[Tuning] Religion: Follower Beliefs

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
10,864
In this thread, we will take a look at the Follower 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 - Building is a bit too weak, a bit too strong, or just not quite interesting enough. Needs some possible adjustment.
F - Building is too weak or too strong, and needs some love.

I will bucket them into two categories: The static bonuses, and the buildings.

First of all, a general statement. Its important to always remember that Followers and Population are not the same thing. Even with good religious pressure, followers tend to lag behind the total population, and don't often match until late in the game. This is a factor in how we rate the beliefs.

Static Bonuses

1) Mastery: Specialists gain +2 to main yield. (A). For a tradition player, this is one of the best beliefs, though it may not look it at first. The thing is, the other static bonuses take time to grow, and the buildings require faith to get them built. This one can start out with an immediate bonus for a tradition player, one that grows very strong with time.

Even a wide player can get good mileage out of it, as late games tend to go heavy specialist....giving you a wide range of strong bonuses.

2) +1 Food per 2 followers (max +15): (F). Compared to the others, food is a weaker choice. It starts out very nice but it falls down in value quickly compared to stronger yields. The cap is honestly not even necessary, you could remove it to make this a little stronger but it wouldn't do much.

3) +1 Hammers per 2 followers (max +15): (A). Hammers are always good, early in the game, late in the game, this can give a player a very nice boost to total production.

4) +1 Culture per 2 followers (max + 10): (A). Culture being one of the strongest yields in the game, this one is naturally very good. Also helps get those borders moving for your satellite cities.

5) +1 Gold per 2 followers (max + 20): (F). Gold is simply a weaker yield compared to the others. The greater max means absolutely nothing, if you have 40 followers in a city....your overdoing it:)

6) +1 Science per 2 followers (max +15): (C). Science is a mid level yield in strength, and gets a nice max to help in the capital. There are generally better choices, but if your playing the strong science game (and already choose Synagogues), then this can be a decent companion.

7) +1 Faith per 2 followers (max + 10): (C). At the time your get your follower belief, Faith is a strong yield to get. The only weakness is you tend to want more faith to spread your belief, but that gives your opponent more faith to then counter you. However, it can help power other beliefs that use faith. Overall a strong C, stronger than the science one.

8) Cooperation: +5 city yields when a person is born (Era Scale): (F). Simply outclassed by most everything else here. Starts out solidly, but as growth tapers off, the more consistent yields just take it down.


Building Bonuses

1) Cathedrals: +3 Faith/+3 Gold. 1 work of art slot. 25% more pressure/20% conversion resistance. Reduces Poverty. +1 Gold for Farms.

(C)

Cathedrals don't look sexy at first, but there is a lot here. The +1 Gold for Farms turns into +2 during GAs....which tend to become common by the mid game. Combined with good faith and gold give it a decent yield. Gold is generally not as strong as other yields, but there are some good things here. Further, it reduces poverty, the second most common cause of unhappiness in the game.

2) Churches: +4 Faith. 1 work of music slot. 50% pressure increase/20% conversion resistance. Missionaries can convert 3 times.

(A)

The definitive building for a religion spread strategy. Also often overlooked is the fact it increases your religious pressure more than any other building, making you more resistant to conversion, and just that much stronger in converting your opponents. Combines well with other beliefs that involve spreading.

3) Synagogue: +2 Faith/+3 Hammers. 1 work of literature slot (um what's that?). Reduces Crime. 25% pressure increase/20% conversion resistance. +15% science during WLTK.

(A)

+3 hammers straight up make this a nice building to drop in a satellite city to get it moving. However the +15% science is what makes this building so great. Percent bonuses are precious, and its not hard to get near permanent WLTK by mid to late game...gives you a big science boost. Lastly, it reduces crime, the most common unhappiness source. Combined this is a great building.

4) Pagodas: +2 Faith/+2 Culture. 1 work of art slot. Reduces Boredom. 25% pressure increase/20% conversion resistance. +2 to all city yields for each religion present.

(A)

At initial glance, you actually get +4 Faith/+4 Culture/+2 hammers/+2 Science/+2 Food/+2 Gold. Wow!

This is the strongest early game religious building, gives you a big jump start, and is great for wide strategies. Also, if you happen to be next to a Spain or an India...you will almost certainly have some of their religion mixed in with yours for a while, so add 2 more to those numbers.

That said, this building does lose out long term to things like the Synagogue that ultimately scale more...but you can't beat it early game when it really counts.

5) Mandirs: +3 Faith/+2 Food. +10% food. Reduces Poverty. Spies cannot assassinate great people or disrupt production. 25% pressure/20% conversion resistance.

