[ { "name": "Ancestor Worship", "type": "Pantheon", "uniques": ["[+1 Culture] from every [Shrine]"] }, { "name": "Dance of the Aurora", "type": "Pantheon", "uniques": ["[+1 Faith] from [Tundra] tiles without [Forest] [in this city]"] }, { "name": "Desert Folklore", "type": "Pantheon", "uniques": ["[+1 Faith] from every [Desert]"] }, { "name": "Faith Healers", "type": "Pantheon", "uniques": ["[All] Units adjacent to this city heal [+30] HP per turn when healing"] // This should be worded better }, { "name": "Fertility Rites", "type": "Pantheon", "uniques": ["+[10]% Growth [in this city]"] // Preferably I would not have a cityFilter here, but doing so requires no additional implementation }, { "name": "God of Craftsman", "type": "Pantheon", "uniques": ["[+1 Production] in cities with [3] or more population"] }, { "name": "God of the Open Sky", "type": "Pantheon", "uniques": ["[+1 Culture] from every [Pasture]"] }, { "name": "God of the Sea", "type": "Pantheon", "uniques": ["[+1 Production] from every [Fishing Boats]"] }, { "name": "God of War", "type": "Pantheon", "uniques": ["Earn [50]% of [Military] unit's [Strength] as [Faith] when killed within 4 tiles of a city following this religion"] } { "name": "Goddess of Festivals", "type": "Pantheon", "uniques": ["[+1 Culture, +1 Faith] from every [Wine]", "[+1 Culture, +1 Faith] from every [Incense]"] }, { "name": "Goddess of Love", "type": "Pantheon", "uniques": ["[+1 Happiness] in cities with [6] or more population"] }, { "name": "Goddess of Protection", "type": "Pantheon", "uniques": ["[+30]% attacking Strength for cities"] }, { "name": "Goddess of the Hunt", "type": "Pantheon", "uniques": ["[+1 Food] from every [Camp]"] }, { "name": "Messenger of the Gods", "type": "Pantheon", "uniques": ["[+2 Science] from each Trade Route"] }, { "name": "Monument to the Gods", "type": "Pantheon", "uniques": ["+[15]% Production when constructing [Wonders]"] // Should only be ancient/classical era wonders, but implementing that is another can of worms // For that we really should need an era.matchesFilter() AND support for multiple values in // construction.matchesFilter(), so we could write something like: //"uniques": ["[+15]% Production when constructing [{Ancient Era} {Wonders}]", // "[+15]% Production when constructing [{Classical Era} {Wonders}]"] // For now this feels like overkill, but I'll leave this here for the future }, { "name": "One with Nature", "type": "Pantheon", "uniques": ["[+4 Faith] from every [Natural Wonder]"] }, { "name": "Oral Tradition", "type": "Pantheon", "uniques": ["[+1 Culture] from every [Plantation]"] }, { "name": "Religious Idols", "type": "Pantheon", "uniques": ["[+1 Culture, +1 Faith] from every [Gold Ore]", "[+1 Culture, +1 Faith] from every [Silver]"] }, { "name": "Religious Settlements", "type": "Pantheon", "uniques": ["[-15]% cost of natural border growth"] }, { "name": "Sacred Path", "type": "Pantheon", "uniques": ["[+1 Culture] from every [Jungle]"] }, { "name": "Sacred Waters", "type": "Pantheon", "uniques": ["[+1 Happiness] in cities on [River] tiles"] }, { "name": "Stone Circles", "type": "Pantheon", "uniques": ["[+2 Faith] from every [Quarry]"] }, ///////////////////////////////////////// Follower beliefs ///////////////////////////////////////// // Missing: asceticism (requires followers) { "name": "Cathedrals", "type": "Follower", "uniques": ["May buy [Cathedral] buildings for [200] [Faith] [in cities following this religion]"] }, // Missing: choral music (requires followers) { "name": "Divine inspiration", "type": "Follower", "uniques": ["[+2 Faith] from every Wonder"] }, { "name": "Feed the World", "type": "Follower", "uniques": ["[+1 Food] from every [Shrine]", "[+1 Food] from every [Temple]"] }, { "name": "Guruship", "type": "Follower", "uniques": ["[+2 Production] if this city has at least [1] specialists"] }, // Missing: Holy Warriors (requires purchasing with faith) // Missing: Liturgical drama (requires followers) { "name": "Monasteries", "type": "Follower", "uniques": ["May buy [Monastery] buildings for [200] [Faith] [in cities following this religion]"] }, { "name": "Mosques", "type": "Follower", "uniques": ["May buy [Mosque] buildings for [200] [Faith] [in cities following this religion]"] }, { "name": "Pagodas", "type": "Follower", "uniques": ["May buy [Pagoda] buildings for [200] [Faith] [in cities following this religion]"] }, { "name": "Peace Gardens", "type": "Follower", "uniques": ["[+2 Happiness] from every [Garden]"] }, { "name": "Religious Art", "type": "Follower", "uniques": ["[+8 Culture] from every [Hermitage]"] }, // Missing: Religious center (requires followers) // Missing: Religious community (requires followers) { "name": "Swords into Ploughshares", "type": "Follower", "uniques": ["[+15]% growth [in this city] when not at war"] }, ///////////////////////////////////////// Founder beliefs ////////////////////////////////////////// { "name": "Ceremonial Burial", "type": "Founder", "uniques": ["[+1 Happiness] for each global city following this religion"] }, { "name": "Church Property", "type": "Founder", "uniques": ["[+2 Gold] for each global city following this religion"] }, { "name": "Initiation Rites", "type": "Founder", "uniques": ["[+100 Gold] when a city adopts this religion for the first time (modified by game speed)"] }, // Missing: Interfaith Dialogue (requires followers) { "name": "Papal Primacy", "type": "Founder", "uniques": ["Resting point for influence with City-States following this religion [+15]"] }, // Missing: Peace Loving (requires followers) { "name": "Pilgrimage", "type": "Founder", "uniques": ["[+2 Faith] for each global city following this religion"] }, // Missing: Tithe (requires followers) // Missing: World Churhc (requires followers) ]