Pantheons provide basic bonuses for cities, usually based on terrain, resources, or buildings. You may found a Pantheon once you've accumulate 50 Faith.
Note that if a bonus applies to a particular resource (Gold, Wine, etc.), the bonus will work regardless of whether the resource is improved or not. On the other hand, bonuses applying to particular improvements (Plantation, Pasture, etc.) will work as long as the improvement is not pillaged. Terrain bonuses always apply as long as you don't change the terrain - for example, by cutting down the jungle in a tile.
+1 Faith for every 3 Citizens in a city; +1 Culture from
Councils and +2 Science if you have at least one Specialist in the City.
+1 Faith and Gold from Mines on improved resources, and +1 Faith from Iron.
+1 Production for every 3 Citizens in a City.
God of All Creation
1 Faith from Monuments. +1 Food, Production, Gold,
Science and Culture in Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total).
God of Commerce
+1 Faith for every +20 Gold per turn you produce. +2 Faith and
+2 Gold in Cities with a City Connection, and in your Capital
after gaining a second city.
God of Craftsmen
+1 Faith and Production from Quarries and Stone Works.
+1 Culture and +2 Gold from Monuments.
God of the Expanse
+25% faster border growth, and gain 18 Faith and 8 Production every
time a City expands its borders naturally, scaling with Era and Gamespeed.
God of the Open Sky
+1 Culture in City per 2 worked Plains or 2 worked Grassland tiles without
Hills or Features. +1 Faith and +3 Gold from Pastures.
God of the Sea
+1 Faith and Production from Fishing Boats and Atolls. +3 Food
in coastal Cities.
God of the Stars and Sky
+1 Faith, Culture, Gold and Food from Tundra tiles with improved resources.
God of the Sun
+2 Faith and Gold from Granaries. +3 Food from Farms on Wheat, and +1 Science for every 2 Flood Plains worked by the City.
God of War
+50% increase in City Ranged Combat Strength, and +10% Production towards Units.
Gain Faith from killing military units.
+1 Faith in Capital. +1 Culture, Golden Age Points, Faith, Gold and Science in Capital for every 6 Followers of your Pantheon in owned cities.
Goddess of Beauty
+2 Faith from Palace and World Wonders, +1 Faith from Great Works.
+3 Great Artist and Great Engineer Points in your Capital.
Goddess of Fertility
+2 Food and +1 Faith from Shrines, Watermills, and Wells.
+ 25% faster Growth Rate.
Goddess of Festivals
+3 Gold, +2 Culture and +1 Faith for every unique Luxury Resource owned or imported.
Goddess of Love
Gain 15 Faith,10 Golden Age Points and 5 Gold every time
a Citizen is born. Bonus scales with Era and Gamespeed.
Goddess of Nature
+1 Faith, Gold, and Food for every 2 Mountains within 3 tiles of a City
(capping at the City's population). Natural Wonders gain +3 Faith and +2 Culture.
Goddess of Protection
+10 HP healed per turn in friendly territory. +2 Faith and +1 Culture
from Palace, Walls and Barracks.
Goddess of Purity
+1 Faith and Food from Lakes, +1 Faith, Food and Production from Marshes. +1 Happiness from Cities on rivers.
Goddess of Renewal
+1 Faith and Culture for every 2 Jungle or 2 Forest tiles worked by a City.
+1 Science and Faith from Herbalists.
Goddess of Springtime
+2 Gold and +1 Food from Plantations. +3 Faith from Markets.
Goddess of the Hunt
+1 Faith, Food and Culture from Camps. +1 Food from Resources on Tundra.
Goddess of Wisdom
+1 Faith for every 15 Science per turn, capping at +25 Faith. +1 Science,
Faith, and Golden Age Points in every City.
Spirit of the Desert
+1 Faith, Production, and Gold from Desert tiles with resources, and +3 Food from Oases.
The Celts get their own set of Pantheons as their Unique Ability, based on Celtic Deities. They don't provide Faith because the Celts also gain 3 Faith per City from their UA. Also, other Civilizations do not benefit from them.