(F)

I will say....the assassination resistance is a lot better than people give it credit for. I have seen assassinations take out over 1,000 GP points! You basically are going to get 1 more GP by selecting this building. The food looks nice, but the pagoda gives as much initially. The 10% food helps it scale, but it doesn't have the core that a lot of other bonuses provide.

6) Stupas: +3 Faith/+2 GA Points. Gain +2 GA points/+4 Tourism with Architecture. Reduces Illiteracy. +25% pressure increase/20% conversion resistance.

(F)

Compared to other buildings, just not that great. The tourism comes too late to really make the bonus worth it. If the tourism came initially, then you could at least look at it for cultural victory. Otherwise, there are simply better options.

7) Orders: +2 Faith. Land Units gave +10 XP/Morale promotion. Increases City HP and Strength. Reduces Crime. +25% pressure increase/20% conversion resistance.

(C)

A nice grab bag of things. Decent for a warring player, gives a little extra protection to your cities, and reduces crime...the strongest unhappiness modifier. If your planning to do strong warring, this is a solid building.

8) Mosques: Cannot remember their yields (tool tips don't have them), I believe its +20% culture during GA, and something else....I'll have to find it later.
 
1 Mastery - perhaps a bit too good in some cases, but not a big problem - unless you're Tradition Korea. That's when it turns very ugly.
2 +1 Food per 2 followers (max +15): pretty bad, but I did take it over Hammers last game because my start lacked Food.
3 +1 Hammers per 2 followers (max +15): Very good, discourages religion spread.
4 +1 Culture per 2 followers (max + 10): pretty much always the optimal choice unless you went Tradition. Only Pagoda is comparable in strength.
5 +1 Gold per 2 followers (max + 20) - the worst follower belief
6 +1 Science per 2 followers (max +15): actually pretty good, second to Culture per followers
7 +1 Faith per 2 followers (max + 10): pretty bad actually, most of the time I found a religion I go Piety (excluding Tradition games, in which case Aesthetics is pretty much always better) and if I go Piety, Faith is not a problem. +2 from Monastery, +2 from Finisher, +1 from Specialists, +1 from Temple.

1) Cathedrals: +3 Faith/+3 Gold. 1 work of art slot. 25% more pressure/20% conversion resistance. Reduces Poverty. +1 Gold for Farms. - actually pretty bad in my opinion, unless you get really a lot of Farms Pagoda will be always better because it'll grant at the very least 4 Culture , 4 Faith, 2 Production 2 Science, 2 Food and 2 Gold (likely 664444), which should handily beat the 5-10 Gold you get from Cathedrals.

2 Churches: +4 Faith. 1 work of music slot. 50% pressure increase/20% conversion resistance. Missionaries can convert 3 times. - I don't like this one, mostly because I don't really want to spread my religion that far. I suppose it does have its pros, but needs +1 Faith IMHO.

3 Synagogue: +2 Faith/+3 Hammers. 1 work of literature slot (um what's that?). Reduces Crime. 25% pressure increase/20% conversion resistance. +15% science during WLTK. - meh, I'd rather go Diligence. Needs +1 Faith.
4 Pagodas: +2 Faith/+2 Culture. 1 work of art slot. Reduces Boredom. 25% pressure increase/20% conversion resistance. +2 to all city yields for each religion present. - Overpowered. Too many yields. I always nerf it in XML (while buffing other buildings by +1Faith) because otherwise I would have taken it every time especially since AI HATES it, never taking it - and it should be always their first choice because it is pretty broken. 442222-664444-886666 yields in every city? Nothing comes close. It beats other buildings +1 per 2 follower beliefs too hard

5 Mandirs: +3 Faith/+2 Food. +10% food. Reduces Poverty. Spies cannot assassinate great people or disrupt production. 25% pressure/20% conversion resistance. - better than +1 Food per 2 Pop for sure, but I'd add +1 Faith still.

6 Stupas: +3 Faith/+2 GA Points. Gain +2 GA points/+4 Tourism with Architecture. Reduces Illiteracy. +25% pressure increase/20% conversion resistance. - meh, needs +1 Faith.


7) Orders: +2 Faith. Land Units gave +10 XP/Morale promotion. Increases City HP and Strength. Reduces Crime. +25% pressure increase/20% conversion resistance. - I like this one, but needs +1 Faith.

8 Mosques: Cannot remember their yields (tool tips don't have them), I believe its +20% culture during GA, and something else....I'll have to find it later. IIRC it was 2F 3S
Good building IIRC, but I wouldn't ever take it over Voxnilla Pagoda. I wouldn't take anything over Pagoda in fact, even when playing Spain which can only ever get 1 religion in their city
 
Good analysis, but I disagree on two points:

Culture from followers: I would nearly give this one an F, because it is so crazy strong. Whenever I play a conquest game and can found (which is easy if you take god of war as pantheon), this one goes nuts. Usually going for a conquest victory trashes your cultural progression, but if you have this belief and can convert conquered cities, your culture output can keep up.

