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{{BackArrow|Religion (Civ6)|Back to Religion (Civ6)}}
 
{{BackArrow|Religion (Civ6)|Back to Religion (Civ6)}}
   
'''Pantheons''' in ''[[Civilization VI]]'' are religious structures that focus on [[Terrain (Civ6)|terrain]] bonuses.
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'''Pantheons''' in ''[[Civilization VI]]'' are simple religious structures that focus on [[Terrain (Civ6)|terrain]] bonuses.
   
Pantheons precede established [[Religion (Civ6)|religions]], and are founded automatically as {{Faith6}} is accumulated. In ''Civilization VI'', all Pantheons require 25 {{Faith6}} (at Standard speed), regardless of how many other Pantheons have been created already.
+
Pantheons are the first demonstrations of spirituality, preceding established [[Religion (Civ6)|religions]]. Pantheons worship a number of minor gods, usually related to nature and natural phenomena, and provide minor bonuses, usually based on terrain, or linked to specific [[Tile improvement (Civ6)|tile improvements]].
   
  +
==Mechanic==
Unlike in ''[[Civilization V]]'', a civilization's Pantheon will not get overwritten by foreign religions converting its [[City (Civ6)|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.
 
  +
A Pantheon is founded automatically by each nation as its {{Faith6}} starts accumulating. In ''Civilization VI'', all Pantheons require 25 {{Faith6}} (on 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 [[City (Civ6)|cities]]; only that religion's {{link6|beliefs}} will be replaced that way. 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, most Pantheons are still mostly just a stepping stone towards creating a religion, and thus it is encouraged not to just settle with a pantheon if you are hoping to gain power from {{Faith6}}.
Pantheons worship a number of minor gods, usually related to nature and natural phenomena, and provide minor bonuses, usually based on terrain.<onlyinclude>
 
  +
  +
==List of pantheons==
 
<onlyinclude>
 
{| class="article-table sortable"
 
{| class="article-table sortable"
  +
!
 
! Name
 
! Name
 
! Description
 
! Description
 
|-
 
|-
  +
|{{Icon6|City Patron Goddess|50}}
| Dance of the Aurora
 
  +
|{{Link6|City Patron Goddess}}
 
| +25% {{Production6}} toward districts in cities without a specialty district.
 
|-
  +
|{{Icon6|Dance of the Aurora|50}}
 
|{{Link6|Dance of the Aurora}}
 
| Holy Site districts get +1 {{Faith6}} from adjacent Tundra tiles.
 
| Holy Site districts get +1 {{Faith6}} from adjacent Tundra tiles.
 
|-
 
|-
 
|{{Icon6|Desert Folklore|50}}
| Sacred Path
 
 
|{{Link6|Desert Folklore}}
| Holy Site districts get +1 {{Faith6}} from adjacent Rainforest tiles.
 
 
| Holy Site districts get +1 {{Faith6}} from adjacent Desert tiles.
 
|-
 
|-
 
|{{Icon6|Divine Spark|50}}
| Monument of the Gods
 
 
|{{Link6|Divine Spark}}
| +15% {{Production6}} to Ancient and Classical era Wonders.
 
 
| +1 {{GreatPerson6}} Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
 
|-
 
|-
  +
|{{Icon6|Earth Goddess|50}}
| Lady of the Reeds and Marshes
 
  +
|{{Link6|Earth Goddess}}
| +1 {{Production6}} from Marsh, Oasis, and Floodplains.
 
  +
| +2 {{Faith6}} from tiles with Breathtaking Appeal.
 
|-
 
|-
 
|{{Icon6|Fertility Rites|50}}
| God of the Open Sky
 
 
|{{Link6|Fertility Rites}}
| +1 {{Culture6}} from Pastures.
 
 
| City growth rate is 10% higher.
  +
{{GS}} Additionally, when chosen receive a Builder in your capital.
 
|-
 
|-
  +
|{{Icon6|Fire Goddess|50}}
| Desert Folklore
 
  +
|{{Link6|Fire Goddess|50}} {{GS}}
| Holy Site districts get +1 {{Faith6}} from adjacent Desert tiles.
 
 
| +2 {{Faith6}} from Geothermal Fissures and Volcanic Soil.
 
|-
 
|-
  +
|{{Icon6|God of Craftsmen|50}}
| River Goddess
 
  +
|{{Link6|God of Craftsmen}}
| +1 {{Amenities6}} Amenity to cities if they have a Holy Site district adjacent to a River.
 
 
| +1 {{Production6}} from improved Strategic resources.
  +
  +
{{R&F}} +1 {{Production6}} and +1 {{Faith6}} from improved Strategic resources.
 
|-
 
|-
 
|{{Icon6|God of Healing|50}}
| Divine Spark
 
  +
|{{Link6|God of Healing}}
| +1 {{GreatPerson6}} Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.
 