Bran, the Sleeping Guardian
+100% increase to Ranged Combat Strength,
+25% Growth, and
+8 Culture when a Citizen is born, scaling with Era.
+4 Faith from Ceilidh Hall.
Cernunnos, the Horned Stag
+1 Food and Gold from Forests, +1 Production and
Science from Jungles. +1 from camps.
+2 Culture from Ceilidh Hall.
Dagda, the All-Father
+1 Culture, Gold, Production and Science for every
4 Followers of your Pantheon in owned cities.
+2 Happiness from Ceilidh Hall.
Epona, the Great Mare
Receive +10 Science, Culture, and Food when
your Borders expand, scaling with Era.
+4 Food from Ceilidh Hall.
Lugh, the Skilled One
+3 Culture, Science, and Gold in Cities with a Specialist.
+3 Production from Ceilidh Hall.
Mannanan, Son of the Sea
+3 Food, +3 Production, and +4 Gold in coastal Cities.
+2 Great Admiral Points from Ceilidh Hall.
Morrigan, Harbinger of Strife
Earn Gold, Culture, and Golden Age Points
if you kill a unit.
+2 Great General Points from Ceilidh Hall.
Nuada, the Silver-Handed King
+1 Culture for every 10 Gold per turn,
+1 Golden Age Points for
every 5 Science per turn, and
+2 Gold from City Connections.
+5 Gold from Ceilidh Hall.
Ogma, the Learned
+1 Science for every 3 Citizens in a city.
+3 Science, Culture,
and Great Scientist Points in Capital.
You may choose one of these beliefs when founding a Religion, and these affect only the Founder/Owner of the Holy City.
Each Founder has a National Wonder associated with it that can be built when a certain % of the World Population follows your Religion. Constructing this Wonder allows the founder/Owner to select a Reformation Belief.
Unlocks Apostolic Palace National Wonder (+4 Faith, +4 Golden Age
Points; +5 Golden Age Points from all Holy Sites).
When you spread your Religion to cities other than your Holy City,
Receive 25 Golden Age points and Food in Holy City and more based on the number of followers converted.
Unlocks Mausoleum National Wonder (+5 Faith, gain Faith
when an owned unit is killed in battle. Bonus scales with Era; +5 Faith
from all Holy Sites). When a Great Person is expended,
gain 8 Faith and Culture for every City following your Religion (max 20 cities).
Council of Elders
Unlocks Holy Council National Wonder (+4 Faith, +5 Food;
+5 Science from all Holy Sites). When a city adopts
your Religion for the first time, gain 30 Science and Production in your Holy City, scaling gradually based on the number of cities following your Religion (bonus caps at 20 Cities).
Unlocks the Celestial Throne National Wonder(+2 Faith, Culture,
Food, Science, Gold, and Production; +5 Faith from Holy Sites).
Holy City produces +20% of its yields during a Golden Age.
Unlocks Great Altar National Wonder (+5 Faith, +15% Military Unit Production;
+5 Production from Holy Sites).
Receive Faith and Golden Age points when you conquer a City.
from all Holy Sites). When you unlock a policy, gain 5 Faith, Science,
and Gold for every follower of your Religion (max 200 Followers).
Unlocks Grand Ossuary National Wonder (+10 Faith; +5 Culture
from all Holy Sites). 'We Love the King Day' boosts the Faith, Culture,
and Gold output of a city by 15%.
Way of the Pilgrim
Unlocks Reliquary National Wonder (+4 Faith, +2 Culture, 4 Art/Artifact Slots; +5 Tourism from all Holy Sites).
Receive 15 Tourism and Culture when you spread your Religion to foreign cities, scaling with the number of Followers of other Religions. World Wonders require 1 less unlocked Policy per every 8 Cities following your Religion.
Way of Transcendence
Unlocks Sacred Garden National Wonder (+3 Faith, +5 Culture;
+5 Food from all Holy Sites). when you enter a new Era, Holy City
gains 20 of every yield for each City following your Religion (max 20 Cities), scaling with Era.