And Stupas totally rule.
They are the cornerstone for the SS victory. Niche, but excellent for that use. A.
 
Here are my ratings:

Asceticism: B-
With the recent buff, it's actually decent. Works best with progress/cooperation (Probably enhancing with this).

Cathedrals: F
So...why should we get this when there's Thrift? Unless you really want that gold with some religious pressure building and spending faith on it.

Churches: A
Probably the best building as it allows more mileage out of your missionaries. You usually only need to build one of these and start spamming missionaries.

Cooperation: B+
The bonus yields are good, especially if you're a growth heavy city.

Diligence: A+
Hands down the best belief. Free production (and up to 15 as well) for all your cities. The only downside is if you spread your religion.

Inspiration: B+
Culture is king at the moment, but this is extremely limited still. It's here because it is still valuable to a degree.

Mandirs: B
Not completely bad, seeing as how often the player gets spied on.

Mastery: A
If you're not taking this and you're tradition, you're usually losing out. It's just simply too good to ignore as tradition, getting bonus culture and production from your specialist slots.

Mosque: B
Mosques are only good because of their ability to boost culture. The rest are just cherries, but too bad it isn't the icing.

Orders: A-
Pretty good for conquest. This gives the ability to all your cities to have the morale bonus, instead of only one city, which allows for more effective armies coming from different cities. The exp bonus is hardly relevant (unless you're shaka)

Pagodas: A-
Since the change to Pagodas, it has been pretty good. However, it's a risky payoff as you will have to deal with unhappiness from religious division.

Scholarship: C+
Science...isn't that important.

Stupas: C
It's a little slow to get going. There are just better options.

Synagogues: A-
The production bonus is pretty valuable. This is probably the second best general building.

Thrift: A-
After the buff, this has been really noticeable getting that ton of income early on. It allows for a lot of investments and buying units when you have to build up the cities.

Veneration: B
This is for when you need more faith generation to ensure you get a good early enhancement. The main drawback is that you're taking up a belief with this in order to get that. It's not bad, but as always, it's not that great either.
 
Probably Sacred Sites-based culture victory... Stupas are a no-brainer for that, but not really a priority over other buildings otherwise.

I'll disagree. Churches can let you spread your religion more aggressively, and sharing religion gives you a big tourism bonus the whole game.

Synagogues or Scholosticim get you faster science, and allow you to the get the key tourism bonuses in the late game faster.

Mosques or the Culture belief can let you finish Aesthetism faster, which also has good tourism benefits.

SS is very weak until Archeology, and even then its not a no-brainer.
 
I've been playing the recent versions, and I noticed that in one game I started having enormous, crippling poverty problems in the Renaissance, something like 3-5 unhappy from Poverty in every city. I was wondering what in the world could possibly be doing that. Then I noticed that Egypt's Islam, which had almost completely taken over the other continent, had Thrift.

Thrift is noticeably more powerful, is what I'm saying. Good change.
 
My tier list:

1. Inspiration and Veneration - very strong both of them. One leads to very fast enhancement and, perhaps, very many Prophet spawns, while the other is the best at Culture.
2. Diligence, Thrift, Scholarship -awesome, just awesome. Production is always nice. Thrift not only helps you, but also ruins your enemy if you know why. Scholarship is great if you absolutely must become the absolute nr 1 at Science.
3.Mastery, Pagoda - Mastery is like that on average. If you went Tradition it's probably nr1 for you. Pagoda is still the best building and it can range from number 3 to number 1 depending on your civ and situation. Both the beliefs depend on situation and aren't just "super-awesome-no-matter-what", so they are number 3 instead of higher.

There's a bigger power difference between 3 and 4+ than 1-2-3. It's not that those above are overpowered, but those below just aren't as good in my opinion.