 
| Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
 
|-
 
|-
| God of the Sea
+
|{{Icon6|God of the Forge|50}}
 
|{{Link6|God of the Forge}}
  +
| +25% {{Production6}} toward Ancient and Classical military units.
 
|-
  +
|{{Icon6|God of the Open Sky|50}}
 
|{{Link6|God of the Open Sky}}
 
| +1 {{Culture6}} from Pastures.
 
|-
 
|{{Icon6|God of the Sea|50}}
 
|{{Link6|God of the Sea}}
 
| +1 {{Production6}} from Fishing Boats.
 
| +1 {{Production6}} from Fishing Boats.
 
|-
 
|-
| Goddess of the Hunt
+
|{{Icon6|God of War|50}}
 
|{{Link6|God of War}}
| +1 {{Food6}} from Camps.
 
 
| Bonus {{Faith6}} equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
 
|-
 
|-
 
|{{Icon6|Goddess of Festivals|50}}
| Fertility Rites
 
  +
|{{Link6|Goddess of Festivals}}
| City growth rate is 10% higher.
 
 
| +1 {{Food6}} from {{Wine6}}, {{Incense6}}, {{Cocoa6}}, {{Tobacco6}}, {{Coffee6}}, and {{Tea6}} Plantations.
  +
  +
{{R&F}} +1 {{Food6}} from {{Wine6}}, {{Incense6}}, {{Cocoa6}}, {{Tobacco6}}, {{Olives6}}, {{Coffee6}}, and {{Tea6}} Plantations.
  +
  +
{{GS}} +1 {{Culture6}} from Plantations.
 
|-
 
|-
 
|{{Icon6|Goddess of the Harvest|50}}
| Religious Idols
 
  +
|{{Link6|Goddess of the Harvest}}<ref name=":0">Removed in the [[Civilization VI June 2019 Update|June 2019 Update]].</ref>
| +1 {{Faith6}} from Mines over Luxury and Bonus resources.
 
 
| Harvesting a resource or removing a feature receives {{Faith6}} equal to the other yield's quantity.
 
|-
 
|-
| God of the Craftsmen
+
|{{Icon6|Goddess of the Hunt|50}}
  +
|{{Link6|Goddess of the Hunt}}
| +1 {{Production6}} from Mines over Strategic resources.
 
 
| +1 {{Food6}} from Camps.
  +
{{GS}} +1 {{Food6}} and +1 {{Production6}} from Camps.
 
|-
 
|-
 
|{{Icon6|Initiation Rites|50}}
| Goddess of Festivals
 
 
|{{Link6|Initiation Rites}}
| +1 {{Food6}} from {{Wine6}} Wine, {{Incense6}} Incense, {{Cocoa6}} Cocoa, {{Tobacco6}} Tobacco, {{Coffee6}} Coffee, and {{Tea6}} Tea Plantations.
 
 
| +50 {{Faith6}} for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
 
|-
 
|-
  +
|{{Icon6|Lady of the Reeds and Marshes|50}}
| Oral Tradition
 
 
|{{Link6|Lady of the Reeds and Marshes}}
| +1 {{Culture6}} from {{Bananas6}} Banana, {{Citrus6}} Citrus, {{Cotton6}} Cotton, {{Dyes6}} Dyes, {{Silk6}} Silk, {{Spices6}} Spices, and {{Sugar6}} Sugar Plantations.
 
 
| +1 {{Production6}} from Marsh, Oasis, and Desert Floodplains.
 
|-
 
|-
  +
|{{Icon6|Monument to the Gods|50}}
| God of the Forge
 
 
|{{Link6|Monument to the Gods}}
| +25% {{Production6}} toward Ancient and Classical military units.
 
 
| +15% {{Production6}} to Ancient and Classical era Wonders.
 
|-
 
|-
 
|{{Icon6|Oral Tradition|50}}
| Initiation Rites
 
  +
|{{Link6|Oral Tradition}}<ref name=":0">Removed in the [[Civilization VI June 2019 Update|June 2019 Update]].</ref>
| +50 {{Faith6}} for each Barbarian Outpost cleared.
 
 
| +1 {{Culture6}} from {{BananasIcon6}} [[Bananas (Civ6)|Banana]], {{Citrus6}}, {{Cotton6}}, {{Dyes6}}, {{Silk6}}, {{Spices6}}, and {{Sugar6}} Plantations.
 
|-
 
|-
  +
|{{Icon6|Religious Idols|50}}
| God of Healing
 
 
|{{Link6|Religious Idols}}
| Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
 
  +
| +2 {{Faith6}} from Mines over Luxury and Bonus resources.
 
|-
 
|-
  +
|{{Icon6|River Goddess|50}}
| Religious Settlements
 
 
|{{Link6|River Goddess}}
 
| +2 {{Amenities6}} Amenities and +2 {{Housing6}} Housing to cities if they have a Holy Site district adjacent to a River.
 
