pineappledan
Deity
Worker improvement rate bonus has been moved back to terracotta armyProgress + Pyramids and you can perform a farm in 4 turns. So literally trading 1 gold for 2.5 faith and 1.25 science.
Could maybe break downFor the sweat lodge to be good it needs another effect. Currently we have buildings that boost culture, science, food, and gold. One for WLTKD, one for military strength, pagodas (they are their own thing), and finally Stupas, which are either for tourism or giving yourself a handicap because they game is too easy, I'm currently not sure which is true. They all give happiness or faith in some form.
/
off stupas, since they represent 2 unique yields. Churches and Mandir are kinda the
GP buildings; One protects from assassination and 1 boosts
GWs.The Dar-e Mehr is sort of the
Faith battery building. It has a bit of Culture, but it's mainly focused on Faith generation, which is unique, and I thought it was a pretty apt bonus considering Zoroastrianism was the first monotheistic religion and left deep cultural and religious impressions on nearby regionsAt this point, I do think you are giving 5HP heal in city pretty short shrift. If we add a bonus to camps/plantations to the sweat lodge, I think its power is quite on-par. With the science and healing focus, it looks like a solid, more consistent pick next to Orders.
The specific point was to make a pantheon that rewards lots of chops and feature clears, so we definitely want to ensure that the yields aren't restricted to 1 instance per tile.Yea the trickster god will only work if you can ensure you only get credit for each tile one time (or maybe each improvement?). Otherwise you can just build a fort, get the yields, then start a farm/village to remove the fort, then replace the fort.
I don't really see improving the same tile over and over as an exploit. That's just using your workers poorly no matter how many yields you get you're always better off moving your workers and actually improving terrain. The only time this could be a sensible choice is if your borders have totally run out of empty space.
I appreciate the breakdown. And thanks for the notes @hokath. How about this?:If your average improvement takes 5 turns, you don't build roads, and you never lose turns walking, it would be 2 faith and 1 science per worker. In my current game I was pretty aggressive with workers (progress and I built a worker before settler), I have 5, so that's optimistically 10 faith and 5 science per turn, which is too low on faith to get a religion, and the side-benefits are low too.
Pantheon - Trickster God
20
Faith and 8
Science when a you complete a non-road Improvement or remove a feature. (does not scale with era)Workers gain +25% improvement rate and ignore Terrain.
(Founder) - Divine Revelation
Unlocks Holy Archives wonder (3
3
3
, +5
science to holy sites, 3 slots for
Great Works of Literature (+8
/2
when themed))Gain 5
/
/
for each city following your Religion whenever you discover a new Technology (max of 20 cities)(Follower) - Reincarnation
When you expend a
Great Person, gain 25
GPPs of the same type in your
Capital, scaling with era.(Follower) - Communalism
25
Food,
Faith, and
Production on completion of an internal trade routes to/from this City, scaling with Era.
+3
Production if City has a Specialist.
Food,
Faith, and
Production on completion of an internal trade routes to/from this City, scaling with Era.+3
Production if City has a Specialist.(Follower) - Sweat Lodges
Allows you to purchase Sweat Lodges with
Faith
FaithSpoiler Sweat Lodge :
Sweat Lodge
200
cost
2
Faith, 3
Science
+25% Religious pressure and -20% Religious Resistance in this City
+1
Great Work of Art slot
-1
Distress in this city
Units stationed in this city Heal 5 HP, regardless of what action they take
1
Science to Camps and Plantations
200
cost2
Faith, 3
Science+25% Religious pressure and -20% Religious Resistance in this City
+1
Great Work of Art slot-1
Distress in this cityUnits stationed in this city Heal 5 HP, regardless of what action they take
1
Science to Camps and Plantations
(Follower) - Dar-e Mehr
Allows you to purchase Dar-e Mehr with
Faith
FaithSpoiler Sweat Lodge :
Dar-e Mehr
200
cost
3
Faith, 2
Culture
+30% Religious pressure and -15% Religious Resistance in this City
+1
Great Work of Art slot
-1
Boredom in this city
10%
Culture converted to
Faith in this City
200
cost3
Faith, 2
Culture+30% Religious pressure and -15% Religious Resistance in this City
+1
Great Work of Art slot-1
Boredom in this city10%
Culture converted to
Faith in this City
(Enhancer) - Liturgical Language
+1%
Tourism modifier for each
Follower and +5%
Tourism modifier for each
Great Work/Artifact in a target civilization's city (Max of +25% for each).
(Reformation) - Orthodoxy (current orthodoxy belief renamed to Ecumenism) -Courthouses, Constabularies, and Police Stations gain +3
Culture and +2
Faith and can be purchased with
Faith
Foreign Great Prophets suffer attrition damage in your territory and +50% Attrition rate
Culture and +2
Faith and can be purchased with
FaithForeign Great Prophets suffer attrition damage in your territory and +50% Attrition rate
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. Maybe even a random yield per follower, if that is possible!
for each 2 non-puppet cities you control
for each city with a garrison
by 25%
