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|Dance of the Aurora
 
|Dance of the Aurora
|This is one of the Pantheons that rely solely on terrain, and could potentially turn out to be a really powerful {{Faith6}} generator. A [[Holy Site (Civ6)|Holy Site]] normally gets an average of 2 Adjacency Bonus, and that's if you're lucky ([[Mountains (Civ6)|Mountains]] do tend to form chains, but you can rarely find a spot circled by more than 3 mountain tiles; woods are even worse, and Natural Wonder tiles are rare). With Dance of the Aurora, and a suitable location, you can get up to 6 Bonus!
+
|This is one of the Pantheons that rely solely on terrain, and could potentially turn out to be a really powerful {{Faith6}} generator. A [[Holy Site (Civ6)|Holy Site]] gets a +2 adjacency bonus on average, and even that requires some luck - [[Mountains (Civ6)|mountains]] do tend to form chains, but you can rarely find a spot circled by more than 3 mountain [[Tile (Civ6)|tiles]]; [[Woods (Civ6)|woods]] are even worse, and [[Natural wonder (Civ6)|Natural Wonder]] tiles are rare. With Dance of the Aurora and a suitable location, you can get up to a +6 adjacency bonus!<br />
Needless to say, however, you need to found your cities next to, or on [[Tundra (Civ6)|Tundra]]. Tundra tiles are not uncommon in the game, but they make really poor city locations. So, unless you're playing as [[Russian (Civ6)|Russia]], or unless you get a really crappy starting location, you may be in fact unable to use this Pantheon, unless you want to ruin completely your general game just so you could get Faith. There will be, of course, a couple of good spots with lots of other resources nearby which will warrant the foundation of a city; but you can't rely on that when choosing a Pantheon.
+
  +
Needless to say, however, you need to found your cities next to or on [[Tundra (Civ6)|tundra]]. Tundra tiles are not uncommon in the game, but they make really poor [[City (Civ6)|city]] locations. So, unless you're playing as [[Russian (Civ6)|Russia]] or you get a really crappy starting location, you may be unable to use this Pantheon unless you want to ruin your general game completely just so you can get {{Faith6}}. Of course, there will be a couple of good spots with lots of other resources nearby which will warrant the foundation of a city, but you can't rely on that when choosing a Pantheon.
 
|-
 
|-
 
|Sacred Path
 
|Sacred Path
|Another terrain Pantheon, Sacred path is in fact much more usable than Dance of the Aurora. In [[Civilization VI]] [[Rainforest (Civ6)|Rainforests]] form a logical 'belt' around the 'equator' of the маp, and if you happen to start next to it you can reliably forecast that you'll have access to numerous jungle tiles, and will indeed be able to use Sacred Path's bonus to the max. If that's the case, go for it and prepare to reap rich {{Faith6}} yields. But remember not to cut down the rainforests, and to build your [[Holy Site (Civ6)|Holy Sites]] right in their midst.
+
|Another terrain-related Pantheon, Sacred Path is in fact much more usable than Dance of the Aurora. [[Rainforest (Civ6)|Rainforests]] form a logical "belt" around the equator of the [[Map (Civ6)|map]], and if you happen to start next to it you can reliably forecast that you'll have access to numerous jungle [[Tile (Civ6)|tiles]], and will indeed be able to use Sacred Path's bonus to the max. If that's the case, go for it and prepare to reap rich {{Faith6}} yields. But remember not to cut down the rainforests, and to build your [[Holy Site (Civ6)|Holy Sites]] right in their midst.
 
