Weak (?) pantheons

It's not possible to - for example - make the number of one's own Pantheon in a city be equal to the number of citizens in that city's majority religion?

It is not possible to do this. Each citizen can only follow of one religion. A religion includes the Pantheon - you can see this if you spawn yourself a Great Prophet with IGE and found a Religion before you get a Pantheon, you pick the Pantheon at the same time. If >50% of the citizens in a city follow one religion, the city gets the benefits of that religion's beliefs (pantheon included) and no others. To change even one belief, it has to be a separate religion, with a separate holy city, whose followers and cities won't count for the original.

Now, what might be possible would be to force one citizen in each of your cities to permanently be a part of your original Pantheon, and give everyone the Religious Tolerance policy of the original Piety tree. That still wouldn't ensure you get your own pantheon, however, because it gives the Pantheon of the second most popular religion.
 
It is not possible to do this. Each citizen can only follow of one religion. A religion includes the Pantheon - you can see this if you spawn yourself a Great Prophet with IGE and found a Religion before you get a Pantheon, you pick the Pantheon at the same time. If >50% of the citizens in a city follow one religion, the city gets the benefits of that religion's beliefs (pantheon included) and no others. To change even one belief, it has to be a separate religion, with a separate holy city, whose followers and cities won't count for the original.

Now, what might be possible would be to force one citizen in each of your cities to permanently be a part of your original Pantheon, and give everyone the Religious Tolerance policy of the original Piety tree. That still wouldn't ensure you get your own pantheon, however, because it gives the Pantheon of the second most popular religion.

Ah, so there's no way to separate out the Pantheon and make it it's own unique thing apart from a Religion? (I realize this would take some re-writing, but it's worth asking the question, because I think it's that important.)

If it were possible, the way I'd really implement it is that your Pantheon would exist within the population of what is the majority religion in your Empire: now whether it would exist in the population of cities that don't have the Imperial religion is another question, but anyways - it would inspire a player to use more Inquisitors and Missionaries to create a uniform religion in their own Empire even if it isn't their own religion, just to emphasize and use the Pantheon.
 
Ah, so there's no way to separate out the Pantheon and make it it's own unique thing apart from a Religion? (I realize this would take some re-writing, but it's worth asking the question, because I think it's that important.)

If it were possible, the way I'd really implement it is that your Pantheon would exist within the population of what is the majority religion in your Empire: now whether it would exist in the population of cities that don't have the Imperial religion is another question, but anyways - it would inspire a player to use more Inquisitors and Missionaries to create a uniform religion in their own Empire even if it isn't their own religion, just to emphasize and use the Pantheon.

Not without rewriting huge parts of the DLL, making life hell for modders that want to include compatibility with CBP and effect religion, and likely not without breaking the memory cap Gazebo is trying to stay under. From what I'm reading of what Gazebo is saying, we're talking a monumental task requiring a complete rewrite of the way religion is tracked per city on an in-memory level. On top of that, you need to teach the AI to select pantheons based on this mechanic, which means a ton of tweaking, testing, and re-tweaking to get them selecting for it. That's extremely daunting, and potentially impossible.

In short, the relatively minor mechanical effect from a human player standpoint is nowhere near adequate return for the investment required. Keeping your own pantheon, in more than half of cases, is not going to make up for not founding the religion. It will be a minor boost. It would also take away from part of what makes Civ fun: adapting to changing circumstances. Missing your religion might mean changing a bunch of priorities to make best use of your neighbor's religion, up to possibly going after his cities when you weren't planning on war with them. Keeping your pantheon means you have less incentive to change plans.
 
Ah, so there's no way to separate out the Pantheon and make it it's own unique thing apart from a Religion? (I realize this would take some re-writing, but it's worth asking the question, because I think it's that important.)

If it were possible, the way I'd really implement it is that your Pantheon would exist within the population of what is the majority religion in your Empire: now whether it would exist in the population of cities that don't have the Imperial religion is another question, but anyways - it would inspire a player to use more Inquisitors and Missionaries to create a uniform religion in their own Empire even if it isn't their own religion, just to emphasize and use the Pantheon.

It's not possible because each city can only store one 'majority' religion, and that majority religion covers all elements of the faith, including pantheons (and all effects are managed through that). You'd essentially be running the religion logic twice for all cities in the game. It's just not feasible.