|-
  +
|{{Icon6|Religious Settlements|50}}
 
|{{Link6|Religious Settlements}}
 
| Border expansion rate is 15% faster.
 
| Border expansion rate is 15% faster.
  +
{{GS}} Additionally, when chosen receive a Settler in your capital.
 
|-
 
|-
  +
|{{Icon6|Sacred Path|50}}
| Goddess of the Harvest
 
 
|{{Link6|Sacred Path}}
| Harvesting a resource or removing a feature receives {{Faith6}} equal to the other yield's quantity.
 
 
| Holy Site districts get +1 {{Faith6}} from adjacent Rainforest tiles.
 
|-
 
|-
| Stone Circles
+
|{{Icon6|Stone Circles|50}}
 
|{{Link6|Stone Circles}}
 
| +2 {{Faith6}} from Quarries.
 
| +2 {{Faith6}} from Quarries.
|-
 
| God of War
 
| Bonus {{Faith6}} equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
 
 
|}
 
|}
  +
  +
<references />
  +
{{RiseandFall}}<br />
  +
{{GatheringStorm}}</onlyinclude>
   
 
== Strategy ==
 
== Strategy ==
  +
Pantheons can be sorted into three broad types: Additional yield, Adjacency bonuses and other bonuses.
Note that adjacency bonuses from [[Mountain (Civ6)|Mountain]] and [[Tundra (Civ6)|Tundra]] don't stack, so for instance with Dance of the Aurora a mountain tile that's also tundra provides only +1 {{Faith6}} to an adjacent Holy Site. However, the effect of [[Woods (Civ6)|Woods]] and Natural Wonders do stack with Tundra.
 
   
  +
* '''Additional-yield Pantheons''' give out extras of certain yields to improved resources based either on the nature of improvements (such a plantations or pastures), or specific sets of resources.
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:
 
  +
**Faith-yielding pantheons: {{link6|Earth Goddess}}, {{link6|Religious Idols}}, {{link6|Stone Circles}}
  +
**Generates faith from ''events'' instead of terrain: {{link6|God of War}}, {{link6|Goddess of the Harvest}}, {{link6|Initiation Rites}}
  +
**Culture-yielding pantheons: {{link6|God of the Open Sky}}, {{link6|Oral Tradition}}
  +
**Production-yielding pantheons: {{link6|God of Craftsmen}}, {{link6|God of the Sea}}, {{link6|Lady of the Reeds and Marshes}}
  +
**Food-yielding pantheons: {{link6|Goddess of Festivals}}, {{link6|Goddess of the Hunt}}
  +
*'''Adjacency-bonus pantheons''' provide special bonuses from the Holy site being adjacent to a certain terrain type.
  +
**{{link6|Dance of the Aurora}}, {{link6|Desert Folklore}}, {{link6|River Goddess}}, {{link6|Sacred Path}}
  +
*'''Other-bonus Pantheons''' are generic bonuses not linked to any specific terrain, resource or feature, several of which are production boosts toward certain things (such as early districts, early wonders or early units):
  +
**{{link6|City Patron Goddess}}, {{link6|Divine Spark}}, {{link6|Fertility Rites}}, {{link6|God of Healing}}, {{link6|God of the Forge}}, {{link6|Monument to the Gods}}, {{link6|Religious Settlements}}
   
  +
Generally, adjacency-bonus pantheons are a safe choice if you are already near the relevant terrain, with their large influx of faith enabling religious war and compensating for low yields by providing a different to buy units or resources (through {{link6|Theocracy}}, the {{link6|Grand Master's Chapel}} or certain {{link6|Beliefs}}). On the other hand, additional-yield ones are more risky, as you may not have enough territory explored to evaluate how much of a given resource sets you are likely to have access too. In one case ({{link6|God of Craftsmen}}), you will probably not be able to see more than one, if any, of the possible resources! Some of the generic bonuses are quite weak and not worth the trouble, but others (notably {{link6|City Patron Goddess}} and {{link6|Divine Spark}}) are almost always a potentially useful choice.
{| class="article-table"
 
! 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 {{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 />
 
   
  +
For strategic details about specific pantheons, see their individual pages.
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
 
| 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
 
| 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 (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 (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
 
| 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
 
| 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.
 
|-
 
| God of the Forge
 
| 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
 
| 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.
 
|-
 
| Initiation Rites
 
| 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.
 
|-
 
| Fertility Rites
 
| Really poor because it's based on ''modified'' {{Food6}} 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 [[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 (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.
 
|}
 
</onlyinclude>
 
   
 
{{Civ6}}
 
{{Civ6}}
 
[[Category:Game element (Civ6)]]
 
[[Category:Game element (Civ6)]]
[[Category:Religion]]
+
[[Category:Pantheons (Civ6)]]
  +
[[Category:Religions (Civ6)]]

Revision as of 03:13, 2 June 2020

BackArrowGreen Back to Religion (Civ6)

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

Pantheons are the first demonstrations of spirituality, preceding established religions. Pantheons worship a number of minor gods, usually related to nature and natural phenomena, and provide minor bonuses, usually based on terrain, or linked to specific tile improvements.

