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.




The Dar-e Mehr is sort of the

At 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


Workers gain +25% improvement rate and ignore Terrain.
(Founder) - Divine Revelation
Unlocks Holy Archives wonder (3







Gain 5



(Follower) - Reincarnation
When you expend a



(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.



+3

(Follower) - Sweat Lodges
Allows you to purchase Sweat Lodges with
Faith

Spoiler 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

2


+25% Religious pressure and -20% Religious Resistance in this City
+1

-1

Units stationed in this city Heal 5 HP, regardless of what action they take
1

(Follower) - Dar-e Mehr
Allows you to purchase Dar-e Mehr with
Faith

Spoiler 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

3


+30% Religious pressure and -15% Religious Resistance in this City
+1

-1

10%


(Enhancer) - Liturgical Language
+1%




(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



Foreign Great Prophets suffer attrition damage in your territory and +50% Attrition rate
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