No, it's not possible because of how the memory data for religion is stored per city.
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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.
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.
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.
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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.
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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.
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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.
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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'm going to put some Funak-flair on a few of the pantheons if that's okay with you.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.
Pantheons Version #Funak
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.Ancestor Worship*
+2 Faith for every 5 Citizens in the Empire, and +3 Culture in the Capital.
This is probably fine.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.
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.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?
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:Fertility Rites*
+2 Food and +1 Faith from Shrines, and 10% faster Growth Rate. +3 Faith for every Internal Trade Route.
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 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.
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 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.
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 Open Sky*
+1 Faith for every 3 featureless Plains tiles near a City (2 tiles? 3? it should say), and +1 Culture from Pastures.
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 the Sea*
+2 Faith from Fishing Boats and Atolls. +2 Food in coastal cities. Fishing Boats cost 25% less Gold/Production to produce.
Unnecessarily overcomplicated, you can just bump up the CS to faith conversion number by a bit and call it a day.God of War*
+2 Science from Barracks, and gain Faith if you win a battle. NEW FORMULA: Faith gain = enemy units strength (ranged strength if a ranged unit), plus 10% Faith gained per experience level of the killed unit.
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.God-King*
+1 Culture, Faith, Gold, and Science for every 5 followers.
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 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?
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 blindGoddess 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.
This probably won't work.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%.
Honestly I think this belief would be completely fine with just an extra +2 faith in the captal: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].
I'm struggling with this as well, 3 would probably work, couldn't hurt to try it out.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.
Won't work.Polytheism*
+2 Faith and +1 Happiness in the Capital, and +1 Happiness and +1 Faith for every known Civilization with a Pantheon.
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 .Purifying Waters*
+2 Faith from Oases, Lakes, and Marshes. +1 Happiness and +1 Food from cities on rivers.
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 )Religious Settlements*
20% faster border growth, and gain 10 Faith every time a city expands its borders (including by purchase). Bonus scales with Era.
Giving all land-units a super-powerful promotion that doesn't stack with the civ most likely to pick this pantheon is kinda cheap.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.