tu_79
Deity
Aren't there some free apps that do the correction for you?As for grammar, it's sadly my weak point.
Aren't there some free apps that do the correction for you?As for grammar, it's sadly my weak point.
Yes, there areAren't there some free apps that do the correction for you?
For the war weariness, that's not I'm saying. It's possible that this has been changed. I recall something about unit combat where both the attacking and defending units take, for this specific example, equal damage. In this case, the side of the attacking unit gets more war weariness from this while the side of the defending unit gets less war weariness. It's possible that this has changed over time but I recall this being something I'm worried about regarding the Huns who just make it worse for their enemies.
Even if you lose zero units it will slowly tick up so I'm guessing it isn't just units lost that causes it. Is it just damage deal to units in general?
I thought luxuries give 2 happiness plus a bit more per city you own?
Culture that you can build and it's extremely important as you don't wish to fall behind in policies. Considering that your start with 1
Culture per turn from your Palace, the fact that Monument gives +2
Monument is a 200% increase and that's nothing to scoff at when you consider the importance of
Culture. The Monument also reduces the
Culture cost for new tiles and this helps you acquire important tiles sooner to further improve your cities without needing to buy those tiles. The Monument is certainly one of the highest priorities early in the game due to its importance overall.
Faith. Unless you have other sources of
Faith (UA, early UB, early UU, Natural Wonder, or World Wonder), the Shrine is your only method of securing a Pantheon that's necessary to get religion. The fact that religions are so powerful means that this is pretty high on the priority. Whether you build this first depends on your gameplay. If you wish to get a religion earlier rather than later, then the Shrine is the way to go. Up to a certain difficulty (possibly Emperor), going Shrine first results in you getting the first pick of your Pantheon and that's a very big incentive. Otherwise, Monument first is the way to go if you want your
Culture output to be a reasonable early game.
Faith through one of its policies making Shrine first quite a powerful approach for a religious game.
Faith so the player might even consider a Warrior before a Shrine. There are also other civilizations where priorities change depending on their strategies or even the player's strategy as a whole. Overall, there are lots of different cases that players will understand over time through hours of gameplay. Until then, the priorities above are good starting points.
Faith to get a Pantheon. Depending on the difficulty, this Wonder can help you secure the first Pantheon or at least one of the earliest ones. Since each Pantheon can only be picked by one civilization only, first or early picks can be quite powerful. You don't need any prerequisite technology to research The Wheel.
Urbanization unhappiness reduction. While this reduction is in theory useful to all types of strategies, it's especially powerful for tall empires. Wonders are normally constructed in capitals due to their higher
Production costs. Therefore, there's an extremely high chance that this Wonder will be built in a capital. Tall empires tend to work more specialists because Tradition provides early specialist slots and reduction to
Food consumed by specialists. If the Temple of Artemis is also built, then that's two specialists unhappiness that you don't have to worry about. Non-tall playstyles tend to get specialists later in the game resulting in the Temple of Artemis not being as effective. You need The Wheel and Trapping to research Calendar.
RCS. 2 Range. 4
CS. 2 Movement. An early ranged support unit.
RCS. 1 Range. 8
CS. 4 Movement. A mobile ranged mounted unit built for fighting on flat terrain.
CS. 4 Movement. A mobile mounted unit built to flank and outmaneuver enemies.
Citizens and reduces the City
population by 1 when built.
CS. 2 Movement. Anti-mounted unit.
CS. 3 Movement. A mounted unit that trades a little mobility for more combat strength and hits very hard.
Faith.
Population. If your capital is at 3
Citizens, then it will be 5
Citizens. If you have 4
Citizens, then it will be 6
Citizens. Considering that the latter scenario is a better deal than the former in terms of the
Food saved, you'd want to get to 4
Citizens before picking your Tradition opener.