The 'secondary pantheon' element looks at the pantheon of the second largest religion (but not majority) in your empire, but it is a wonky mechanic that is quite selective in what it considers a pantheon, and it's not cached or in any way managed by the religious class element, so it can get really DLL expensive.
G
 
I guess this is now the Pantheon balance thread, so here goes: it seems like there is an inherent difficulty in tuning the pantheons which rely on the more common tile types (i.e. plains, jungles, mountains). You want the pantheon to be generally useful given a favorable start, but you also don't want to create a "jackpot" scenario where you get massive rewards for a lucky start (think Open Skies on Great Plains map). We are basically talking about 3 Pantheons here: Open Skies, Sacred Path, and Cult of Nature.

Anyway, my suggestion is to make these pantheons give yields pyramidally, such that each gain comes with an incrementing requirement. The advantage of such an approach is that it still allows for good rewards from an area overall, while not overly rewarding a jackpot style start.

So with Open Skies: I would make the first +1 faith come at 2 plains. That would make the next +1 come at 5 plains, then 9, etc, making for bonuses at 2/5/9/14/20 plains tiles.

For Cult of Nature, mountains are a far less common tile, and also less rewarding since they are unworkable tiles in your borders. So in this case, maybe set the first +1 at zero tiles, then go with bonuses at 0/1/3/6/10/15 mountains.

Sacred Path probably comes between Skies/Nature for commonality, so starting with 1 for bonuses at 1/3/6/10/15 jungle/forest tiles seems reasonable.

Anyway, this is an algorithmic scale (n += ++n), so hopefully isn't a pain to implement (but could easily just be turned into a table, if that is easier), and limits the need to tune a whole pantheon based on avoiding the "jackpot" start phenomenon. It might also open the door for other pantheons to get some minor yields from more basic tile types in a non game breaking way, if desired (i.e. Aurora getting culture from Tundra with starting n = 3, Earth Mother giving food per Hill with n = 4, or whatever).
 
It's not possible because each city can only store one 'majority' religion, and that majority religion covers all elements of the faith, including pantheons (and all effects are managed through that). You'd essentially be running the religion logic twice for all cities in the game. It's just not feasible.

The 'secondary pantheon' element looks at the pantheon of the second largest religion (but not majority) in your empire, but it is a wonky mechanic that is quite selective in what it considers a pantheon, and it's not cached or in any way managed by the religious class element, so it can get really DLL expensive.
G

Yeah, I think I see the problem. Too bad. :( Unless we made the Pantheon have a void entry (which the religion would recognize - and does nothing), and use a different dummy Pantheon that is hidden behind in the code apply to the majority religion as a separate entry. Oh, well.
 
Yeah, I think I see the problem. Too bad. :( Unless we made the Pantheon have a void entry (which the religion would recognize - and does nothing), and use a different dummy Pantheon that is hidden behind in the code apply to the majority religion as a separate entry. Oh, well.

Yep. Same reason I stored off corporations that way for players. It's expensive to allow duplicates.

G
 
God of Craftsmen: +1 faith for every +10 gold per turn;
Goddess of Wisdom: +1 faith for every 10 science per turn


The symmetry is nice, but isn`t wisdom stronger under almost every circumstances?
 
Yep. Same reason I stored off corporations that way for players. It's expensive to allow duplicates.

G

Well in this case, I think I'll join Edaka's bandwagon. :) If there's a way to make all Pantheons more even-steven while still maintaining their distinctiveness, let's give it a shot.
 
Well in this case, I think I'll join Edaka's bandwagon. :) If there's a way to make all Pantheons more even-steven while still maintaining their distinctiveness, let's give it a shot.

Unfortunately that's contradictory – they cannot be both different and equal.

Some Pantheons will never be as faith-strong as others.

G
 
Unfortunately that's contradictory – they cannot be both different and equal.

Some Pantheons will never be as faith-strong as others.

G

Different and equal are not contradictory: different and identical are contradictory.
 
Different and equal are not contradictory: different and identical are contradictory.

Semantics aside, you can't guarantee all pantheons to have the same potential chance at a religion due to quirks in map generation, resource placement, etc. The only sure-fire way to make them equal would be for them to all produce the exact same amount of faith, which is an impossible and/or un-fun task. I don't think any of the pantheons are substantially weaker than any others, though some small tweaks here and there might help some.

