So in the round 2 of tuning, I want to incorporate recent changes and people's feedback to narrow down the list to the remaining religious beliefs that may still need love. We are only going to look at C and F ranks. Overall, I will use a simple ranking system to look at them. A - Great, no change (not shown in round 2) 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. This thread will focus on all of the religious belief, with the exception of Pantheons that are still in their own thread. Founder Beliefs Way of the Pilgrim: (N/A) (Building) +4 Faith/+2 Culture. +4 Art/Artifact Slots. +5 Tourism for Holy Sites. (General) Gain 150 Tourism with religion spread (Era Scale) This one got a big bump from G (150 tourism instead of 50 with religious spread). I haven't tried it myself, it is enough to make it an A now? Follower Beliefs: Asceticism: +1 Food per 2 followers (max +20): (F). Ultimately I don't think changing the cap on this one changed anything, its still weaker than other yields. I think you should go the other way with this one, give it a +1 per follower, but with a harsh cap (like +7/8). That way it gives you the strong food early when you want it, but tapers off into the mid game, which give it a different niche than some of the other beliefs here. +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. Pagodas: 1 work of art slot. Reduces Boredom. +2 to all city yields for each religion present. (N/A) This one was pretty heavily changed, it was once considered in the top tier of founder beliefs, how does it rank now? Mandirs: +3 Faith/+2 Food. +10% food. Reduces Poverty. Spies cannot assassinate great people or disrupt production. 25% pressure/20% conversion resistance. (C) Changed to a C based on community feedback. Stupas: +3 Faith/+2 GA Points. Gain +2 GA points/+4 Tourism with Architecture. Reduces Illiteracy. +25% pressure increase/20% conversion resistance. (C) Changed to a C based on community feedback. Enhancer Beliefs Resilience: Prophets 25% stronger, 25% less faith. Rival Inquisitors and Prophets reduce religious pressure by 75% instead of 100%. (C) I still think other beliefs do the job better. Ritual: Religion spreads 30% farther away, and double speed to friendly city states. (N/A) This one received a buff since its last review, I haven't used it myself, what are people's thoughts? Zealotry: Purchase land units with faith. (C) Community has made some good points that this one is very weak compared to Tithes. Why buy units with faith when I can....just have more gold and buy units? Reformation Beliefs Faith of the Masses: Buy Opera Houses, Museums, and Broadcast towers with faith. (C) On the one hand, this saves you a lot of hammers, and hammers are always useful. On the other, its a lot of faith at a time when you get use that faith to buy Great Writers for example. I don't know how it balances out, but I don't think its the strongest tool in the deck here. Jesuit Education: Buy Universities, Public Schools, and Research Labs with Faith. (C) For pretty much the same reason as Faith of the Masses. The benefit is nice, I just think there are better ones here that also don't burn your faith. Knowledge through Devotion: +3 faith/+1 culture for each landmark and great person improvement. +1 culture to Great Works (C) - I think the culture bump to great works helped, but its still just an ok belief to me. Sacred Sites: Buildings purchased with faith give +2 tourism, Hermitage gives +5 culture/+5 tourism. (C) I give it a C since for cultural players it gives them that needed tourism, but there are just much much better beliefs here, even if you have 2 religious buildings per city. A weak C....and only for cultural players.