4.Synagogue, Ascetism - solid bulilding. What else to say? I don't know why it gets base +Production (least fitting yield imho) instead of +GP% or Science or Gold, all of which would make far more sense, especially +GP% though. If it were up to me, I'd change the Production to +10% GP generation while perhaps giving it +1Faith to make it fit for Science+Tradition gameplay. Ascetism is solid.
5.Mosque, Stupa - I don't know why Mosque gets +Science, but as a building it is solid. Stupa becomes really solid at one point. I'd give both of those +1Faith.
6.Order, Mandir - Order is pretty weak - its Faith is awful, the Morale promotion is neat (but there's still an event which gives it for free to every unit you own anyway), the Defense+HP bonus completely don't matter after Walls buff, the XP is the highlight. I'd give it +2 Production and/or +2 Defense, as it stands I will just take any 1 for 1/2 beliefs instead
Mandir is neat for no Spy actions and also buffs your growth a tiny bit - not bad, but I feel it'd need +1Fa+1Fo
7.Cathedral Church - if I want lots of money, Thrift. If I want lots of instant Faith, Veneration. Weak yields. Needs base +1F +1G at the very least. Church? If I want to dominate at Religion, I'll just go Veneration. It's much better - you just plant a Missionary to any AI that hates religion and they'll soon be spamming YOUR Missionaries despite not having Shrines (granted a religion with Veneration I'd rather NOT spread to those who have founded because it could backfire, just like I'd rather not spread Mastery to Tradition civs because it would backfire just as badly). Needs something more.
 
I really don't like how the Church is designed, an extra missionary spread feels more like a founder or an enhancer effect than a follower effect, especially now that your neighbors refuse to spread your religion forward (which means that for followers the effect is limited at best). I do like the extra pressure part of the building however, I just think it could be combined with something else, and the extra missionary could be moved somewhere where it would look more appealing.
Just my last game I saw AI India picking this belief when founding the first religion on the map, just feels like a huge lapse in judgement.

I also really don't think the Pagoda is ever worth picking anymore, I thought it was decent back before the nerf but I rarely every saw a good reason to pick it up, now with the loss of its base-yields I don't think I'll ever see a good reason to pick it up. The Pagoda is also a bad pick for a player because it is the border-cities that have the biggest risk of being religious melting-pots, and as the founder your cities aren't going to be border-cities (as religious borders expand from your territory. Also AI civs are a lot less likely to spam missionaries on you if you're a founder yourself (politeness I guess).
 
I disagree about Pagoda, it's still good. In my last game, I'm getting 2 of all yields in half of my cities (great kickstarter) and 4 in the other half (Ethiopia + Zulu + Huns got converted to some other religion and they have some considerable pressure)

It was broken before. 4 Faith 4 Culture 2 rest yields blew all the other buildings out of the water, especially considering Culture is the best yield and the fact it gave all the benefits of other buildings.

You only need 1 follower of other religion to get more yields, and that's easy to do. You can send a trade route, or you will get it pretty much no matter what if they're your neighbours.

I agree about the Church though, I never take it. If I want a dominant religion, I can just take 1 Faith for every follower thing and I get more bang for no buck as opposed to less bang for lots of Faith.
 
I disagree about Pagoda, it's still good. In my last game, I'm getting 2 of all yields in half of my cities (great kickstarter) and 4 in the other half (Ethiopia + Zulu + Huns got converted to some other religion and they have some considerable pressure)

It was broken before. 4 Faith 4 Culture 2 rest yields blew all the other buildings out of the water, especially considering Culture is the best yield and the fact it gave all the benefits of other buildings.

You only need 1 follower of other religion to get more yields, and that's easy to do. You can send a trade route, or you will get it pretty much no matter what if they're your neighbours.

Sure, but if you want late-game effect, things like Stupa, Mosque, Synagogue, Mandir, or even Cathedral are way superior. And if you want early to midgame effects all the 'per 2 followers' effects are stronger. Pagoda used to be a monster of an early-game choice and then fall off like crazy almost immediately, and even that wasn't a very good position to be in considering how easy catching up actually is.
 
Hi. Hopefully this is the right thread to bump.

I believe churches are too strong and stupas too weak. I'd propose a change where churches lose the extra 25% pressure and instead gain +2 faith, and stupas gain another 25% religious pressure. That would force a spreading founder to choose between an extra missionary spread and increased religious pressure, or would force to select both churches and stupas for maximum spreading effect. I think that would help prevent what I'm seeing in my games, that whoever chooses churches usually has the most success in spreading religion (barring exceptions such as Ethiopia, Spain,...). What do you think about churches&stupas?

Also, are pagodas post-nerf still similarly strong to other religious buildings?

Thanks for your feedback.
 
pagodas are useless as-is, at the very least to make them work they need to eradicate religious divisions entirely - otherwise their function is washed away by the unhappiness you need to make it work. inquisitor? bye bye yields.
 
I believe churches are too strong and stupas too weak
I don't know about stupas, but churches seems to be the one and only building worth for a spreading strategy. It seems right to separate the extra missionary action from the extra passive pressure.
In fact, I'd like to have at least a couple of greater pressure buildings, not only one. If 25% is the norm, two buildings giving 40%, maybe those with very situational bonuses (WLTKD) or underperforming.
 
Top Bottom