|-
 
|-
 
|Desert Folklore
 
|Desert Folklore
|The last 'terrain' Pantheon is potentially the most powerful one. There are usually many deserts in the game, which are sprinkled in a wide variety of locations (unlike [[Tundra (Civ6)|Tundra]], always found north/south, at the edge of the completely uninhabitable snow). So, you may expect to find numerous good spots for founding cities in the desert, even if you're not playing a civ which specializes in deserts. Then, just pop that [[Holy Site (Civ6)|Holy Site]] in the middle of the waste where nothing else can be built anyway, and you can start converting!
+
|The last terrain-related Pantheon is potentially the most powerful one. There are usually many [[Desert (Civ6)|deserts]] in the game, which are sprinkled in a wide variety of locations (unlike [[Tundra (Civ6)|tundra]], which is always found in polar regions at the edge of the completely uninhabitable [[Snow (Civ6)|snow]]). So, you may expect to find numerous good spots for founding [[City (Civ6)|cities]] in the desert, even if you're not playing a civ which specializes in deserts. Then, just pop that [[Holy Site (Civ6)|Holy Site]] in the middle of the waste where nothing else can be built anyway, and you can start converting!
 
|-
 
|-
 
|Stone Circles
 
|Stone Circles
|Stone is all over the place. You'll probably find a lot of it, even if you can't see any at the start of the game. Expect to average more than one per city even if you aren't founding your cities to take advantage of this. So as it's +2 {{Faith6}} (not +1 like a slew of other pantheons), it roughly doubles the worth of every Stone, Marble or Gypsum resource (remembering that we need to compare each not to nothing but to random resource free terrain). This should be your default, "I-have-no-idea-what-other-one-to-take" choice. Just pray that it's not taken already, but if it is then read on.
+
|[[Stone (Civ6)|Stone]] is all over the place. You'll probably find a lot of it, even if you can't see any at the start of the game. Expect to average more than one per [[City (Civ6)|city]] even if you aren't founding your cities to take advantage of this. So as it's +2 {{Faith6}} (not +1 like a slew of other Pantheons), it roughly doubles the worth of every Stone, [[Marble (Civ6)|Marble]], or [[Gypsum (Civ6)|Gypsum]] resource (remembering that we need to compare each not to nothing, but to random resource-free terrain). This should be your go-to Pantheon when you have no idea which one to choose, but there are some good backup choices if another civ takes it first.<br />
   
However, if you're not interested in pushing a religion, the {{Faith6}} generation isn't a particularly valuable resource. Yes, it can be used for patronage of Great People and some other non-religious uses, but by and large you'd benefit more from something else. For non-religious civs, see the comments on Religious Settlements below.
+
However, if you're not interested in pushing a religion, the {{Faith6}} generation isn't a particularly valuable resource. Yes, it can be used for patronage of [[Great People (Civ6)|Great People]] and some other non-religious uses, but by and large you'd benefit more from something else. For non-religious civs, see the comments on Religious Settlements below.
 
|-
 
|-
 
|God of the Open Sky
 
|God of the Open Sky
|If Stone Circles has already been taken then, while not as common as the resources for that, it's a fair assumption that you'll find more Cattle, Sheep, and Horses, so this is a fairly good pick. They're probably not common enough that it's worth taking this if you don't already have at least two or three of them available. It can be useful to get early {{Culture6}} to spend less gold on tiles and to get Temples in time to get your pick of the third and fourth faiths or acquire more policies.
+
|This Pantheon is a fairly good pick if Stone Circles has already been taken. It's safe to assume that you'll find [[Cattle (Civ6)|Cattle]], [[Sheep (Civ6)|Sheep]], and [[Horses (Civ6)|Horses]] as you explore the [[Map (Civ6)|map]], though they may not be common enough to justify choosing this unless you already have at least two or three of them available. It can be useful to get early {{Culture6}} to spend less {{Gold6}} on [[Tile (Civ6)|tiles]], and to get [[Temple (Civ6)|Temples]] in time to get your pick of the third and fourth faiths or acquire more policies.
 