Culture per 2
Citizens in your capital. 5
Citizens only give 2
Culture while 6
Citizens gives 3
Culture. In other words, you must get to that 6 population if you want to have a strong early game. To achieve this, you have two main options:
Citizens before you pick your policy. It's also important in situations where you meet a Cultural CS first as the boost to your
Culture might throw off your initial timing. Otherwise, a standard Monument into Shrine will work just fine.
Tech and
Policy costs that come with more cities. Depending on the terrain, this can let you get away with a lot or let your opponents take advantage of you. It's a very greedy build that can work on lower difficulties but not advisable for higher difficulties.
Production early in the game to secure the Wonders. There's also the matter of America's UA that is very powerful in securing Wonders too.
Culture and
Science so a larger military actually aid you more than it hinders you. An important note is that your unhappiness is largely capped by your population. A 4 population city cannot have more than 4 unhappiness unless you have Urbanization at which you can go over the value.
A city having 10 unhappiness from illiteracy, 10 from poverty, 10 from distress, would still only have 10 unhappiness.A 10 citizens city can produce a maximum of 10 unhappiness from illiteracy, 10 from poverty, 10 from distress, etc.. but all sources of unhappiness in one city can collectively produce more unhappiness that the total population and it's not infrequent that you have a 10 pop city producing 12 unhappiness for example.
Continents
Continents++
Communitu_79
Frontier
Pangaea
Planet Simulator
Terra
Communitu_79a is going to be distributed with VP soon. Cheers!You could also add the links for the maps and add a couple more:
Communitu_79: https://forums.civfanatics.com/threads/communitu_79.648648/
Planet Simulator: https://forums.civfanatics.com/threads/planet-simulator.526882/
Tectonic Map: https://forums.civfanatics.com/resources/tectonic-map-script.21639/
Communitas: Distributed with VP
For the war weariness, that's not I'm saying. It's possible that this has been changed. I recall something about unit combat where both the attacking and defending units take, for this specific example, equal damage. In this case, the side of the attacking unit gets more war weariness from this while the side of the defending unit gets less war weariness. It's possible that this has changed over time but I recall this being something I'm worried about regarding the Huns who just make it worse for their enemies.
I thought luxuries give 2 happiness plus a bit more per city you own?
Carthage - Progress
Ethiopia - Tradition
Russia - Progress
Songhai - Authority
Spain - Progress/Authority
These are somewhat weird recommendations. I mean not Songhai, Spain and Carthage. But Russia is easily playable as Authority, and Tradition. Considering both have border growth policies, while Progress has nothing. And Ethiopia is an all-rounder who can play any style but leans a bit wider to best exploit its Stele Faith. The Golden age bonus is nice, but the first golden age happens after the critical religion rush/when Tradition gets its golden age policy. And even Carthage can do Naval Authority pretty decently, using its early UU.
If you are giving recommendations, I think giving more pure recommendations for policy trees is best. Like Arabia is purely Tradition, and playing any other is badly suboptimal. Authority less so than Progress, but Tradition can easily grab far more historic events than both combined. All by just doing normal Tradition stuff, Great People and World Wonders.
Science.
Science gets you technology which, through Progress, gets you
Culture. More
Culture means faster policies which, combined with more technology, should result in a decent game that doesn't require too much knowledge of the game. Therefore, new players can focus on other things and learn about other mechanics. It doesn't even have to be naval authority strictly. Conquering very early is not that appealing as it's usually best to get some development online, get some spare happiness to sustain your conquest and fall terribly behind in science and culture. Many times it's most sensible to wait until vassalage is enabled with first or second peace treaty anyway. Monuments, wells, and libraries, not units early. UU too early like Pictish Warrior or Mandekalu tends to be wasted if you don't have to kill someone to expand.And even Carthage can do Naval Authority pretty decently, using its early UU.
