Religious Beliefs Elimination Thread

Wouldn't it make more sense to make seperate elimination threads for different types of beliefs as they don't compete with each other for the players favor ? Also, shouldn't terrain dependant Pantheons like Desert Folklore or Religious Idols just be excluded because their usefulness varies so much from game to game ?
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 13
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 13 (-2) I'm voting this one down, because even in the extremely rare situation where you will get two natural wonders within your borders in early game, there will almost always be another belief that will get you a bigger faith boost - and getting more than two NW early game has never happened to me.
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9 (-2) I'm voting this one down because the implementation of the idea to have easier influence with CS of common religion is extremely poor - the resting point of the CS only matters to you when you are completely neutral and want to buy influence for the very first time, which means that most of the time the bonus will be completely wasted for you.
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 15
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 18
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 9 (-2) Agree with previous statements - Too little faith - and you wont build enough ampis to make it worth it. If you are going wide - chances are you dont wan't to anyways/tall there are better follower picks
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14 (+1) With a small tall strategy depending on the terrain this can be a decent pick. Synergy with the Goddess of Festival makes it useful. +2 Faith/Culture for the Monastery and another +2 culture for each wine/incense in your city area
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 20 (+1) This one is a "must have" for me - it seems to offer the best all-round cover of the religious buildings.
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16 (+1) This is a very nice belief as it takes a mediocre building that's normally not very good but which you will still want to get for the faith and then makes it great (2 Gold for 2 Faith is a bad exchange, 2 Gold for 2 Faith AND 2 Happiness is a great exchange).
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11
 
Wouldn't it make more sense to make seperate elimination threads for different types of beliefs as they don't compete with each other for the players favor ? Also, shouldn't terrain dependant Pantheons like Desert Folklore or Religious Idols just be excluded because their usefulness varies so much from game to game ?
I had considered the first point, however the second one seems misleading, the fact that there usefulness varies is part of the belief and should be part of the consideration on it overall strength

As for the different types, it made sense for the pantheons and follower, but both enhancer and founder are very short lists (with at least in my opinion very clearly better choices). So for a better format for 2 of the sets we have a worse one for the other 2. So I just decided to try it all at once.
 
I had considered the first point, however the second one seems misleading, the fact that there usefulness varies is part of the belief and should be part of the consideration on it overall strength

I understand, it's just that Goddes of festivals for example wil probably end up very low on the list but has been a no-brainer in some of my games.
By the way, is it my imagination or do the Maya have a start bias towards incence and wine ?

As for the different types, it made sense for the pantheons and follower, but both enhancer and founder are very short lists (with at least in my opinion very clearly better choices). So for a better format for 2 of the sets we have a worse one for the other 2. So I just decided to try it all at once.

Yes, the lists would be short, but I predict that the top of the list will be dominated by founder beliefs because they're often stronger than the rest.

Anyway, my votes:

Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 11
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 16
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 19
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 15
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 15
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 7
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 20
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 17
Swords into Plowshares: 15% faster growth rate if not at war 15

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

At best Dance of the Aurora gives you a short faith boost at the start of the game, even if you start with a lot of tundra.. The no forest restriction means you'll have to work mostly useless tiles -apart from hills and some resources- to get any benefit from it and using it enough to get your first prophet will severely hinder your population growth for the first 100 turns. Simply more trouble than it's worth.

Liturgical Drama gives +1 :c5faith: at best. You'll need a huge puppet empire to get a good benefit for it, but then you're better served with Choral Music or Religious Center.

Peace loving is the belief of choice for me when I'm going for a cultural victory. It's better than World Church because you get half of that culture through Mandate of Heaven and it can give you golden ages. You'll just have to have to spread it and stay out of wars, and I wouldn' bother with it if I start on a continent with Germany, Russia and America.