G
 
I find some of the Celtic a bit underwhelming in comparison with each other.
 
Semantics aside, you can't guarantee all pantheons to have the same potential chance at a religion due to quirks in map generation, resource placement, etc. The only sure-fire way to make them equal would be for them to all produce the exact same amount of faith, which is an impossible and/or un-fun task. I don't think any of the pantheons are substantially weaker than any others, though some small tweaks here and there might help some.

G

I think that some of the Pantheons are weaker than you admit, but this aside - yes, I DO realize that Pantheons are not intended to be equal, and I LIKE that they are different, and I'm not pretending they should have the same Faith generation. However, I'm fairly sure that with some tweaks, we can come up with something that is much more balanced across the board while retaining the diversity. One thing I noticed is that we seem to all be rather attached to the Improvement-related Pantheons that provide 2 Faith on a tile, and upon thinking about it, I don't see why in the early game we need to hold to this model: in other words, the model, in my mind, is up for scrutiny as well.

What I will do is offer two new lists of Pantheons, based on the originals, but with slight adjustments, to keep the feel but aim for a meaningful balance where Improvement or set-goal Pantheons don't seem so forced, and I'll put them up for scrutiny. I think that once you see what I have in mind, you won't be disappointed with where I'm going. Give me a day or so. Actually getting the list of every Pantheon and ALL their effects is going to be one of my first starting points.
 
I think that some of the Pantheons are weaker than you admit, but this aside - yes, I DO realize that Pantheons are not intended to be equal, and I LIKE that they are different, and I'm not pretending they should have the same Faith generation. However, I'm fairly sure that with some tweaks, we can come up with something that is much more balanced across the board while retaining the diversity. One thing I noticed is that we seem to all be rather attached to the Improvement-related Pantheons that provide 2 Faith on a tile, and upon thinking about it, I don't see why in the early game we need to hold to this model: in other words, the model, in my mind, is up for scrutiny as well.

What I will do is offer two new lists of Pantheons, based on the originals, but with slight adjustments, to keep the feel but aim for a meaningful balance where Improvement or set-goal Pantheons don't seem so forced, and I'll put them up for scrutiny. I think that once you see what I have in mind, you won't be disappointed with where I'm going. Give me a day or so. Actually getting the list of every Pantheon and ALL their effects is going to be one of my first starting points.

Just no new effects or functions. If it isn't a tweak of what we already have in play, it's not viable (we're hitting memory caps).

G
 
Okay, there *is* one new effect I guess, but it's something that already exists in the game and functions commonally amidst all the Pantheons if I use it at all, so I don't think it will change much (let me know).

I've made two versions to be put up for scrutiny. Version #1 takes "Resource Pantheons" (Improvements on certain resources) as the baseline and adjusts what has been discussed and seeming to be "weaker Pantheons" according to this. Version #2 takes a different approach: I use the Medieval Era as a cut-off point whereby certain Pantheons receive a "buff." This is my approach whereby all Pantheons can have a closer-to-real estimation of acquiring a religion, without nuking the effectiveness of stronger Pantheons later in the game.

I will display all of them as I have thought them out, and offer comments on only a few of them where I think it is necessary. Obviously, these may not be balanced - I *am* aiming for that, but I'm also aiming for a certain "idea" trend to attempt to demonstrate that a balanced array of Pantheons really is possible. In the end, I think you will find three traits pervading the Pantheons in both versions.

1. It is realistic to get a Religion from most of them (some of them I have still left as stragglers as if in a different domain).

2. They are diverse.

3. I think they are closer to balanced than where they started.

In version #1, Asterisks highlight Pantheons I have changed from the original. So let's go.


Pantheons Version #1

Ancestor Worship*
+2 Faith for every 5 Citizens in the Empire, and +3 Culture in the Capital.

COMMENT: Actually, this is one of the main ones I want to comment on. In general, I am assuming where Improvement Pantheons are concerned that you have about 5 of said Improvement near your Capital (three when Wheat/Quarries are involved), and 2-3 in other cities. That may be an underestimate, but I don't think it's far off. This puts us at about 10 Faith/turn in the Capital, and 5 Faith/turn in other cities. The original version of this Pantheon can only manage 10 Faith/turn at 40 population, so the theory that it gets powerful with time is actually false: it sucks even in the late game. At 2.5 Faith/turn for 10 Citizens, I can argue that this is probably still a weak Pantheon and that 1 Faith/2 Citizens is probably a more sensible deal. The Culture deal - as pointed out by others - is also a very short-term (but strong advantage), which is eclipsed the moment any of the other Culture-providing Pantheons get a second edition of their key building or Luxury. Yeah, this needs a buff, and I'm gonna go out on a limb here and say that it's worth practically doubling its Faith output.

