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.
Name
Description
Ancestor Worship
+1 Faith for every 3 Citizens in a city; +1 Culture from Councils and
+2 Science from having at least one Specialist.
Earth Mother
+1 Faith and Gold from Mines on improved resources, and
+1 per 3 Pop Per City. Iron produces +1 Faith.
God of All Creation
1 Faith from Monuments. +1 Food, Production, Gold, Science in
Capital for every 2 Pantheons ever founded.
God of Commerce
+1 Faith for every +20 Gold per turn you produce; +2 Faith and
+2 Gold in Cities with a City Connection.
God of Craftsmen
+1 Production and Faith from Quarries and Stone Works, and
+1 Culture +2 Production from Monuments.
God of the Expanse
+20% faster border growth, and gain 6 Production & 18 Faith every time
a City expands its borders. Bonus scales with 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, +1 Culture, +1 Gold and +1 Production from Tundra tiles
with improved resources.
God of the Sun
+2 Faith and + 1 Culture from Granaries. +3 Food from
Farms on Wheat. +1 Science for every 2 Flood Plains worked by the City.
God of War
+50% increase in City Ranged Combat Strength, and gain Faith if you defeat an enemy unit, worth 300% of the unit's combat strength.
God-King
+1 Culture, Faith, Gold, Golden Age Points and Science 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
+1 Faith, +1 Culture, and +3 Gold for every unique
Luxury Resource you control.
Goddess of Love
Gain 15 Faith and Golden Age Points 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, Production, and Food from Marshes. +1 Faith and Food from Lakes. +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, and +3 Faith from Markets.
Goddess of the Hunt
+1 Faith, Food and Culture from Camps.
Goddess of Wisdom
+1 Faith for every 15 Science per turn. +2 Science and
+1 Faith in every City.
Spirit of the Desert
+1 Faith, Production, and Gold from Desert tiles with
resources and +3 Food from Oases.
Celtic Pantheons
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.
Name
Description
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. +5 Science from Ceilidh Hall.
Rhiannon, Goddess
of Sovereignty
+2 Culture in every City. +1 Gold and Production from
every improved resource. +5 Golden Age Points from Ceilidh Hall.
Founder Beliefs
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.
Name
Description
Apostolic Tradition
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.
Ceremonial Burial
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.
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 10 Science and Production in your Holy City for
every City following your Religion.
Divine Inheritance
Unlocks the Celestial Throne National Wonder(+2 Faith, Culture,
Food, Science, Gold, and Production; +5 Faith from Holy Sites)
. Holy City produces +15% of its yields during a Golden Age.
Hero Worship
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. Bonus scales with City population and Era.
+5 Tourism from all Holy Sites). Receive 15 Tourism and Culture
when you spread your Religion to foreign cities, scaling based on the number
of other religious followers in the city, not friendly followers.
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
30 of every
yield for each City following your Religion.
Follower Beliefs
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.
Name
Description
Cathedrals
Use Faith to purchase Cathedrals (Reduces Poverty; +2 Gold, +2 Faith;
Empty Great Work of Art or Artifact slot; Farms, Quarries, and Pastures near this City
generate +1 Gold).
Pagodas
Use Faith to purchase Pagodas (Reduces Boredom; 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).
Mosques
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).
Churches
Use Faith to purchase Churches (Reduces Boredom; +2 Culture, +4 Faith; Empty
Great Work of Music slot; +40% Religious Pressure instead of 25%).
Mandirs
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).
Synagogues
Use Faith to purchase Synagogues (Reduces Crime; +3 Production
, +2 Faith; Empty Great Work of Writing Slot; During 'We Love the King Day',
City Science increases by 15%).
Stupas
Use Faith to purchase Stupas ( Reduces Illiteracy; +3 Faith; +2 Golden
Age Points and +4 Tourism once you have researched Architecture).
Orders
Use Faith to purchase Orders (Reduces Crime; +2 Faith,
+10 City Strength, +50 Hit Points; +15 XP and the
'Morale' promotion for land Military units produced in this city).
Cooperation
Receive +5 to all yields every time a Citizen is born in the City.
Bonus scales with Era.
Mastery
Specialists produce +1 of their primary yield and +1 Golden Age Points
( Science, Gold, Production, or Culture).
Asceticism
+1 Food for every follower in the City (max +10).
Diligence
+1 Production for every two followers (max +15).
Inspiration
+1 Culture for every two followers (max +15).
Scholarship
+1 Science for every two followers (max +15).
Thrift
+1 Gold for every follower (max +10).
Veneration
+1 Faith for every two follower (max +15).
Enhancer Beliefs
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.
Name
Description
Clericalism
Holy City owner gains +1 Happiness for every two Cities following this religion,
and +25% Yields from Friendly/Allied City-States following this religion.
Evangelism
Missionary conversion strength +25%. Holy City gains Science when owned
Missionaries spread this Religion to cities of other Religions based on the
population of the target City.
Pacifism
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.
Resilience
Prophets of this Religion 25% stronger, cost 25% less Faith. If the majority Religion,
Follower reduction from rival Inquisitors and Prophets halved. +3 to all Holy Site yields.
Ritual
Religion spreads to cities 20% further away. Pressure to friendly City-States and via
owned Trade Routes doubled.
Sainthood
+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.
Scripture
Religion spreads 30% faster (60% with Printing Press). Your spies exert religious
pressure on the Cities they occupy.
Tithes
When a city adopts your Religion, Holy City gains 10 Gold for every City following
your Religion, scaling with Era. +1 Gold and Faith in Holy city for
every 8 followers of this Religion in Foreign Cities.
Zealotry
May spend Faith to purchase land units in Cities. Strategic Resource quantities
increase by 3% per following City (up to 50%).
Reformation Beliefs
In Vox Populi you need to build your Founder National Wonder or the St. Basil's Cathedral World Wonder to Reform your Religion (you may not Reform twice if you build both).
Followers of your Religion benefit from your Reformation.
Name
Description
Crusader Spirit
Land Units gain +10% Combat Strength vs Land Units in enemy lands,
and an additional 10% versus Land Units of players that follow a different Religion.
Receive Gold and Culture when you conquer Cities.
Defender of the Faith
Land Units received +15% Combat Strength vs Land Units in own lands
, and an additional 15% versus Land Units of players that follow a different Religion.
+2 Faith and +3 Culture from all Defensive Buildings.
Faith of the Masses
May build Opera Houses, Museums and Broadcast Towers with Faith.
These building produce +5 Culture each.
Global Commandments
+10 Science, Culture, Gold, Faith, and Golden Age Points
per turn while the Host of the World Congress. Receive 150 of these yields instantly
when you pass a Proposal. Bonuses scale with Era.
Jesuit Education
May build Universities, Public Schools and Research Labs with Faith.
These building produce +5 each.
Knowledge Through Devotion
Landmarks and Great Person Improvements produce +4 Faith and Science.
Great Works produce +2 Culture and you can purchase Archaeologists with Faith.
One World, One Religion
Receive 1 additional votes in the World Congress for every 8 City States in the game.
Missionaries performing the Spread Religion action erode existing
pressure from other religions.
Sacred Sites
All buildings purchased with Faith provide +3 Tourism each.
Hermitage provides +10 Culture and +10 Tourism.
To the Glory of God*
Use Faith to purchase any type of Great Person starting in the Industrial Era.
When you expend a Great Person, gain +2 Gold, Science,
Culture, and Faith per City following your Religion [Doesn't scale with Era].
*Purchasing any Great Person with Faith has a cooldown of 5 turns (standard).