Tithe is just the most versatile belief in the game. It only gives you money, but tall and wide empires both greatly benefit from it becasue it doesn't matter at all where those believers are. It usually inreases my net income by about 40-50%.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 11
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 15
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 15
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionairy spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 16
Pilgramage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 19
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 16
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 13
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 7
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 20
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 18
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionairies and Inquisitors cost 30% less 15
Itinerate Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 11

Today i will touch only follower beliefs
Religious Community - awesome production bonuses, the outcome could be huge
Feed The World - good food benefit pantheon, which synergies with wide and tall strategies, and 2 food is great add on on cities early in the game. Combines well with Fertility Rites pantheon as 1st follower belief
Swords into Plowshares - pacifist belief i dislike, because it rendered useless once some warmonger DoWs you
Holly Warriors - useless and unefficient, better get Religious Community, forge/proper SPs and build those units, while spend faith for GPs/buildings

I didnt voted on Pagodas because i will vote on them next day
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 11
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 19
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 15
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 16
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 13
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 7
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 20
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 18
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 9

Holy Order = Meh. If you used interfaith, yea, but i never do.
Sacred & Ceremonial : Great for going wide or running a large surplus
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 16
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 13
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 19
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16

Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 7
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 20
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 18
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 9

Asceticism and Feed the World: More benefits from basic faith buildings!

Dance of Auroras: I wouldn't want to work these tiles, 1 faith can't change this.
Holy Warriors seems weak in comparison to buying buildings or spreading religion.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 17 very powerful if you're near a friendly city. almost feels like cheating!
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 11 runs out far too quickly, whereas the others stay useful much longer
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 19
World Church: +1 for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 5 not much help or use compared to others
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 21 very powerful if you're getting a bit near the line on one or more of these!
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 18
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 9
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 11
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 15
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 9
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 3
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 21
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 7

Tithe : One of the best founder around. Can raise your gpt quite significantly.
Religious community : Simple. Get a 15 :c5citizen: city. Put religion in there and bring 15 followers. Voilà, you have a kind of free workshop :goodjob:

Liturgical Drama : Doesn't boost faith enough to make it worth. Much better ways to accumulate faith.
Reliquary : Not useful when you can reach that number every turn, if not more.
 
Pantheons
Ancestor worship: +1 happy from shrines 15
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 16
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 9
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 15
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 3
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 7

Same reasoning for Monument to the gods and Pagodas.

I find Church Property to be better than Tithe since it requires less followers and can get more gold from smaller cities.

Papal primacy isn't very good since it's so easy now to stay above the influence resting point.
 
Pantheons
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 7
One with Nature: +4 faith from natural wonders 13
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 13
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 3
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 14
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 15
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 7

First time voting here,I'll be limited to Pantheon beliefs:

Desert Folklore: It's extremely powerful,even if the player fails to get Petra(which is something that shouldn't happen),as it also works on Flood plain tiles . Because of that,I suppose it'll be one of the first beliefs reworked in the next patch;

Sacred Path: Usually,early citizens will favor jungle tiles to work over other tiles,which means easy :c5culture: from initial cities,without the needing of building anything . Later,it has a wonderful sinergy with Trading posts and universities . Because of that,I may even consider to avoid building Plantations over Banana resources located at Jungle(as +1:c5food: just can't compete with +1:c5culture: and +2:c5science:);

Monument to the Gods: The effect itself is very limited and got obsoleted quickly . The only situation where I'd adopt this Pantheon is if I'm playing Tall and decide to not found a religion,because one of my neighbors will found a religion for me(although it may be not possible to predict what beliefs he'll choose);

Ancestor worship: The effect itself seems too much weak for me,but I suppose many people here like this Pantheon because it allows building Shrines over Monuments,without having to give up from initial(but powerful) early culture.
 
Pantheons
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 7
One with Nature: +4 faith from natural wonders 14 (+1) With Spain the +4 faith is doubled to +8 per wonder. With a regular civ having an additional +8 from 2 wonders (rare but possible) is quite big in the early game. Gives you an early religion near guarenteed if in a situation like that.
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 1 (-2) as stated earlier - generates very little faith and synergy isn't really with its optimal use
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15 (+1) As stated earlier situational but not the worst of the Followers
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 13 (-2) Yes I upvoted Monasteries - but downvoted Gardens. Why? Well it is too situational - You are dependant on river spots/Hanging Gardens to make any use of it. Gardens for the most part don't do anything for most empires. If you want specialist cities they tend to be a select few. Unlike +1 happy per shrine or other buildings extent of use is limited. And unlike the faith buildings must be hard built.
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 7
 
Pantheons :
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 16
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 7
One with Nature: +4 faith from natural wonders 14
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 13
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 13
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 1
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 16
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 7

Defender of the Faith : Pretty useful in mp games. Can surely be useful at deity as well against waves of units coming at you. I think it also applies for allied cs.