|-
 
|-
 
|God of the Sea
 
|God of the Sea
|Even on an islands map with high sea level you won't get as many of these as you'd like. Probably less than one per city on average. This could be a shock if you've played a lot of Civ V—you have been warned. This isn't to say that there won't be starting positions that favor it, but if you get one you probably don't have enough land for districts.
+
|Even on an island-heavy [[Map (Civ6)|map]] with high sea levels you won't get as many sea resources as you'd like. You'll probably get less than one per [[City (Civ6)|city]] on average, which could be a shock to you if you've played a lot of ''[[Civilization V]]''. This isn't to say that there won't be starting positions that favor it, but if you get one you probably don't have enough land for [[District (Civ6)|districts]]. Of course, if you're using a maritime civ such as [[English (Civ6)|England]] or [[Spanish (Civ6)|Spain]] and the map layout offers you lots of options, you should consider it.
Of course, if you're coast-specializing civ (England, Spain) and the current map layout offers you lots of options, you should consider it.
 
 
|-
 
|-
 
|God of the Forge
 
|God of the Forge
|This can be a solid choice if you're going for a fast aggressive start, especially if your unique unit is available in the Ancient or Classical Era. If not, it is doubtful that this will provide enough of an edge to make it worthwhile.
+
|This can be a solid choice if you're going for a fast aggressive start, especially if your [[Unique unit (Civ6)|unique unit]] is available in the [[Ancient Era (Civ6)|Ancient]] or [[Classical Era (Civ6)|Classical Era]]. If not, it is doubtful that this will provide enough of an edge to make it worthwhile.
 
|-
 
|-
 
|Divine Spark
 
|Divine Spark
|The headline is probably the Great Prophet points, but if you can take something that provides {{Faith6}} instead you'll get your two Apostles sooner and continue to reap the benefits throughout the game, so it's probably better to go that way and just lean on the more mundane ways of getting Great Prophet points. The other Great People points are mediocre—Great People aren't that great, because they come along too infrequently, even with this.
+
|The headline is probably the {{Prophet6}} points, but if you can take something that provides {{Faith6}} instead you'll get your two [[Apostle (Civ6)|Apostles]] sooner and continue to reap the benefits throughout the game, so it's probably better to go that way and just lean on the more mundane ways of getting {{Prophet6}} points. The other Great People points are mediocre - [[Great People (Civ6)|Great People]] aren't that great, because they come along too infrequently, even with this. Still, if you really want to found a [[Religion (Civ6)|Religion]] and you've had a late start (or are being outpaced by other civs), then you may choose this to have an additional edge in the Great Prophet race.
Still, if you really want to found a [[Religion (Civ6)|Religion]] and you have had a late start (or are being outpaced by other civs), then you may choose this to have an additional edge in the Prophet race.
 
 
|-
 
|-
 
|Initiation Rites
 
|Initiation Rites
|Best case scenario: one outpost every 4 turns or so about 12.5 {{Faith6}} per turn on average. Not a scratch on what you'll probably get from Stone Circles eventually because it won't scale well as the territory is taken up, the barbarian outposts stop appearing.
+
|In a best-case scenario - clearing one outpost every 4 turns - you'll be averaging 12.5 {{Faith6}} per turn. Not a scratch on what you'll probably get from Stone Circles eventually because it won't scale well - as the territory is taken up, the [[Barbarian (Civ6)|barbarian]] outposts stop appearing. Again, it could prove useful in an early race for some [[Great People (Civ6)|Great Person]], and if you don't see other viable Pantheons.
Again, it could prove good in an early race for some [[Great People (Civ6)|Great Person]], and if you don't see other viable Pantheons.
 
 
|-
 
|-
 
|Fertility Rites
 
|Fertility Rites
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|-
 
|-
 
|Religious Settlements
 
|Religious Settlements
|Probably the worst of all choices: you ''may'' have to buy 13% ((1 - 1 / 1.15) * 100) fewer tiles. Taking this would be worse than taking Fertility Rites, because population provides {{Culture6}}, so you'd gain more border expansion (and the {{Culture6}}, {{Science6}}, etc.) from that over time.
+
|Probably the worst of all choices: you ''may'' have to buy 13% ((1 - 1 / 1.15) * 100) fewer [[Tile (Civ6)|tiles]]. Taking this would be worse than taking Fertility Rites, because [[Population (Civ6)|population]] provides {{Culture6}}, so you'd gain more border expansion (and the {{Culture6}}, {{Science6}}, etc.) from that over time.<br />
 