* [Equation for Council of Elders is as follows: (30 * (100 + (numcitiesfollowing*numcitiesfollowing)) / 100]
These beliefs provide bonuses for cities following this Religion. You can choose one of these beliefs when founding a Religion, but when the Religion enhances, you may choose another.
All buildings give 'Boosts Pressure of Religious Majority emanating from this city by 25%, and increases this city's Resistance to Conversion by 10%,' unless otherwise stated.
Use Faith to purchase Cathedrals (Reduces Poverty; +2 Gold, +2 Faith;
Empty Great Work of Art or Artifact slot; Farms, Pastures and Quarries near this City
generate +1 Gold. Gain +10 Gold in the City when its borders expand, scaling with Era).
Use Faith to purchase Pagodas (Reduces Boredom and Religous Unrest; Empty Great Work of Art or Artifact slot; +1 to all City Yields for every World Religion that has at least one Follower in this City; Doesn't boost religious pressure or resistance to conversion).
Use Faith to purchase Mosques (Reduces Illiteracy; +2 Science, +3 Faith;
Empty Great Work of Writing Slot, +20% Culture in the City during Golden Ages).
Use Faith to purchase Churches (Reduces Boredom; +2 Culture, +4 Faith;
Empty Great Work of Music slot; +40% Religious Pressure instead of 25%. 15 Turns of 'We Love the King Day' in the City when constructed. All Great Works in the city generate +1 Faith.).
Use Faith to purchase Mandirs (Reduces Poverty; +2 Food, +3 Faith;
+10% Food in the City; Empty Great Work of Music Slot;
Enemy Spies in this City cannot assassinate Great People or disrupt Unit Production).
Use Faith to purchase Synagogues (Reduces Distress; +3 Production, +2 Faith; Empty Great Work of Writing Slot; During 'We Love the King Day', City Science increases by 15%).
Use Faith to purchase Stupas (Reduces Illiteracy; +3 Faith; +3 Golden
Age Points and +5 Tourism).
Use Faith to purchase Orders (Reduces Distress; +2 Faith,
+10 City Strength, +50 Hit Points; +15 XP for all Military units produced in the City, and the
'Morale' promotion for land Military units produced in this city).
Receive +5 to all yields every time a Citizen is born in the City.
Bonus scales with Era.
Specialists generate +1 Golden Age Point and +1 of their primary yield ( / / / ).
These beliefs provide additional empire-level bonuses that may help you in spreading your Religion. You may choose one of these beliefs when using a Great Prophet to enhance your religion. Enhancing a religion allows Inquisitors to be purchased with Faith in cities where that religion is the majority.
Holy City owner gains +1 Happiness for every two Cities following this religion,
and +25% Yields from Friendly/Allied City-States following this religion.
Missionary conversion strength +25%. Holy City gains Science when owned Missionaries spread this Religion to foreign Cities following other Religions, based on the number of followers of the other Religion in the target City.
Missionaries and Inquisitors cost 30% less Faith; Holy City Owner gains
+1 Happiness for every 10 followers of this religion in non-enemy foreign Cities.
Prophets of this Religion 25% stronger, cost 25% less Faith. If the majority Religion,
Follower reduction from rival Inquisitors and Prophets halved. +3 to base Holy Site yields.
Religion spreads to cities 20% further away. Pressure to friendly City-States and via
owned Trade Routes doubled.
+1 Science and Culture in Holy City for every 10 followers of this Religion in
Foreign Cities. Holy City gains 100 Faith each time the owner expends a Great Person.
Bonus scales with Era.
Religion spreads 30% faster (60% with Printing Press). Your spies exert religious
pressure on the Cities they occupy.
When a city adopts your Religion for the first time, Holy City gains 10 Gold, plus additional scaling exponentially for every City following your Religion (max 20 Cities).
+1 Gold and Faith in Holy city for every 8 followers of this Religion in Foreign Cities.
May spend Faith to purchase land units in Cities. Strategic Resource quantities increase by 1% per following City (up to 25%).