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

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

just can't compete with +1

and +2

);
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.