Pantheon, Founder and Follower Beliefs

According to Sunday's video, a religion converts a city one population point at a time, so I can easily see that a city might have more than one religion affecting it. If so, I would assume that whichever religion has the most followers in a city gets the icon on the city bar and eligibility for certain bonuses.

Louis XXIV said:
There has to be more than 8 founder beliefs. There are 11 religions and Byzantium gets one for itself. My guess is that there should be 12 beliefs.
There are 13 that I know of. The lists seen in the video don't appear to be exhaustive lists of Beliefs, as they don't include a number of beliefs already mentioned in previews or seen in the first screenshots. It's possible that these earlier beliefs may have been since removed, but it seems more likely that some just weren't available (perhaps they had already been chosen by other religions), or perhaps the demo didn't include everything.

This is my current total list of all the beliefs that have been mentioned:

Known Pantheon Beliefs:
Ancestor Worship: +1 Culture for every Shrine in your civilization
Dance of the Aurora: +1 Faith from Tundra tiles without Forest
Desert Folklore: +1 Faith from Desert tiles
Faith Healers: +33 HP healed per turn if adjacent to a friendly city
Fertility Rites: 10% faster Growth Rate
God of Craftsmen: +1 Production in cities with population of (3 or 5?)+
God of the Open Sky: +1 Culture from Pastures
God of the Sea: +1 Production from Fishing Boats
God of War: Gain Faith if you win a battle within 4 tiles if your city
Goddess of Festivals: +1 Culture and +1 Faith for each Wine and Incense
Goddess of Love: +1 Happiness from cities with population of 6+
Goddess of Protection: +(30 or 50?)% increase in city Ranged Combat Strength
Goddess of the Hunt: +1 Food from Hunting Camps
Messenger of the Gods: +2 Science in cities with a Trade Route
Monument to the Gods: +15% Production of Ancient/Classical Wonders
One with Nature: +2 Faith from Natural Wonders
Oral Tradition: +1 Culture from Plantations
Religious Idols: +1 Culture and +1 Faith for each Gold and Silver
Religious Settlements: +15% faster border growth
Sacred Path: +1 Culture from Jungle tiles
Sacred Waters: +1 Happiness from cities on rivers
Stone Circles: +2 Faith from Quarries

Known Founder Beliefs:
Ceremonial Burial: +1 Happiness for each City following Religion
Church Property: +2 Gold for each City following Religion
Defender of the Faith: +20% Combat near friendly Cities that follow this Religion
Flourishing of the Arts: +10% Culture if not at war
Holy Order: Allows the purchase of Missionaries to help spread your Religion
Initiation Rites: +100 Gold when each City first converts to this Religion
Interfaith Dialogue: Gain Science when a Missionary spreads this religion to cities of other religions
Just War: +20% Combat near enemy Cities that follow this Religion
Papal Primacy: +15 to Influence ???ing point with City-States following this religion
Peace Loving: +1 Happiness for every 5? followers of this religion in non-enemy foreign cities
Pilgrimage: +1 Faith for each foreign city following this religion
Tithe: +1 Gold for every 4 followers of this religion
World Church: +1 Culture for every 5 followers of this religion in other civilizations

Known Follower Beliefs:
Asceticism: Shrines provide +1 Happiness in Cities with 3 followers
Cathedrals: Use Faith to purchase Cathedrals (+1 Faith, +3 Culture, +1 Happiness, Artist Specialist slot)
Choral Music: Temples provide +2 Culture in Cities with 5 followers
Divine Inspiration: Each World Wonder provides +2 Faith in city
Feed the World: Shrines and Temples provide +1 Food each in city
Guruship: +2 Production if city has a Specialist
Holy Warriors: Use Faith to purchase pre-Industrial land units
Liturgical Drama: Amphitheaters provide +1 Faith in cities with 3 followers
Monasteries: Use Faith to purchase Monasteries (+2 Faith, +2 Culture, more with Wine or Incense)
Mosques: Use Faith to purchase Mosques (+3 Faith, +2 Culture, +1 Happiness)
Peace Gardens: Gardens provide +2 Happiness in city
Religious Art: Hermitage provides +5 Culture in city
Religious Community: +1% Production for each follower (max +15%)
Swords into Plowshares: 15% faster Growth rate for city if not at war
 
...whichever religion has the most followers in a city gets the icon on the city bar and eligibility for certain bonuses.

It's a little bit nitpicking, but I don't think it is just "the most".

If this would be true, a - say - 10 population city with 2 followers of religion A and 1 follower of religion B would instantly concert to religion A.
That's why I proposed a threshold (maybe >= 50% of citizen) that must be taken to convert a city from pagan believe to a full religion's believe.
 
I wonder if there will be any buildings that boost faith by a percentage multiplier. There seem to be a lot of ways to get small +1 bonuses...but no reason to consolidate them into one city (i.e. have a specialized faith city.)

Another thought...I'm somewhat underwhelmed by cathedrals. Was hoping for more of an impact to culture and/or happiness, to be honest. The specialist slot is nice though.
 
that makes sense...I guess I'm underwhelmed by mosques as well. Compared to how powerful the combined building was in Civ 4 with the huge culture multipliers...I was expecting more than 2 or 3 points. It's also weird that they provide faith while also costing faith to build.
 
that makes sense...I guess I'm underwhelmed by mosques as well. Compared to how powerful the combined building was in Civ 4 with the huge culture multipliers...I was expecting more than 2 or 3 points. It's also weird that they provide faith while also costing faith to build.
Thats just like building a factory, u spend production to enhance future production.
 
Carthage + god of the seas + commerce tree = insane production in seafood cities
 
Yeah, I would probably pick those policies in that case.
 
Known Founder Beliefs:
Holy Order: Allows the purchase of Missionaries to help spread your Religion
Interfaith Dialogue: Gain Science when a Missionary spreads this religion to cities of other religions


I don't get how a founder belief (holy order) is allowing to buy missionaries. It doesn't make sence that only one religion can spread with missionaries. Even more weird is it that another founder belief (Interfaith Dialogue) gives a bonus when spending a missionary if you need to pick holy order to buy them.

Are we sure that you need to get holy order to buy missionaries?
 
I think that means buy with Faith. I think you can still buy/build them with gold without Holy Order.
 
Tundra is a much better place to start than most players think anyway. The deer add to your production, that is what you don't have in the desert.
I rather have deer than oasis.

But from the point of view of this belief, deers don't benefit from extra faith, since they are always on forest. The only decent tundra tile is a hill tundra tile, while oasis and flood plains are good desert tiles too...

So maybe desert foklore is good enough, but the aurora one still isn't.
 
But from the point of view of this belief, deers don't benefit from extra faith, since they are always on forest.
They're not always on forest. Outside of tundra they are on forest only, but you see them a lot on open tundra tiles.
Of course a river-desert is better than a river-tundra, so in a way it's still a nice boost for desert. I'm almost hoping they'll get rid of those silly desert-wheats now, who form a real insult to my common sense, but that'll probably not happen.
EDIT: Since one of our starts in a Succession Game was on tundra, I can provide you a pic:
Spoiler :
 
I stand corrected then. So it seems that the extra faith comes from working the hexes, since that gives a bonus comparable to the other beliefs, given a sufficiently friendly start on desert/tundra.
 
Does anyone know how many are the max beliefs a civ can have if they have founded a religion?
 
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