While you are not wrong about Russia working with Tradition and Authority, those two policies are harder to make work with Russia. With Tradition, you get lowered culture cost to acquire tiles. However, that's about all there is with Tradition. Tradition means you have to grow tall and tall means less territory. Less territory means less Strategic resources which is another kit of Russia. I think the bonuses from strategics will outweigh those from a single policy that works with border growth. The policy is nice but it's not worth it if that's all you want a policy tree. Regarding Authority, Russia has no early UU. While border growth means more yields, you are asking a new player to fight early wars with no advantage over your opponent except for faster technology. That's asking a lot from a new player so I wouldn't recommend it. Progress does have a indirect bonus with the border growth though. You are growing your borders naturally and that yieldsScience.
Science gets you technology which, through Progress, gets you
Culture. More
Culture means faster policies which, combined with more technology, should result in a decent game that doesn't require too much knowledge of the game. Therefore, new players can focus on other things and learn about other mechanics.
As for Ethiopia, I agree it's an all-rounder. For a newcomer, I find Tradition a good to place. This is subjective though. Regarding Tradition Arabia, it's actually harder to learn than you think. Will a new player know how to do the normal Tradition stuff when they're learning the game? Will they'll figure out how to use specialists and built the proper buildings to improve the rates of Great People generation? Arabia requires a solid understanding of Tradition and the later policy trees to make use of their UA. That's not what I intend for new players.so Arabia is off the table. There are other possible recommendations but the ones I added are ones I find reasonable. For more advanced strategies, I might include Arabia but this doesn't fit the beginner guide.
My point is that both civs are highly debatable, and are not clear recommendations for policy trees.
I also really do not see how Arabia is complicated. They are just win harder in terms of Tradition. Great People and Wonders are what you are already doing as Tradition, Arabia just gets bigger bonuses from them, and speedier creation of them. Not to mention extra faith, and a solid UU. They are definitely a stronger tier civilisation, and not at all hard to handle. There is no extra mechanic for them to handle, like free golden ages by warring, free great people attached to turns, specific terrain to settle around, specific beliefs that are tied to, etc. They have a wide amount of flexibility within Tradition.
I don't think debating the fine details of a good strategy is necessary for a new player guide. It seems that this guide focuses on giving players a fast early game (which is a good idea for new players), and Russia gets a very strong start as progress.My point is that both civs are highly debatable, and are not clear recommendations for policy trees.
This is really cool so far, nice job!
While I do like in-depth guides alot and I think you're at a good spot, I think perhaps you don't need to state quite as much as you do, for instance I'm fairly certain most new players are aware that Monuments lead to faster policies, Shrines lead to faster pantheons.
You could talk about the knock on differences, for example, on how a faster monument means a faster opener, which is mostly relevant for Tradition or Authority as they benefit from the yields faster.
Pantheons work a little differently in Vox Populi than Vanilla, since Pantheons cost the same amount of Faith for every civ, which is a significant balance change from Vanilla.
Faith being unlocked quite early in the game. First, you get 1
Faith from Monuments, one of the buildings you unlock from the very start of the game. Oftentimes, you will build your Monument first your capital so that 1
Faith is a given. Combined with a Shrine, you have a total of 3
Faith in your capital alone. That might not seem like much but, compared to an opponent with only 2
Faith from a shrine, you already have a headstart.
Faith from Mines on improved resources. Mines are unlocked by a single tech, Mining, so that's very accessible. You also have a pretty good idea of whether or not you want to pursue this Pantheon very early on as you will be looking out for Mine improved luxuries like Gold, Silver, and Gems. You might need a Worker out sooner to get the Mines built but improving luxuries is a pretty good idea in itself. There's a chance that you can even have improved mines before you even get the Pantheon to get off to a great start.
Culture from Mines on improved resources and +1
Production from Monuments. Both benefits already reward you for doing what you should while early
Culture and
Production are very powerful. One lets you unlock new Policies faster while the other allows you to just build everything faster.
