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One of the most significant changes in Sid Meier’s Civilization 7 compared to Civilization 6 is the treatment of religion. In Civ 6, religion played a pivotal role as a victory condition, but in Civ 7, its importance has shifted, relegating it to a supporting mechanic. During the Antiquity Age, religion is represented through pantheons and altars. Unlike in Civ 6, where it was more competitive, religion in Civ 7 is designed to be beneficial for all players. The effort needed to establish a pantheon has also been lessened, as it’s now positioned early in the civics tree, ensuring that every player will ultimately acquire a pantheon.
Completing the four legacy paths from the Antiquity Age is easier with the religious system in Civ 7, even if those paths aren’t directly tied to the pantheons. When forming a pantheon, players can select a belief that will be effective throughout the Antiquity Era. Each of the 16 beliefs offers something unique, yet certain beliefs clearly stand out over others. Maximizing the benefits from pantheons involves understanding which beliefs to prioritize since each belief can be chosen by only one player per game.
Best Pantheons in Civ 7
No Clear Favorite Compared to Civ 6; Some Underdogs Remain
Many of Civilization 7’s beliefs are inspired by the pantheon system of Civ 6. Fortunately, the options available in Civ 7 appear to be more balanced than those in its predecessor, which featured some exceptionally strong choices. Most benefits now fall under three main categories: boosting altar yields, enhancing rural tile outputs, and increasing city production. Here’s a look at the available beliefs:
Name | Effect |
---|---|
City Patron Goddess | +3 Influence on the Altar |
Earth Goddess | Altar has +1 happiness adjacency for mountains and natural wonders |
Fertility Rites | 10% Growth Rate in Cities with an Altar |
Goddess of Festivals | +1 Culture on Quarters in Settlements with an Altar |
God of Healing | +5 Healing on Units in Rural Tiles |
Goddess of the Harvest | +1 Food on Farms, Pastures, and Plantations in Settlements with an Altar |
God of the Forest | +1 Gold on Camps and Woodcutters in Settlements with an Altar |
God of the Forge | +10% Production towards constructing Buildings in Cities with an Altar |
Name | Effect |
---|---|
God of the Sea | +1 Production on Fishing Boats in Settlements with an Altar |
God of the Sun | +1 Culture, Food, Gold, Happiness, Production, and Science on the Altar |
God of War | +15% Production towards Military Units in Cities with an Altar |
God of Wisdom | +1 Science on Quarters in Settlements with an Altar |
Monuments of the Gods | +10% Production towards constructing Wonders in Cities with an Altar |
Oral Tradition | +10% Production towards training Settlers in Cities with an Altar |
Sacred Waters | Altar receives a +1 Happiness Adjacency for Coasts, Lakes, and Navigable River Tiles |
Stone Circles | +1 Production on Clay Pits, Mines, and Quarries in Settlements with an Altar |
Many of these benefits can be powerful depending on the situation. However, some beliefs are typically less useful. For instance, beliefs that enhance happiness, like Sacred Waters and Earth Goddess, are unnecessary due to the various alternatives available for keeping cities content outside of pantheons. Oral Tradition also tends to be a poor selection; the new city cap in Civ 7 means settlers aren’t produced frequently enough to warrant its benefits. Moreover, the production bonuses tied to beliefs may not be particularly effective, as other options can yield higher production outputs without such limitations.
If choosing a belief feels overwhelming, consider playing as the Maurya civilization, which allows you to select two beliefs.
On the contrary, beliefs that provide extra yields from specific tile improvements can be quite advantageous. Goddess of the Harvest, God of the Forest, God of the Sea, and Stone Circles can all lead to significant resource gains. With efficient resource management, these bonuses can swiftly accumulate, making them highly competitive choices. If you prefer a more aggressive play style in the Antiquity Age, God of War may serve as an effective alternative that emphasizes military actions.
Lastly, for players focused on culture and science, God of Wisdom and Goddess of Festivals may not be the best picks. Establishing quarters in multiple settlements to optimize these beliefs requires a heavy gold investment, which may not yield significant returns. Instead, God of the Sun is a stronger option, as it only requires altars and contributes to every yield in Civ 7.
How to Unlock a Pantheon
A Much Simpler Method
In a significant improvement over Civ 6, acquiring pantheons in Civ 7 is incredibly straightforward. Once you research the initial civic policy called Chiefdom, you’ll have the option of Mysticism and Discipline. Choosing and completing Mysticism will promptly unlock a pantheon. Afterward, you can select a belief from the chart mentioned earlier. Keep in mind that once a belief is selected, it cannot be claimed by any other leaders.
Mysticism also opens up the altar, a somewhat underwhelming building that provides a base happiness yield of two but costs two gold to maintain. Its primary function is to activate pantheon beliefs within settlements and allow for the construction of more town quarters. Since pantheons disappear when the Exploration Age begins, focusing on early altar development in Civ 7 is advisable. If you lean toward a militaristic strategy, starting down the discipline path initially is fine, but given the overall power of pantheons in Civilization 7, it’s best to establish a pantheon as soon as possible.
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