However, the value of this pantheon extends beyond it being treated as a replacement for purchasing tiles - specifically, EVERY civ and EVERY city can benefit from it. Instead of needing 10 turns to claim the next tile, you only need 9. It can offset poor {{Culture6}} generation for militaristic civs or maximize border growth for other civs. Yes, every tile claimed automatically is a tile that you didn't have to buy, but every tile claimed automatically will usually open up new tiles for purchase. It helps you reach key resources faster, and again, is passively applied to every city you've got.
 
   
Moreover, this is a GREAT choice for any civ that doesn't really care much about pushing their own religion, as the primary (but not the only) purpose of {{Faith6}} is to purchase religious units. Unlike so many pantheon beliefs which rely on having specific resources nearby (which you now shouldn't harvest or you lose the bonus), this is one that any civ and any victory type can benefit from at every stage of the game.
+
However, the value of this Pantheon extends beyond it being treated as a replacement for purchasing tiles - specifically, EVERY civ and EVERY [[City (Civ6)|city]] can benefit from it. Instead of needing 10 turns to claim the next tile, you only need 9. It can offset poor {{Culture6}} generation for militaristic civs or maximize border growth for other civs. Yes, every tile claimed automatically is a tile that you didn't have to buy, but every tile claimed automatically will usually open up new tiles for purchase. It helps you reach key resources faster, and again, is passively applied to every city you've got. Moreover, this is a GREAT choice for any civ that doesn't really care much about pushing their own religion, as the primary (but not the only) purpose of {{Faith6}} is to purchase religious units. Unlike so many Pantheon beliefs which rely on having specific resources nearby (which you now shouldn't harvest or you lose the bonus), this is one that any civ and any victory type can benefit from at every stage of the game.
 
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Revision as of 16:28, April 26, 2017

BackArrowGreen Back to Religion (Civ6)

Pantheons in Civilization VI are religious structures that focus on terrain bonuses.

Pantheons precede established religions, and are founded automatically as Civ6Faith Faith is accumulated. In Civilization VI, all Pantheons require 25 Civ6Faith Faith (at Standard speed), regardless of how many other Pantheons have been created already.

Unlike in Civilization V, a civilization's Pantheon will not get overwritten by foreign religions converting its cities. This means that a player will be able to use his or her Pantheon bonus even without managing to found a full religion, or after founding a religion that gets wiped out. However, despite staying with you through the whole game this time, Pantheons are still seen as just a stepping stone towards creating a religion, and thus it is encouraged to not just settle with a pantheon if you are hoping to gain power from faith.

Pantheons worship a number of minor gods, usually related to nature and natural phenomena, and provide minor bonuses, usually based on terrain.

Name Description
Dance of the Aurora Holy Site districts get +1 Civ6Faith Faith from adjacent Tundra tiles.
Sacred Path Holy Site districts get +1 Civ6Faith Faith from adjacent Rainforest tiles.
Monument of the Gods +15% Civ6Production Production to Ancient and Classical era Wonders.
Lady of the Reeds and Marshes +1 Civ6Production Production from Marsh, Oasis, and Floodplains.
God of the Open Sky +1 Civ6Culture Culture from Pastures.
Desert Folklore Holy Site districts get +1 Civ6Faith Faith from adjacent Desert tiles.
River Goddess +1 Amenities6 Amenity to cities if they have a Holy Site district adjacent to a River.
Divine Spark +1 Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.
God of the Sea +1 Civ6Production Production from Fishing Boats.
Goddess of the Hunt +1 Civ6Food Food from Camps.
Fertility Rites City growth rate is 10% higher.
Religious Idols +1 Civ6Faith Faith from Mines over Luxury and Bonus resources.
God of the Craftsmen +1 Civ6Production Production from Mines over Strategic resources.
Goddess of Festivals +1 Civ6Food Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition 1 Civ6Culture Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge +25% Civ6Production Production toward Ancient and Classical military units.
Initiation Rites +50 Civ6Faith Faith for each Barbarian Outpost cleared.
God of Healing Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
Religious Settlements Border expansion rate is 15% faster.
Goddess of the Harvest Harvesting a resource or removing a feature receives Civ6Faith Faith equal to the other yield's quantity.
Stone Circles +2 Civ6Faith Faith from Quarries.
God of War Bonus Civ6Faith Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own