Faith from growing your border are worth that initial investment. You also get 10
Production to help speed up future buildings and/or units. Overall, this lets the player expand more as the
Faith required for a Prophet doesn't scale with the number of cities you have. Therefore, this Pantheon lets you play a wide peaceful style that simply rewards you for various tasks you are already tackling personally.
Faith and +1
Production from Fishing Boats and Atolls. Atolls are more luck dependent on whether or not you get any but even a single one, with the buffs, can be very worthwhile. Fishing Boat does require the tech, Fishing, to unlock but it's very worth it. Improved sea resources tend to be very solid and their monopolies tend to be quite strong. Further buffs on Fishing Boats are just icing on the cake. To make this Pantheon even better, you get +2
Food and +1
Faith from coastal cities. Essentially, you research Pottery to discover all the Fish to decide on whether this Pantheon is for you. If yes, then you already unlocked Settlers to expand. New cities are buffed and give you access to more sea resources and even Atoll. These then help develop your Cities, increase your
Faith generation to noticeable amounts, and ensure that you are in a good position to transition to your late early game or mid-game.
Faith to your Palace so you are already accumulating
Faith as soon as you grabbed the Pantheon. Then, you will be rewarded further for Wonders as you get +2
Faith from each of them. Wonders might be tougher to get on higher difficulties but a focus on them can still make this Pantheon quite feasible. Then, you also get Great Artist and Great Engineer points which are also very nice to acquire to boost your
Culture and
Production (though the Great Engineers are more likely used to finish Wonders than being used as Manufactories). Overall, this is a powerful Pantheon that requires planning and maybe a bit of luck involved. Otherwise, it can generate a lot of
Faith quickly in situations where you are going tall.
Faith,
Food, and
Gold for every 2 Mountains within 3 tiles of your city, and the yields are capped by the number of
Citizens in the city. In other words, you can have 10 Mountains within 3 tiles of your city but, if your city only has 3
Citizens, you only get +3 of each yield as opposed to +5 which is the most you can get. This means that you don't need Workers or buildings to get the benefits since the terrain and population requirements are all that you have to achieve. Note these you can have multiple Cities sharing the same Mountains and benefit equally from the Pantheon as opposed buildings and improvements that only benefit a single city.
Faith and +2
Culture. If you are fortunate to get one (or two if you find the Great Barrier Reef), then you are going to have a very powerful start to your game.
Faith,
Food, and
Culture in addition to +1
Food to Tundra tiles. With more Deer and Bison, you are potentially getting a huge boost to your early game. The
Food helps you get Settlers out sooner while the
Culture obtained is extremely powerful this early in the game. This is only made more powerful if you start with luxuries like Truffles or Furs to further benefit from the Pantheon. Even in a non-tundra start, you are more than likely picking this Pantheon due to its usefulness in most cases.
Faith, 2
Gold, and 2
Great Merchant Points in your capital after you settled your second city. Until that second city, you won't be getting any of the benefits. Therefore, this emphasizes getting a Settler out much sooner. Therefore, Pottery is a priority for this Pantheon.
Faith and 2
Gold for each City Connection you have. This requires you to get Workers and The Wheel for Roads. Depending on how far your cities are, you might need multiple Workers to get those Cities connected and any delay will slow down your
Faith generation by a lot. With the number of Roads you need sometimes, the extra
Gold might just pay for their maintenance. Then, you get the same benefits as above with TR to and from the city. Caravans are unlocked through Trade and require more
Production to build.
Culture, +1
Science, and +2
Faith from your Palace. That means that you get a pretty big boost from the very start without needing to do anything as the Palace comes with your Capital. This alone is a pretty big boost and, with a Shrine in your capital, you are producing 4
Faith fairly early in the game. The extra 2
Faith won't get you a religion but it's a decent headstart all things considered.