Cult Of Nature
+1 Faith and Culture for every 2 Mountains within 3 tiles of a City, and Natural Wonders gain +3 Faith and +2 Culture.

COMMENT: It's not like you see Natural Wonders every day, so 3 Faith/turn feels justified to me, and I'm tempted to make it 4 instead.

Dance of the Aurora
+2 Faith, +1 Production, and +1 Culture from Tundra tiles with improved resources.

Desert Folklore
+2 Faith, +1 Food, and +1 Gold from Desert tiles with improved resources.

Earth Mother
+2 Faith from Mines on improved resources, and +2 Production from Monuments.

Faith Healers*
+15 HP healed per turn in friendly, non-attrition territory. +1 Faith for every four tiles you control.

COMMENT: Tiles are what heal you, so why not apply the Faith bonus here?

Fertility Rites*
+2 Food and +1 Faith from Shrines, and 10% faster Growth Rate. +3 Faith for every Internal Trade Route.

God of Commerce*
+3 Faith, +2 Science, and +1 Production in cities with a City Connection.

COMMENT: City Connections aren't the fastest things in the world to get early on, so the buff to Faith is I believe not out of place.

God of Craftsmen*
+1 Faith for every 10 gold per turn paid in expenses, and +3 Production and +1 Faith in cities with a Specialist.

COMMENT: GPT is in flux way too much, but expenses aren't, unless we just apply the value to the total income before expenses are deducted.

God of the Open Sky*
+1 Faith for every 3 featureless Plains tiles near a City (2 tiles? 3? – it should say), and +1 Culture from Pastures.

God of the Sea*
+2 Faith from Fishing Boats and Atolls. +2 Food in coastal cities. Fishing Boats cost 25% less Gold/Production to produce.

God of War*
+2 Science from Barracks, and gain Faith if you win a battle. NEW FORMULA: Faith gain = enemy unit’s strength (ranged strength if a ranged unit), plus 10% Faith gained per experience level of the killed unit.

God-King*
+1 Culture, Faith, Gold, and Science for every 5 followers.

Goddess of Festivals*
+2 Faith and Culture for each unique Luxury Resource you control. +2 Faith in cities celebrating “We Love The King Day.”

COMMENT: WLTKD is a festival, yeah?

Goddess of Love*
Gain 12 Faith and 5 Golden Age Points every time a citizen is born. Bonus scales with Era and Game Speed.

COMMENT: I am actually wary of scaling anything that has to do with Faith, since Faith in most other circumstances is usually pretty static, but anyways, my initial goal is to match things for Religions.

Goddess of Protection*
+30% increase in city Ranged Combat Strength. +3 Faith in cities with a garrison, and the Production/Gold cost of defensive buildings is reduced by 25%.

Goddess of the Hunt
+2 Faith and +1 Food from Camps.

Goddess of Wisdom*
+1 Faith for every 10 Science per turn, +2 Science in the Capital, and +20 Faith each time you research a technology [not scaling with Era].

Monument to the Gods*
+4 Faith and +1 Culture from World Wonders. +15% Production of Pre-Renaissan ce Wonders.

COMMENT: Maybe +3 Faith instead, but +2 was definitely too low.

Oral Tradition
+2 Faith from Plantations and +2 Culture from Markets.

Polytheism*
+2 Faith and +1 Happiness in the Capital, and +1 Happiness and +1 Faith for every known Civilization with a Pantheon.

Purifying Waters*
+2 Faith from Oases, Lakes, and Marshes. +1 Happiness and +1 Food from cities on rivers.

Religious Settlements*
20% faster border growth, and gain 10 Faith every time a city expands its borders (including by purchase). Bonus scales with Era.

Sacred Path*
+1 Faith and +1 Culture for every 3 Jungle or Forest tiles near a City. (2 tiles? 3 tiles? Also, the Jungles and Forest tiles are taken as a whole in my version of this.) Land units trained receive the Woodsman promotion.