God of the Open Sky : With a LOT of pastures around, you can counsiderably increase your cpt rate and get these policies faster. Finishing your first tree is important for optimal strategies.

Choral Music : Not every games need temples everywhere. 2gpt maintenance is a bit high for this building. Can be ok if associated with other temple bonuses though. Still very situationnal.

Initiation Rites : 100 :c5gold: per cities isn't bad but you there is still much better religious bonuses that can indirectly increase your gpt rate while growing other things at the same time. This bonus is too much unilateral.
 
Pantheons :
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 18
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 16
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 17
Monument to the Gods: +15% production of ancient/classical Wonders 7
One with Nature: +4 faith from natural wonders 14
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 13
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 13
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 11
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 0
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 16
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 15
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 5

Faith Healers is nice defensively...but if you can hold onto it long enough, its absolutely overpowered when used with repair promoted aircraft, since they will heal 55 HP every turn, which makes all but the big-damage-interceptions repairable.

Messenger good for going wide, or civs that can hook up trade routes early (carthage)

Liturgy must die. and I will personally destroy Reliquary.
 
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 8
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 12
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 1
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 22
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 13
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended. 5

Monument to the Gods: It is probably most under appreciated pantheon in the game. It is great if you don't intend to create a full blown religion. So, while your neighbors race to build The Stonehenge, you can snatch the wonders that are actually useful for your strategy such as Great Library, Temple of Artemis or Hanging Gardens.

Holy Warriors: I like it, as it let's you focus heavily on religion and still have a strong military. So what if it becomes obsolete during industrial age? By that time you will be spending all of your (rather impressive) faith income on great people anyway.

Just War: Worse than useless as it, essentially, gives your enemies a bonus when near your cities.

Reliquary: Is just useless, plain and simple. They should have made it a 10% percent discount when purchasing GP with faith or something.
 
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 17
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 16
Monument to the Gods: +15% production of ancient/classical Wonders 6
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 12
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 1
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 23
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 14
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended 3

Reliquary gives too little faith to matter.
Monument to the Gods just isn't good for the long run.
Just War is great for warmongers and I don't think it gives bonuses to your enemies.
Pagodas are my favorite of the buildings.
 
same thing as the wonder thread...people need to look back after they post and make sure they are not skipping posts.

Pantheons :
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 9
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 18
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 15
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with 17
Monument to the Gods: +15% production of ancient/classical Wonders 6
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 15
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 12
Liturgical Drama: Ampitheaters give +1 faith for cities with 3+ followers 0(REMOVE)
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 23
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 14
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended 1
 
Yes, the lists would be short, but I predict that the top of the list will be dominated by founder beliefs because they're often stronger than the rest.
I hoped to address this by having the top of each of the different belief listed. I could extend to 2 or 3 of each is people think that is better.

Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 7
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 18
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 16
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with a trade route 17
Monument to the Gods: +15% production of ancient/classical Wonders 6
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 16
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 16
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 12
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 23
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 14
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15
Reliquary: Gain 50 faith each time a great person is expended 0

Fishing boat one is just insanely strong on islands and still very strong on continents. It is still better than some others on pangaea.

Interfaith I am upvoting mainly because it creates a very interesting playstyle and dynamic.

Aurora- Crappy tiles are still crappy with +1 faith.

Reliquary- It is just far too piddly to be used.
 
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 5
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 18
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 16
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 15
Messenger of the Gods: +2 science in cities with a trade route 17
Monument to the Gods: +15% production of ancient/classical Wonders 4
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder:
Ceremonial Burial: +1 happy for each city following religion 17
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 16
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 15

Follower:
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 12
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 24
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer:
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 14
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 17
Religious Unity: Religion spreads to friendly city-states at double the rate 15


Dance of the Aurora - pretty much what everyone says. Plain bad.
Monument to the Gods - on easy difficulties its not needed, on harder ones it is not enough.