Faith and
Production from Quarries and Stone Works. This is where the issue of the Pantheon lies. To unlock both Quarries and Stone Works, you need Construction and that's a tech in the second column. You need two technologies to access Construction. Therefore, you need many turns to unlock it. Then, you have to build Stone Works and Quarries. Regarding Stone Works, you have many other items competing for the queue like military units, Workers, and/or buildings. Besides, Stone Works cannot be built unless you improved a resource with Quarry so that's further delayed. Quarries need Workers and it takes a while to improve those resources. Compared to other resources, you will likely get Quarries much slower due to later tech and the same amount of time to improve them. The 2
from the Palace seemed strong but, when you take into account the delay for your other sources of
Faith, it makes this Pantheon feasible at times. This is also why this Pantheon is Medium Faith as opposed to Strong Faith.
Faith and 3
Gold from Pastures. Pastures are unlocked with a single technology researched and it is used to improve Horses, Cattle and Sheep, three resources that can be fairly abundant most games. The extra income you gain from these Pastures can then be used to buy another Worker to speed up the process further or aid in military unit purchases or building investments.
Culture and +1
Faith for every 2 Plains and/or Grassland tiles worked that lack any features or Hills. You can have resources on those tiles but they cannot have Hill, Forests, Jungles, or Marshes. Essentially, you can work two Pastures on tiles that fit the description above to gain even more
Faith along with
Culture that's very powerful this early on in the game. It's not exactly difficult to fulfill these requirements and a single technology can usually give you a solid idea of whether or not to pursue this Pantheon.
Faith, +1
Culture, and +1
Gold from Tundra tiles with resources. Tundra is the weakest start in most cases due to its low
Food and at times low
Production tiles. The resources you can encounter on Tundra tiles are some luxuries like Fur and other basic resources like Stone and Deer. Certain Strategics like Iron can also spawn. Overall, the benefits of this Pantheon can only be achieved after a couple of different techs which can delay how much
Faith you can gain. While it is nice that you don't have to improve those resources, it's sadly not one of the strongest, especially when one other Pantheon has more potential than this one with recent map changes.
Faith and +2
Gold to Granaries. A Granary is a decent building for the capital in the early game and possibly your second or third city if those are settled to build Settlers from them. With a Shrine and a Granary in your City, it will produce +5
Faith from buildings alone. That is quite powerful when you look at what you're getting. The extra
Gold is rather nice as well since it can help you purchase whatever you need. In addition to buffing the Granary, the Pantheon also gives +3
Food to Farms on Wheat. For starting locations with lots of Wheat, this is a lot of
Food.
Faith but then you aren't using the Pantheon as effectively. As for Monument, the fact that you are delaying it can slow down your overall
Culture. Fewer Policies than your neighbors can often be a disadvantage you don't want to deal with. This is where improvements are superior in that, with a Worker, you can get them without impacting your build order within your City. Of course, this is very good for civilizations like Mongolia whose UB happens to replace the Granary.
Faith in your capital to get the ball rolling. This is a pretty recent buff that can help you remain somewhat competitive until you can start improving your luxuries. For each unique luxury you own or import, you gain +3
Gold, +1
Culture, and +1
Faith. This Pantheon requires you to quickly get Workers and the technologies needed to improve your nearby luxuries. Then, you should have the
Gold income to purchase luxuries from your neighbors to further benefit from this. Overall, it's rather nice to get an early boost to your
Gold while also getting
Culture for your policies and
Faith for a religion. I didn't place it this Strong Faith because some stars are aligning needed like neighbors to trade with and luxuries that don't require too much technology to unlock. Even then, the
Faith is reasonable but not something you would boast about.
Faith and +1
Culture to Palace, Walls, and Barracks. The 2
Faith to the Palace upon adopting this Pantheon is quite a boost, though many other Pantheons are also getting
Faith from Palace as well so it's not as good as before. The extra
Culture can also make a pretty big difference considering the limited sources of
Culture early on. The issue with this Pantheon is Walls and Barracks, buildings both unlocked at the second column of techs. To unlock both, you need a total of 5 techs along with the turns needed to build these in your Cities. Overall, it's a lot of investment that might pay off if you plan on going to war shortly afterward.