Stone Circles
+3 Faith from Quarries, and +2 Production from Stone Works.

Sun God
+2 Culture from Granaries and +3 Faith from Farms on improved resources.

















Pantheons Version #2

Ancestor Worship
+1 Faith for every 3 Citizens in the Empire (+1 for every 2 Citizens beginning in the Medieval Era), and +3 Culture in the Capital.

Cult Of Nature
+1 Faith and Culture for every 2 Mountains within 3 tiles of a City, and Natural Wonders gain +2 Faith and +2 Culture.

Dance of the Aurora
+1 Food on Tundra tiles. +1 Faith (+2 in Medieval Era), +1 Production, and +1 Culture on Tundra tiles with improved resources.

Desert Folklore
+1 Faith (+2 in Medieval Era), +1 Food, and +1 Gold from Desert tiles with improved resources. All improvements on Desert tiles are built 25% faster.

COMMENT: Pantheons in this version that had +2 become +1, and +3 becomes +2: I compensate for the difference by giving a key building some extra Faith, and enabling faster construction of the key Improvements.

Earth Mother
+1 Faith from Mines on improved resources (+2 in Medieval Era), +3 Faith from Forges, and +2 Production from Monuments. Construct Mines 33% faster.

Faith Healers
+15 HP healed per turn in friendly, non-attrition territory. +1 Faith for every five tiles you control (four in Medieval Era).

Fertility Rites
+2 Food and +1 Faith from Shrines, and 10% faster Growth Rate. +2 Faith for every Internal Trade Route (+3 in Medieval Era).

God of Commerce
+3 Faith, +2 Science, and +1 Production in cities with a City Connection.

God of Craftsmen
+1 Faith for every 10 gold per turn paid in expenses, and +3 Production and +1 Faith in cities with a Specialist.

God of the Open Sky
+1 Faith for every 3 featureless Plains tiles near a City (2 tiles? 3? – it should say), and +1 Culture from Pastures.

God of the Sea
+1 Faith from Fishing Boats and Atolls (+2 in Medieval Era), and +1 Faith from Lighthouse. +2 Food in coastal cities. Fishing Boats and Cargo Ships cost 33% less Gold/Production to produce.

God of War
+2 Science from Barracks, and gain Faith if you win a battle. NEW FORMULA: Faith gain = enemy unit’s strength (ranged strength if a ranged unit), plus 10% Faith gained per experience level of the killed unit.

God-King
+1 Culture, Faith, Gold, and Science for every 5 followers.

Goddess of Festivals
+1 Faith (+2 in Medieval Era) and +2 Culture for each unique Luxury Resource you control. +2 Faith in cities celebrating “We Love The King Day.”

Goddess of Love
Gain 12 Faith and 5 Golden Age Points every time a citizen is born. Bonus scales with Era and Game Speed.

Goddess of Protection
+30% increase in city Ranged Combat Strength. +2 Faith in cities with a garrison (+3 in Medieval Era), and the Production/Gold cost of defensive buildings is reduced by 25%.

Goddess of the Hunt
+1 Faith (+2 in Medieval Era) and +1 Food from Camps. +2 Faith from Herbalist, and construct Camps 25% faster.

Goddess of Wisdom
+1 Faith for every 10 Science per turn, +2 Science in the Capital, and +20 Faith each time you research a technology [not scaling with Era].

Monument to the Gods
+3 Faith (+4 in Medieval Era) and +1 Culture from World Wonders. +15% Production of Pre-Renaissance Wonders.

Oral Tradition
+2 Faith from Plantations and +1 Culture from Markets (+2 in Medieval Era).

Polytheism
+2 Faith and +1 Happiness in the Capital, and +1 Happiness and +1 Faith for every known Civilization with a Pantheon.

Purifying Waters
+1 Faith from Oases, Lakes, and Marshes (+2 in Medieval Era). +1 Happiness, +1 Food, and +1 Faith from cities on rivers.

Religious Settlements
20% faster border growth, and gain 10 Faith every time a city expands its borders (including by purchase). Bonus scales with Era.

Sacred Path
+1 Faith and +1 Culture for every 3 Jungle or Forest tiles near a City. (2 tiles? 3 tiles? Also, the Jungles and Forest tiles are taken as a whole in my version of this.) Land units trained receive the Woodsman promotion.

