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Normal flood plains are common and useful. The pantheon is used to make terrible tiles decent, or quite uncokmmon tiles great (desert flood plains)
The reason is that there are other options that are just superior. If you start with a bunch of desert floodplains then you are better off selecting Desert Folklore, or even River Goddess, but generally there just aren't that many desert floodplains anyway. Boosting marshes is nice early, but generally there are not many of them and even if you have a lot of them they are doomed to be removed eventually because they have no long-term value (adjacency-boosted farms are far superior than a cluster of marshes with the pantheon boost). The boost to oases is good all game, because they can't be removed (and are good enough that you don't really need to put anything else in their place), but they are rare and having a lot of them means that you are stuck in a cluster of poor tiles dealing with sandstorms ripping up your territory.
So, long story short, I agree with you. LotR&M just can't compete with other pantheon choices, even after the recent boost. Extending the bonus to all floodplains would at least bring the number of boosted tiles up to the point that taking the pantheon would be worth considering if your first couple of choices were taken already.
You are tripping.
@Talemore:
You are making my point by saying floodplains are not great. As I stated, in my game I had 5 different rivers loaded with flood plains types (grassland-flood plains and plains-flood plains). There was very little production along those 5 rivers. The Pantheon does not boost those tiles, but if it did then they would have been workable. As Egypt I would have been able to take advantage of her strength if the Pantheon benefited all flood plains types.
Please explain how +2 production is balanced for a tile type so both common and useful as normal flood plains.
Compare to another situationally useful pantheon: +1 production for fishing boats.
+2 production is totally nuts.
Edit:To be clear, I think the current pantheon is very bad. I have never picked it, and the chances I ever will is fairly slim.
However, a bad pantheon is far better to the quality and health of the game than a very strong one. I prefer it being very bad rather than very good, since only the top picks really matter for game balance.
This post was edited for qualification and clarification.
Fresh game. Turn 1.
Egypt Start, Grassland Floodplains, NO Production[imgur.com]
If they made the Pantheon work with all flood plains tile types:
1 - You have to actually build up to it and selected (acquire enough faith to start a pantheon)
2 - The A.I. has been known to prioritize and snipe the top pantheons and beliefs, and on high difficulties the A.I. will have an easier time getting to those and sniping them.
3 - This pantheon's use is situational. See the picture above.
4 - There are other pantheons that will be much better in most situations regardless of a civ and/or leader bonuses
5 - Egypt is the only Civ that can build on flood plains and not take a hit when flooding happens. Every other civ will most likely avoid building on floodplains since they don't have the innate defense against flooding. I know dams provide defense against flooding. You have to build up to and be the first to construct a dam on a river.
6 - Limiting the pantheon to desert-flood plains means most likely there will be several/lots of desert tiles with almost no production.
[Changes Begin Here]
I would be happy with a bit of randomization where the pantheon offered a 1-2 production per floodplain tile bonus. The production bonus could be randomized per floodplain tile so some might get +1 and some might get +2 instead of a uniform +1 or +2. Also, the bonus is limited to the Civ who takes the pantheon. No other Civ would access (or see) the bonus without having the pantheon. The randomization described above would happen one time so the bonus on flood plains tiles would not change by moving toward/away from them or by capturing/losing land and/or cities. If a city or tile cluster were captured by a rival civ/city-state or freed for any reason (loyalty flip, revolt, etc) the pantheon bonus would not be carried forward or transferred. In a way this change would behave similar to how policy cards act as modifiers, except in this case it would affect flood plains tiles. This keeps the risk/reward contention in place.
[Changes End Here]
Again, if you look at the screen shot above there is no production. I would have to move my settler, at the start of the game, 3 hexes left or right and hope that there is a decent starting spot with production. So, unless you know of a way to get production out of those tiles at the start of the game its not worth settling there.
Civ-6 Vanilla:
+15% Production towards Districts and wonders built next to a river. Floodplains don't prevent placement of districts and wonders.
Civ-6 Gathering Storm:
Districts, improvements and units are immune to damage from floods.
Civ6 Egypt Description[civilization.fandom.com]
I can get the adjacency bonuses, build districts 15% faster, and when the flood begins I don't have to worry about damage. If I'm not lucky enough to be the builder of a dam, I'm still in decent shape.
If you are claiming that the city itself will produce no production, come on. There are several hills close by and even a 2/2 forest you could claim right away by moving 1 turn. (Although I'm not sure what the point is regardless.)
I suppose you might be arguing that basic flood plains are bad tiles that really need a boost through the pantheon?
Anyhow, I think your screenshot supports my point that +2 production from the pantheon applying to basic flood plains would be unreasonably powerful. Just look at the number of tiles affected!
I understand now. Sorry for calling you into question, both because I shouldn't have done it and also because I was wrong.
Also, the +1 production for fishing boats is fairly weak too, although I do take that one with naval powers because getting at least some extra production from water resource tiles is better than nothing.