Food, 1, and 1
Faith. A tile like this is pretty solid early on and is up there in terms of great tiles. The extra growth lets you get more
Citizens to work more of those tiles. Overall, it's an easy Pantheon to use. There's also a bonus of +1
Happiness for settling next to a river where there could be more Lakes and Marshes nearby. The issue lies in how many Lakes and Marshes you can have access to as they might not be concentrated making it tougher to make this work. To make this Pantheon pay for itself, it's vital to do a lot of scouting to ensure that not only your Capital has access to these tiles but your other Cities will be able to make use of it.
Production to get the most out of it. First, you would want plenty of Shrines up as Shrines gain +1
Food and
Faith. This might seem like much but, considering that Shrines are higher priorities when you are pursuing a religion, the 3
Faith will make a difference compared to 2
Faith. The Pantheon then gives 8
Food and
Faith when a building is constructed, scaling with the era. The scaling likely won't be playing a big role in the religion race. However, the 8
Faith is quite powerful if you have the
Production to get these in a reasonable amount of time. This makes buildings like Well and improvements like Mines that much more important as those
Production boost matter a lot. Finally, you have the +25%
Growth that acts as a double-edged sword. While it can help you get
Citizens to gain more
Production, it can also hurt your
Happiness resulting in fewer expansions.
Faith,
Production, and
Gold from Desert tiles with resources. Given that most Desert tiles are severely lacking in
Food except for Flood Plains, expansion isn't the easiest when building Settlers can be a struggle at times. If there are a couple of Oasis, then this Pantheon can make up for the
Food deficit but this is still largely dependent on your Capital. The strength of this Pantheon is the fact that the resources don't have to be improved so you can gain the benefits very quickly. Certain policies like those in Progress that give
Food through City Connections can work quite well for this Pantheon.
Faith seems very strong on the Monument as I mentioned with Earth Mother, that's the only source of
Faith from the Pantheon. Therefore, you won't get a lot of
Faith overall and it gets tough finding religion with this above a certain difficulty. However, it should be noted that
Faith generation isn't the focus of this Pantheon.
Culture,
Food,
Production, and
Science you gain in your capital. These, except for the
Culture, are limited to 4 total and is dependent on your opponents. The dependency is the timing your opponents are finding their Pantheons. Higher difficulties mean that Pantheons are founded sooner so yields are stronger there. For lower difficulty, this is weaker as the AI takes longer to get their Pantheons. Therefore, the yields of this Pantheon varies depending on many factors and can change from game to game. These yields are very powerful in your capital as it's an enormous boost when it maxes out at 1
Culture, 4
Food, 4
Production, and 4
Science. These aren't yields to scoff at early in the game and it's wonderful for warmongers that have no intentions of founding their religions. This lets the player build up a large military, be on par in technology and plot the downfall of his/her neighbors.
Production towards Units isn't that big of an improvement given how low your early
Production is. Authority does give
Production for each policy adopted but a percentage gain just isn't that powerful this early so this bonus isn't going to help much in the early game when building up a large military is vital.
Faith from killing enemy units. The idea is simple enough but, given the low amount of
Faith you gain from each kill and the 900
Faith you need for religion, you need everything to go in your favor regarding barbarian camps being abundant to make this work. Except for the Aztecs, you simply don't have the tools to make this work in your favor.
Faith weak as its only early source is a single
Faith in your capital. Its strength lies in the late game but that's where the issue lies. To keep your Pantheon alive, you need a religion. Otherwise, you will lose your Pantheon when you are converted to another religion. Therefore, you have to find a religion to ensure that you can get +1
Culture,
GAP,
Faith,
Gold, and
Science in your capital for every 5 followers in your owned Cities. To take advantage of this Pantheon, you need a civilization that is almost guaranteed a religion or it's simply not worth it. With the recent changes to the timing of AI founding religions, this might be more possible. Otherwise, you shouldn't even consider this Pantheon at all.
