In this thread, we will take a look at the Enhancer Beliefs to see how they stand up next to each other and if any of them need tweaking.
Overall, I will use a simple ranking system to look at them.
A - Great, no change
C - Is a bit too weak, a bit too strong, or just not quite interesting enough. Needs some possible adjustment.
F - Is too weak or too strong, and needs some love.
Note: I am going to use the abbreviation FR (following religion) as a shorthand here.
Clericalism +1 happy per two cities FR, +15 to resting influence for CS FR.
(A)
Ultimately Pacifism gives a better overall bonus for spreader religion, but if your goal is to focus your religion only on yourself than this is a solid belief. The CS influence is nice early game, though starts to lose steam later on.
Evangalism: Get science when spread religion to foreign city. Missionary conversion strength +25%.
(A)
A solid enhancement to a spreader religion. Makes spreading strong and gives you a good benefit for doing it.
Pacifism: Missionaries/Inquisitors cost 30% less faith. Holy City gains +1 happy per 6 followers in non-enemy foreign cities.
(A)
Another great spreader belief. The cost reduction to me is actually stronger than Evangelism increased strength, the happiness is a very nice bonus. One of my favorites.
Resilience: Prophets 25% stronger, 25% less faith. Rival Inquisitors and Prophets reduce religious pressure by 75% instead of 100%.
(C)
Ultimately if a normal prophet or 2 can't crack an area, these enhanced prophets won't be able to do it either. The rival removal is pretty meh (scripture can give you more resilience ultimately). Really the only reason to get this is to get cheaper GP for holy sites...so you have to be in love with Holy Sites.
And then realistically other faith generating beliefs like Sainthood can give you the extra faith to make up for it...or to be used for other Great People instead.
There may be a niche for this one, but overall I think other beliefs do it better.
Ritual: Religion spreads 30% farther away, and double speed to friendly city states.
(F)
In terms of spreading, pacifism and evangelicalism will ultimately get you much more efficient spreading to areas that don't have religion...AND you get a bonus for getting your religion there.
The only real use of this belief is to break into areas that have a religion and actually stay there. In this way, this and Scripture perform the same function....and ultimately to me Scripture does it better.
There is nothing this one does I can't do better with another belief.
Scripture: Religion spreads 25% faster (50% faster with printing press). Spies exert extra religious pressure on cities.
(A)
Ultimately you don't want this belief. You want to be getting one of the other beliefs that give you nice benefits for having your religion, or allowing you to spread your religion to pagan cities much quicker than this belief can.
However, there are times when you need to crack an established religion, or are under religious assault yourself from religious pressure and don't want to give up your religion.
In these cases, I find Scripture the most efficient belief to do the job. Its the only belief I find that can actually fight an existing strong religious pressure (in conjunction with GP and missionaries) and actually hold the territory, as opposed to just pop in and convert....only to lose the conversions after a few turns.
So its a niche belief, but handles its niche well.
Sainthood: +1 science/culture in holy city for every 6 followers in foreign cities. 100 Faith for poping a great person (Era scale).
(A)
Another really solid one. Evangelism provides quicker benefits (faster religious spread more immediately science), but long term this one can provide better overall benefits, so it just depends on what you need.
Tithes: +200 gold per city converted. +1 gold/faith per 4 followers in foreign cities.
(A)
If you want gold, this one will give you lots of it. What makes it nice compared to evangelism is that this works when a city is converted by anyone, whereas evangelism has to use your missionaries. Sainthood to me has stronger long term bonuses, but you get quicker gold early game with tithes, so again its based on preference.
Zealotry: Purchase land units with faith.
(A)
Holy war here we come! If you want an army in a hurry, there no better way to do it.
Overall, I will use a simple ranking system to look at them.
A - Great, no change
C - Is a bit too weak, a bit too strong, or just not quite interesting enough. Needs some possible adjustment.
F - Is too weak or too strong, and needs some love.
Note: I am going to use the abbreviation FR (following religion) as a shorthand here.
Clericalism +1 happy per two cities FR, +15 to resting influence for CS FR.
(A)
Ultimately Pacifism gives a better overall bonus for spreader religion, but if your goal is to focus your religion only on yourself than this is a solid belief. The CS influence is nice early game, though starts to lose steam later on.
Evangalism: Get science when spread religion to foreign city. Missionary conversion strength +25%.
(A)
A solid enhancement to a spreader religion. Makes spreading strong and gives you a good benefit for doing it.
Pacifism: Missionaries/Inquisitors cost 30% less faith. Holy City gains +1 happy per 6 followers in non-enemy foreign cities.
(A)
Another great spreader belief. The cost reduction to me is actually stronger than Evangelism increased strength, the happiness is a very nice bonus. One of my favorites.
Resilience: Prophets 25% stronger, 25% less faith. Rival Inquisitors and Prophets reduce religious pressure by 75% instead of 100%.
(C)
Ultimately if a normal prophet or 2 can't crack an area, these enhanced prophets won't be able to do it either. The rival removal is pretty meh (scripture can give you more resilience ultimately). Really the only reason to get this is to get cheaper GP for holy sites...so you have to be in love with Holy Sites.
And then realistically other faith generating beliefs like Sainthood can give you the extra faith to make up for it...or to be used for other Great People instead.
There may be a niche for this one, but overall I think other beliefs do it better.
Ritual: Religion spreads 30% farther away, and double speed to friendly city states.
(F)
In terms of spreading, pacifism and evangelicalism will ultimately get you much more efficient spreading to areas that don't have religion...AND you get a bonus for getting your religion there.
The only real use of this belief is to break into areas that have a religion and actually stay there. In this way, this and Scripture perform the same function....and ultimately to me Scripture does it better.
There is nothing this one does I can't do better with another belief.
Scripture: Religion spreads 25% faster (50% faster with printing press). Spies exert extra religious pressure on cities.
(A)
Ultimately you don't want this belief. You want to be getting one of the other beliefs that give you nice benefits for having your religion, or allowing you to spread your religion to pagan cities much quicker than this belief can.
However, there are times when you need to crack an established religion, or are under religious assault yourself from religious pressure and don't want to give up your religion.
In these cases, I find Scripture the most efficient belief to do the job. Its the only belief I find that can actually fight an existing strong religious pressure (in conjunction with GP and missionaries) and actually hold the territory, as opposed to just pop in and convert....only to lose the conversions after a few turns.
So its a niche belief, but handles its niche well.
Sainthood: +1 science/culture in holy city for every 6 followers in foreign cities. 100 Faith for poping a great person (Era scale).
(A)
Another really solid one. Evangelism provides quicker benefits (faster religious spread more immediately science), but long term this one can provide better overall benefits, so it just depends on what you need.
Tithes: +200 gold per city converted. +1 gold/faith per 4 followers in foreign cities.
(A)
If you want gold, this one will give you lots of it. What makes it nice compared to evangelism is that this works when a city is converted by anyone, whereas evangelism has to use your missionaries. Sainthood to me has stronger long term bonuses, but you get quicker gold early game with tithes, so again its based on preference.
Zealotry: Purchase land units with faith.
(A)
Holy war here we come! If you want an army in a hurry, there no better way to do it.