Strategy

Note that adjacency bonuses from Mountain and Tundra don't stack, so for instance with Dance of the Aurora a mountain tile that's also tundra provides only +1 Civ6Faith Faith to an adjacent Holy Site. However, the effect of Woods and Natural Wonders do stack with Tundra.

Overall, if there's nothing obvious (for instance 4 related tiles) to give you a solid push in a particular direction when you found your pantheon, there are some things to bear in mind:

Name Strategy
Dance of the Aurora This is one of the Pantheons that rely solely on terrain, and could potentially turn out to be a really powerful Civ6Faith Faith generator. A Holy Site gets a +2 adjacency bonus on average, and even that requires some luck - mountains do tend to form chains, but you can rarely find a spot circled by more than 3 mountain tiles; woods are even worse, and Natural Wonder tiles are rare. With Dance of the Aurora and a suitable location, you can get up to a +6 adjacency bonus!

Needless to say, however, you need to found your cities next to or on tundra. Tundra tiles are not uncommon in the game, but they make really poor city locations. So, unless you're playing as Russia or you get a really crappy starting location, you may be unable to use this Pantheon unless you want to ruin your general game completely just so you can get Civ6Faith Faith. Of course, there will be a couple of good spots with lots of other resources nearby which will warrant the foundation of a city, but you can't rely on that when choosing a Pantheon.

Sacred Path Another terrain-related Pantheon, Sacred Path is in fact much more usable than Dance of the Aurora. Rainforests form a logical "belt" around the equator of the map, and if you happen to start next to it you can reliably forecast that you'll have access to numerous jungle tiles, and will indeed be able to use Sacred Path's bonus to the max. If that's the case, go for it and prepare to reap rich Civ6Faith Faith yields. But remember not to cut down the rainforests, and to build your Holy Sites right in their midst.
Desert Folklore The last terrain-related Pantheon is potentially the most powerful one. There are usually many deserts in the game, which are sprinkled in a wide variety of locations (unlike tundra, which is always found in polar regions at the edge of the completely uninhabitable snow). So, you may expect to find numerous good spots for founding cities in the desert, even if you're not playing a civ which specializes in deserts. Then, just pop that Holy Site in the middle of the waste where nothing else can be built anyway, and you can start converting!
Stone Circles Stone is all over the place. You'll probably find a lot of it, even if you can't see any at the start of the game. Expect to average more than one per city even if you aren't founding your cities to take advantage of this. So as it's +2 Civ6Faith Faith (not +1 like a slew of other Pantheons), it roughly doubles the worth of every Stone, Marble, or Gypsum resource (remembering that we need to compare each not to nothing, but to random resource-free terrain). This should be your go-to Pantheon when you have no idea which one to choose, but there are some good backup choices if another civ takes it first.

However, if you're not interested in pushing a religion, the Civ6Faith Faith generation isn't a particularly valuable resource. Yes, it can be used for patronage of Great People and some other non-religious uses, but by and large you'd benefit more from something else. For non-religious civs, see the comments on Religious Settlements below.