Stone Circles
+2 Faith from Quarries (+3 in the Medieval Era), and +2 Production +1 Faith from Stone Works.

Sun God
+2 Culture and +1 Faith from Granaries and +2 Faith (+3 in Medieval Era) from Farms on improved resources.




Okay, let the flack come. :)
 
A couple quick comments, full deconstruction tomorrow:
I think five improved resources of one type is a rare situation at best. The ability to consistently get four or five pastures is why I suggested Open Sky be changed.

Ancestor Worship can get you a religion in a growth heavy environment. Tested this earlier in the thread.

Including by purchase in Religious Settlements makes it work differently than every other "on border expansion" mechanic in the mod. Not a great idea. It can't pull of a religion under ideal conditions, so I'd suggest putting the "Faith per owned tile" mechanic here. 1 for every 2 starts a city at 3, actively encouraging selling more cities to get your religion.

Free Woodsman for everyone makes Sacred Paths too awesome. Buffing the Faith and Culture output is icing on the awesome cake.

Faith Healers need something else, but effed of I know what. Faith on Food buildings (Granary, Herbalist, Aqueduct, Grocer, Hospital, Medical Lab)?
 
You added a lot more than one new function.

Ancestor Worship is new (citizens)
Faith Healers is new (tile owner)
Fertility Rites is new (ITR)
Craftsmen is new (expenses)
God of the sea is new (% boost)
God of War is new (formula model)
Festivals (WLTKD)
Protection (% discount)
Wisdom (tech bonus)
Polytheism (faith yield from knowing other pantheons)
Religious Settlements (purchase element)
Sacred Path (promotion element)

and so on...

I'm not adding even more functions or data elements here - there are plenty of functions already in existence for pantheons. We can tweak what already exists without reinventing the wheel.

G
 
Okay, there *is* one new effect I guess, but it's something that already exists in the game and functions commonally amidst all the Pantheons if I use it at all, so I don't think it will change much (let me know).

1. It is realistic to get a Religion from most of them (some of them I have still left as stragglers as if in a different domain).

2. They are diverse.

3. I think they are closer to balanced than where they started.

In version #1, Asterisks highlight Pantheons I have changed from the original. So let's go.
I'm going to put some Funak-flair on a few of the pantheons if that's okay with you.


Pantheons Version #Funak

Ancestor Worship*
+2 Faith for every 5 Citizens in the Empire, and +3 Culture in the Capital.
I'd make it 1 faith per 3 citizen in a city, and probably tie the culture to a building. Maybe +2 culture from shrines.

Cult Of Nature
+1 Faith and Culture for every 2 Mountains within 3 tiles of a City, and Natural Wonders gain +3 Faith and +2 Culture.
This is probably fine.


Faith Healers*
+15 HP healed per turn in friendly, non-attrition territory. +1 Faith for every four tiles you control.

COMMENT: Tiles are what heal you, so why not apply the Faith bonus here?
Sounds a bit too powerful I mean I'm seeing rather crazy numbers from the 1 faith per 2 plains and that's a lot weaker than this.
Not really sure what I'd tie the faith to here actually, but this wont work.

Fertility Rites*
+2 Food and +1 Faith from Shrines, and 10% faster Growth Rate. +3 Faith for every Internal Trade Route.
Maybe just bumping the numbers up to 2 food 2 faith and 10 growth-rate would be better? Alternatively not tie the faith to the building, like:
+2 Faith in all cities, Shrines provides +2 food and +10% growth.

God of Commerce*
+3 Faith, +2 Science, and +1 Production in cities with a City Connection.

COMMENT: City Connections aren't the fastest things in the world to get early on, so the buff to Faith is I believe not out of place.
The problem with increasing this one is that the old God of Commerce is already really powerful with civs that get free road-connections, like Songhai, Carthage, Inca and the Iroquois. I do think that it might be an issue that both the yields provided inflates heavily and get useless after the early-game but I don't know how to solve that (and your solution didn't really do that either).
God of Craftsmen*
+1 Faith for every 10 gold per turn paid in expenses, and +3 Production and +1 Faith in cities with a Specialist.

