danaphanous
religious fanatic
- Joined
- Sep 6, 2013
- Messages
- 1,501
NO one can argue that right now pantheons are a little unbalanced. You have desert folklore which gives you tons of faith immediately with no change in your strategy at all and then you have religious settlement which is virtually useless imo.
Being a huge religion fan I think religion needs new balancing in the pantheon section which makes some of the underwhelming ones more useful and adds more mid-tier options as well.
Here are my thoughts/ideas but I have no idea how to mod. This is an open discussion forum so please let me know what you think and if you have a suggestion for a new and balanced pantheon!
First I'll start by listing what I think are the most useless panethons for me that I rarely use: faith healers, God of war, Goddess of protection, monument to the Gods, religious settlements.
My reasoning and knowledge of situational usefulness and the way I'd revise them so they are useful:
Spoiler :
Monument to the Gods
May seem nice however the nerf that makes it only work for classical and ancient wonders is what makes it worthless to me. I don't have time to wonder-spam during that phase as I'm aggressively building infrastructure. I play immortal/deity and might try for only one wonder during that period as I start behind on science. So it saves maybe 1 turn and is a waste for the most part on my level of play. Unless you are playing very low very few players work more than 3 ancient/classical wonders as it is generally a bad idea giving up that much time. So it only saves a few turns for most players thus is not picked much. Situational Usefulness: in combination with marble/egypt/tradition this could be quite interesting giving you a total of 60% bonus toward wonders. You could build twice as much. This would be a novelty game for me though and keep in mind you still get 45% bonus without the belief and it only works through classical. Only works on low level of play. I think this belief needs rebalancing. Either make the benefit better, at least 30% for the short time frame so you can get 1 extra wonder, or make the effect last longer such as through medieval when humans are feasibly thinking about building wonders more.
Faith Healers, God of war, and Goddess of protection
Are absolutely terrible. Every single war one is terrible. You can't convince me otherwise. Reason being they ONLY WORK NEXT TO CITIES WITH YOUR RELIGION! You aren't at battle that close to your cities enough for the God of War faith to matter much. Usually wars come too far down the line when they do you just aren't fighting defensively on your own turf for that long. Exception might be raging barbs early game for some extra faith but I find baiting raging barbs to converge near my cities backfires when they run to pillage things rather than fighting me. Same with faith healers. I could see using it to fortify defenses near border cities if I was constantly at war and just never attack healing +60 hp a turn. But the AI is usually smart enough to bomb/bombard so you'll probably die and the benefit is lost if you attack. Another novelty I could try with these would be God of War + Holy Warriors. Defensive wars your troops earn faith to buy more troops.

religious settlements -
faster border growth is OK I guess but feels so lackluster to me. Esp. given that extra culture does the same thing and benefits in other ways like speeding through tenets faster. Even +1 potential culture per city is far, far better than this pick and speeds up the border way more and I usually cash-buy border tiles if I'm dissatisfied with the speed. I would never choose it over even a small culture pick. It really should provide a bigger growth bonus such as 30% or more--at least then it is on par with tradition's bonus.
that's my suggestions for fixing those five that everyone hates.
I also hope they add more pantheons. For instance, there are no gold ones and gold is really nice early game. That could be a nice new addition for games where the best picks are gone. Extra money means speedier CS relations, cash-bought buildings or units and is quite helpful early game. They really should have a second option for science too.
Ideas for more pantheons:
offerings - +1 gold on each luxury tile. The Rich or luxury industries donate to the religious institutions, quite realistic for ancient times and a major source of their income
household gods - +2 gold from marble, ivory, silver, and gold. Practiced by many ancient cultures you would make a figure representing your dead ancestors and pray to them for blessing. These were requested by craftsmen (silversmiths, goldsmiths, etc) and a great source of income for these merchants and a way to make money off these materials by selling to the general public. (Unwealthy usually used clay or stone figurines)
missionary merchants - either religious pressure increases along the route by 50% or each trade route nets +2 faith. The merchants spread the good word as they sell in foreign countries! The pressure one is very nice as it allows you to spread and get your religion started in non-capital cities without sacrificing faith on a missionary or two. This can work very well if you have a very faith-poor game so it doesn't take half the game for your religion to naturally spread to your own cities. My growth typically outpaces the pressure before Grand temple so it'd just be a strategic new use to early trade routes that avoids the need for wasting faith on missionaries if you just want to establish your religion locally. The other option is just a new way to get faith if your empire is faith poor that doesn't depend on terrain.
animism - +1 science from tiles with animals (deer, cow, bison, sheep, horses, beaver, elephants) animism was a primitive worship and reverence of nature. They would study animals in the wild and attribute their behaviors as "signs" of the gods or the animals themselves as gods. It'd be a fun strategic way of garnering early science and be another nice mid-tier pick that doesn't require road-spamming early.
Sacrifice: +25 faith for deleting captured civilian units in your territory.
Sacred Enclaves: +1 food +2 faith from Oases, +1 food +2 culture from Atolls.
Glorious Death: When an owned unit dies, receive it's combat strength as faith. Friendly units adjacent to the dying unit receive +10% combat strength until the end of the turn. Think the ancient Norse- their culture said that to die in battle was the only way to enter Valhalla, and their companions are reinvigorated by it. (This would add a new, and much more useful pick for war)
God of War (revised): units produced by cities following the panethon obtain a special promotion that gives the pictish warrior's ability to gain faith. This is far more useful than needing to be within a few tiles of your own cities and makes the pick more versatile.
Faith Healers (revised): units produced by cities following the pantheon obtain a special promotion that gives the Fountain of Youth healing promotion (or something similar). Like God of war needing to be near the city is what makes these beliefs very hard to utilize and it also makes less sense as you don't lose your beliefs by taking a short hike.
Religious Settlements (revised): Border expansion rate increase should be 30% putting it on par with tradition bonus. 15% is bad--worse then getting even an extra 1 culture per city not to mention it also doesn't actually give any extra culture. As is this pantheon is trash compared to every cultural pick.
Monument to the Gods (revised): Benefit lasts through medieval era or is 30% bonus not 15%. As it is this pantheon is useless on any competitive level of play (ok on multiplayer). The AI tech lead means it won't get you any extra wonders usually. But medieval era usually the player is catching up and it might mean an extra wonder.