God of the Open Sky This Pantheon is a fairly good pick if Stone Circles has already been taken. It's safe to assume that you'll find Cattle, Sheep, and Horses as you explore the map, though they may not be common enough to justify choosing this unless you already have at least two or three of them available. It can be useful to get early Civ6Culture Culture to spend less Civ6Gold Gold on tiles, and to get Temples in time to get your pick of the third and fourth faiths or acquire more policies.
God of the Sea Even on an island-heavy map with high sea levels you won't get as many sea resources as you'd like. You'll probably get less than one per city on average, which could be a shock to you if you've played a lot of Civilization V. This isn't to say that there won't be starting positions that favor it, but if you get one you probably don't have enough land for districts. Of course, if you're using a maritime civ such as England or Spain and the map layout offers you lots of options, you should consider it.
God of the Forge This can be a solid choice if you're going for a fast aggressive start, especially if your unique unit is available in the Ancient or Classical Era. If not, it is doubtful that this will provide enough of an edge to make it worthwhile.
Divine Spark The headline is probably the Prophet6 Great Prophet points, but if you can take something that provides Civ6Faith Faith instead you'll get your two Apostles sooner and continue to reap the benefits throughout the game, so it's probably better to go that way and just lean on the more mundane ways of getting Prophet6 Great Prophet points. The other Great People points are mediocre - Great People aren't that great, because they come along too infrequently, even with this. Still, if you really want to found a Religion and you've had a late start (or are being outpaced by other civs), then you may choose this to have an additional edge in the Great Prophet race.
Initiation Rites In a best-case scenario - clearing one outpost every 4 turns - you'll be averaging 12.5 Civ6Faith Faith per turn. Not a scratch on what you'll probably get from Stone Circles eventually because it won't scale well - as the territory is taken up, the barbarian outposts stop appearing. Again, it could prove useful in an early race for some Great Person, and if you don't see other viable Pantheons.
Fertility Rites Really poor because it's based on modified Civ6Food Food per turn. Take only as a last resort.
Religious Settlements Probably the worst of all choices: you may have to buy 13% ((1 - 1 / 1.15) * 100) fewer tiles. Taking this would be worse than taking Fertility Rites, because population provides Civ6Culture Culture, so you'd gain more border expansion (and the Civ6Culture Culture, Civ6Science Science, etc.) from that over time.

However, the value of this Pantheon extends beyond it being treated as a replacement for purchasing tiles - specifically, EVERY civ and EVERY city can benefit from it. Instead of needing 10 turns to claim the next tile, you only need 9. It can offset poor Civ6Culture Culture generation for militaristic civs or maximize border growth for other civs. Yes, every tile claimed automatically is a tile that you didn't have to buy, but every tile claimed automatically will usually open up new tiles for purchase. It helps you reach key resources faster, and again, is passively applied to every city you've got. Moreover, this is a GREAT choice for any civ that doesn't really care much about pushing their own religion, as the primary (but not the only) purpose of Civ6Faith Faith is to purchase religious units. Unlike so many Pantheon beliefs which rely on having specific resources nearby (which you now shouldn't harvest or you lose the bonus), this is one that any civ and any victory type can benefit from at every stage of the game.


Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

Lists
AgendasBeliefsBuildings (Unique Buildings) • City-StatesCivicsCivilizationsCompetitions GS-OnlyDistrictsImprovementsLeadersPantheonsPolicy CardsProjectsPromotionsResourcesTechnologiesTerrainUnits (Unique Units) • Wonders (Natural Wonders)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFuture GS-Only

Concepts
Ages R&amp;F-Only (Historic Moments R&amp;F-OnlyTimelines R&amp;F-Only) • BarbariansCity (AmenitiesCapitalGovernors R&amp;F-OnlyHousingLoyalty R&amp;F-OnlyPopulation) • Climate GS-Only (Disasters GS-Only) • CombatDiplomacy (Emergencies R&amp;F-OnlyEspionageGossipGrievances GS-Only WarmongeringWorld Congress GS-Only) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic Favor GS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) Power GS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCGame ModeModdingScenariosSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&amp;F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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