COMMENT: GPT is in flux way too much, but expenses aren't, unless we just apply the value to the total income before expenses are deducted.
Not sure about this one either your suggestion won't fly however as it is a new function, but maybe just changing the belief to give +2 production and +2 faith if you work a specialist along with the old +1 faith per 10 gold would work fine.
God of the Open Sky*
+1 Faith for every 3 featureless Plains tiles near a City (2 tiles? 3? – it should say), and +1 Culture from Pastures.
I would personally suggest returning this to the way it used to be, faith from pastures is a really decent effect and I'm not really sure why it had to go.

God of the Sea*
+2 Faith from Fishing Boats and Atolls. +2 Food in coastal cities. Fishing Boats cost 25% less Gold/Production to produce.
This is a completely unnecessary buff, this policy is fine, the problem lies with workboats being expensive, which you don't need a belief to fix, their hammer-cost should just be dropped by about 30% in general. I know I've mentioned that before but if someone could just make a github post asking for a cost-reduction on workboats it would probably go through.
God of War*
+2 Science from Barracks, and gain Faith if you win a battle. NEW FORMULA: Faith gain = enemy unit’s strength (ranged strength if a ranged unit), plus 10% Faith gained per experience level of the killed unit.
Unnecessarily overcomplicated, you can just bump up the CS to faith conversion number by a bit and call it a day.
God-King*
+1 Culture, Faith, Gold, and Science for every 5 followers.
The old god-king is fine. It is one of the absolute strongest late-game pantheons in the game and does definitely not need a buff.
Goddess of Festivals*
+2 Faith and Culture for each unique Luxury Resource you control. +2 Faith in cities celebrating “We Love The King Day.”

COMMENT: WLTKD is a festival, yeah?
Sure, but I don't see how flat faith from it is going to help you. You could maybe let cities that celebrate WLTKD generate an extra 10% faith/culture (might be a bit high of a number) to give the pantheon some more scaling power.

Goddess of Love*
Gain 12 Faith and 5 Golden Age Points every time a citizen is born. Bonus scales with Era and Game Speed.

COMMENT: I am actually wary of scaling anything that has to do with Faith, since Faith in most other circumstances is usually pretty static, but anyways, my initial goal is to match things for Religions.
Have anyone actually tried the current Goddess of Love out? I haven't either so I don't know if it is tuned right and I'm not going to balance blind :D

Goddess of Protection*
+30% increase in city Ranged Combat Strength. +3 Faith in cities with a garrison, and the Production/Gold cost of defensive buildings is reduced by 25%.
This probably won't work.

Goddess of Wisdom*
+1 Faith for every 10 Science per turn, +2 Science in the Capital, and +20 Faith each time you research a technology [not scaling with Era].
Honestly I think this belief would be completely fine with just an extra +2 faith in the captal:
+1 Faith for every 10 Science per turn, +2 Science/Faith in the Capital.
Monument to the Gods*
+4 Faith and +1 Culture from World Wonders. +15% Production of Pre-Renaissan ce Wonders.

COMMENT: Maybe +3 Faith instead, but +2 was definitely too low.
I'm struggling with this as well, 3 would probably work, couldn't hurt to try it out.
Polytheism*
+2 Faith and +1 Happiness in the Capital, and +1 Happiness and +1 Faith for every known Civilization with a Pantheon.
Won't work.

Purifying Waters*
+2 Faith from Oases, Lakes, and Marshes. +1 Happiness and +1 Food from cities on rivers.
I'd just like to point out that just 2 months ago people where crying all over the place about how overpowered this pantheon was, and it never got nerfed :D.
I don't think it needs a change.

Religious Settlements*
20% faster border growth, and gain 10 Faith every time a city expands its borders (including by purchase). Bonus scales with Era.
This Belief is a mess, it used to be really good before CPP balanced out border-growth (back when borders expanded every 2 turns instead of every 30 like now :D)
I really don't know how to deal with it.
Sacred Path*
+1 Faith and +1 Culture for every 3 Jungle or Forest tiles near a City. (2 tiles? 3 tiles? Also, the Jungles and Forest tiles are taken as a whole in my version of this.) Land units trained receive the Woodsman promotion.
Giving all land-units a super-powerful promotion that doesn't stack with the civ most likely to pick this pantheon is kinda cheap.
I'm really on the fence about this one, it usually turns out bad. I feel like every 3 tiles is too bad and every 2 tiles would be too good.
Maybe make t +1 faith and culture for every 3 jungle/forest tiles within 3 tiles of a city.
 
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