Mechanic

A Pantheon is founded automatically by each nation as its Faith Faith starts accumulating. In Civilization VI, all Pantheons require 25 Faith Faith (on 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; only that religion's beliefs will be replaced that way. 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, most Pantheons are still mostly just a stepping stone towards creating a religion, and thus it is encouraged not to just settle with a pantheon if you are hoping to gain power from Faith Faith.

List of pantheons

Name Description
City Patron Goddess  City Patron Goddess +25% Production Production toward districts in cities without a specialty district.
Dance of the Aurora  Dance of the Aurora Holy Site districts get +1 Faith Faith from adjacent Tundra tiles.
Desert Folklore  Desert Folklore Holy Site districts get +1 Faith Faith from adjacent Desert tiles.
Divine Spark  Divine Spark +1 Great Person Great Person Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
Earth Goddess  Earth Goddess +2 Faith Faith from tiles with Breathtaking Appeal.
Fertility Rites  Fertility Rites City growth rate is 10% higher.

GS-Only Additionally, when chosen receive a Builder in your capital.

Fire Goddess  50 GS-Only +2 Faith Faith from Geothermal Fissures and Volcanic Soil.
God of Craftsmen  God of Craftsmen +1 Production Production from improved Strategic resources.

R&F-Only +1 Production Production and +1 Faith Faith from improved Strategic resources.

God of Healing  God of Healing Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
God of the Forge  God of the Forge +25% Production Production toward Ancient and Classical military units.
God of the Open Sky  God of the Open Sky +1 Culture Culture from Pastures.
God of the Sea  God of the Sea +1 Production Production from Fishing Boats.
God of War  God of War Bonus Faith Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
Goddess of Festivals  Goddess of Festivals +1 Food Food from Wine Wine, Incense Incense, Cocoa Cocoa, Tobacco Tobacco, Coffee Coffee, and Tea Tea Plantations.

R&F-Only +1 Food Food from Wine Wine, Incense Incense, Cocoa Cocoa, Tobacco Tobacco, Olives Olives, Coffee Coffee, and Tea Tea Plantations.

GS-Only +1 Culture Culture from Plantations.

Goddess of the Harvest  Goddess of the Harvest[1] Harvesting a resource or removing a feature receives Faith Faith equal to the other yield's quantity.
Goddess of the Hunt  Goddess of the Hunt +1 Food Food from Camps.

GS-Only +1 Food Food and +1 Production Production from Camps.

Initiation Rites  Initiation Rites +50 Faith Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
Lady of the Reeds and Marshes  Lady of the Reeds and Marshes +1 Production Production from Marsh, Oasis, and Desert Floodplains.
Monument to the Gods  Monument to the Gods +15% Production Production to Ancient and Classical era Wonders.
Oral Tradition  Oral Tradition[1] +1 Culture Culture from Bananas Banana, Citrus Citrus, Cotton Cotton, Dyes Dyes, Silk Silk, Spices Spices, and Sugar Sugar Plantations.
Religious Idols  Religious Idols +2 Faith Faith from Mines over Luxury and Bonus resources.
River Goddess  River Goddess +2 Amenities Amenities Amenities and +2 Housing Housing Housing to cities if they have a Holy Site district adjacent to a River.
Religious Settlements  Religious Settlements Border expansion rate is 15% faster.

GS-Only Additionally, when chosen receive a Settler in your capital.

Sacred Path  Sacred Path Holy Site districts get +1 Faith Faith from adjacent Rainforest tiles.
Stone Circles  Stone Circles +2 Faith Faith from Quarries.
  1. 1.0 1.1 Removed in the June 2019 Update.

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

Strategy

Pantheons can be sorted into three broad types: Additional yield, Adjacency bonuses and other bonuses.

Generally, adjacency-bonus pantheons are a safe choice if you are already near the relevant terrain, with their large influx of faith enabling religious war and compensating for low yields by providing a different to buy units or resources (through Theocracy, the Grand Master's Chapel or certain Beliefs). On the other hand, additional-yield ones are more risky, as you may not have enough territory explored to evaluate how much of a given resource sets you are likely to have access too. In one case (God of Craftsmen), you will probably not be able to see more than one, if any, of the possible resources! Some of the generic bonuses are quite weak and not worth the trouble, but others (notably City Patron Goddess and Divine Spark) are almost always a potentially useful choice.

For strategic details about specific pantheons, see their individual pages.

Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.