Faith,
Culture, and
Science for every two Jungle/Forest tiles worked by the City. This is the reason why I consider this Weak Faith as you need a fairly large population to get a reasonable amount of
Faith while many other Pantheons don't require as big of population size. However, it does make up for it with the extra
Culture and
Science because those yields are solid early on. For the icing on the cake, you get +2
Science and
Food from Markets to further boost your
Science while aiding the growth of your Cities so you can make better use of the first bonus. Overall, you should be doing very well in terms of
Science, keeping up with overall
Culture, and have a lesser chance of getting religion unless you happened to be a
Faith civilization.
Faith but it requires a lot of investment. Both Plantations and Herbalists are unlocked through Calendar, a technology that's on the second column. To unlock Calendar, you would need Trapping and The Wheel. Focusing on this tech will delay your expansion as Pottery isn't one of the prerequisites. Going for Pottery first to expand isn't a bad idea but remember that you will delay your Plantations and Herbalists. Plantations give +1
Gold,
Food and
Faith while Herbalist gives +1
Science and +2
Faith. Plantations can be obtained through various luxuries and Bananas so certain maps should give you plenty of it. However, you must also cut down Jungles/Forests so the improvements take longer to obtain. Herbalists will take up your production queue but odds are that it will benefit your City so this investment is worth it. Overall, this takes longer to set up and, while I want to put it on Medium Faith, it just doesn't get going as quickly as the Medium Faith Pantheons.
Faith where you get +1
Science and
Faith for every City and +2
Science and
Faith in Cities with Specialists. Unless you go Tradition, Specialist slots are only unlocked once you get Markets at the earliest. This makes the second portion of this Pantheon extremely tough to use except for cases with Tradition where your second policy will unlock a slot for you, though this is only limited to your Capital. The first portion is alright but expanding takes a lot of resources and, ironically, this isn't something you'll be prioritizing a ton of for Tradition since your
Citizens are vital to your overall
Culture output. Therefore, it's not great in many areas and seems difficult to take full advantage of. While you also get +2
Great Scientist Points in your Capital/Holy City, it doesn't make up for the relatively low
Faith you'd be acquiring. If anything, Goddess of Renewal seems like a better
Science focused Pantheon.
Faith and your newly settled Cities take awhile to get the bonuses when those early turns are just so vital. First, you gain +3
Production, +2
Gold, and +1
Faith in Cities with at least 3
Citizens (not scaling in any way or form). Your capital will benefit from this while your other Cities take time to grow to 3
Citizens. If you are trying to take advantage of this bonus, then odds are that you will be suffering more from
Unhappiness due to growing faster than you can build infrastructure. While the extra
Production will help, this Pantheon is encouraging you to dig yourself into a hole first before digging yourself out of it. You also only get 1
Faith so that is pretty underwhelming. Then, we have the +1
Production and
Faith from Engineer Specialists. Tradition lets you get one Engineer slot pretty early in your Capital but the bonus isn't something to write home about. Otherwise, you need to get the Forge and that is unlocked in the Classical Era. Overall, the requirements don't quite justify the rewards and even the rewards are pretty meh.
Faith based on your
Citizens in the city and generally, the AI will have a lot of
Citizens to benefit from this. A human player has a much harder time getting a lot of
Faith from this Pantheon. Secondly, this Pantheon encourages the player to build Councils and the bonuses aren't even that impressive. Councils are nice but they are rarely a top priority, especially when you have buildings like Monument, Shrine, and Granary competing for that queue along with Settlers, Workers, and Military units. Overall, this works best for AI and not recommended for a human player unless in an extremely niche situation of a Council replacement. Even then, there are still better options.