touch more. By speeding up plantations creation, we get those bonuses online quicker, and provide a little more uniqueness to this pantheon.