Pagodas: I think this is my favourite. I spam them everytime i go wide religion - the faith makes you able to build more of them and the culture and happy bonus is great.
Ceremonial Burial - Can't get enough of happiness, right? :)
 
Pantheon :
Ancestor worship: +1 happy from shrines 13
Dance of the Aurora: +1 faith from tundra tiles without forests 5
Desert Folklore: +1 faith from desert tiles 17
Faith Healers: +30 health healed if adjacent to a friendly city 18
Fertility Rites: +10% growth rate 15
God of Craftsmen: +1 hammer in cities with 3+ pop 15
God of the Open Sky: +1 culture from pastures 15
God of the Sea: +1 hammer from fishing boats 16
God of War: Gain faith if you win a battle within 4 tiles of your city 15
Goddess of Festival: +1 faith/ +1 culture from wine and incense 16
Goddess of Love: +1 happy for city of 6+ pop 11
Goddess of Protection: +30% city ranged attack strength 13
Goddess of the hunt: +1 food from camps 16
Messenger of the Gods: +2 science in cities with a trade route 17
Monument to the Gods: +15% production of ancient/classical Wonders 4
One with Nature: +4 faith from natural wonders 14 (+1)
Oral Tradition: +1 culture from plantation 15
Religious Idols: +1 culture/+1 faith from gold and silver 16
Sacred Path: +1 culture from jungle 16
Sacred Waters: +1 happy from cities on a river 16
Stone Circles: +2 faith from quarries 15

Founder :
Ceremonial Burial: +1 happy for each city following religion 17
Church Property: +2 gold for each city following religion 16
Initiation Rites: +100 gold when each city first converts to this religion 15
Interfaith Dialogue: Gain when a missionary spreads this religion to cities of other religions 16
Papal Primacy: +15 resting point influence to city-states following this religion 7
Peace Loving: +1 happy for every 5 followers in non-enemy foreign cities 16
Pilgrimage: +1 faith for each foreign city following this religion 11
Tithe: +1 gold for every 4 followers of this religion 20
World Church: +1 culture for every 5 followers in cities of other civilizations 13

Follower :
Asceticism: Shrines provide +1 happy in cities with 3+ followers 16
Cathedrals: Building; +1 faith/+3 culture/+1 happy/1 artist slot 16
Choral Music: Temples give +2 happy in cities with 5+ followers 15
Divine Inspiration: World wonders give +2 faith 15
Feed the World: Shrines and Temples give +1 food 17
Guruship: +2 hammer if a city has a specialist 13
Holy Warriors: Use faith to purchase pre-industrial land units 10
Monasteries: Building; +2 faith/+2 culture, more with wine/incense 15
Mosques: Building; +3 faith/+2 culture/+1 happy 15
Pagodas: Building; +2 faith/+2 culture /+2 happy 24
Peace Gardens: Gardens +2 happy in city 13
Religious Art: Hermitage +8 culture 15
Religious Center: Temples +2 happy in cities with 5+ followers 16
Religious Community: +1% production per follower, max 15% 19
Swords into Plowshares: 15% faster growth rate if not at war 13

Enhancer :
Defender of the Faith: +20% combat strength near friendly follower cities 15
Holy Order: Missionaries and Inquisitors cost 30% less 13
Itinerant Preachers: Religion spreads 30% further 19
Just War: +20% combat strength near enemy follower cities 14
Messiah: Prophets 25% stronger and earned with 25% less 15
Missionary Zeal: Missionary conversion strength +25% 15
Religious Texts: Religion spreads 34% faster (68% after Printing Press) 18
Religious Unity: Religion spreads to friendly city-states at double the rate 15

Goddess of the Hunt : I will take it if i don't have any other faith ressources and a lot of camps. It was helpful everytime i picked it.

Religious Texts : Great synergy with Founder/Followers bonuses related to any cities connected to your religion.

World Church : You need 12 foreign cities to make par with a cultural cs. Way too long.

Holy Warriors : Never picked it. Maybe i'm wrong, but i usually have enough units from my own to do everything i want. I prefer more ''peaceful'' bonuses.
 
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