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Tags: Visual edit apiedit
Tags: Visual edit apiedit
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!Name
 
!Name
 
!Strategy
 
!Strategy
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|-
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|Dance of the Aurora
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|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!
  +
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.
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|-
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|Sacred Path
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|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.
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|-
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|Desert Folclore
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|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!
 
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|-
 
|Stone Circles
 
|Stone Circles
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|-
 
|-
 
|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 favour it, but if you get one you probably don't have enough land for districts.
+
|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.
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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
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|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 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.
  +
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.
 
|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.
  +
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

Revision as of 23:37, 20 April 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 Faith Faith is accumulated. In Civilization VI, all Pantheons require 25 Faith 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 Faith Faith from adjacent Tundra tiles.
Sacred Path Holy Site districts get +1 Faith Faith from adjacent Rainforest tiles.
Monument of the Gods +15% Production Production to Ancient and Classical era Wonders.
Lady of the Reeds and Marshes +1 Production Production from Marsh, Oasis, and Floodplains.
God of the Open Sky +1 Culture Culture from Pastures.
Desert Folklore Holy Site districts get +1 Faith Faith from adjacent Desert tiles.
River Goddess +1 Amenities Amenities 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 Production Production from Fishing Boats.
Goddess of the Hunt +1 Food Food from Camps.
Fertility Rites City growth rate is 10% higher.
Religious Idols +1 Faith Faith from Mines over Luxury and Bonus resources.
God of the Craftsmen +1 Production Production from Mines over Strategic resources.
Goddess of Festivals +1 Food Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition 1 Culture Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge +25% Production Production toward Ancient and Classical military units.
Initiation Rites +50 Faith 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 Faith Faith equal to the other yield's quantity.
Stone Circles +2 Faith Faith from Quarries.
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

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 Faith 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 Faith Faith generator. A Holy Site normally gets an average of 2 Adjacency Bonus, and that's if you're lucky (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!

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 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.

Sacred Path Another terrain Pantheon, Sacred path is in fact much more usable than Dance of the Aurora. In Civilization VI 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 Faith Faith yields. But remember not to cut down the rainforests, and to build your Holy Sites right in their midst.
Desert Folclore 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, 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 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 Faith 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 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.

However, if you're not interested in pushing a religion, the Faith 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 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 Culture Culture 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.
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.

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 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 Great Prophet points, but if you can take something that provides Faith 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 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 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 Best case scenario: one outpost every 4 turns or so — about 12.5 Faith Faith 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.

Again, it could prove good 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 Food 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 Culture Culture, so you'd gain more border expansion (and the Culture Culture, Science 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 Culture 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 Faith 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 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.