Hi there,
This topics aim is to be an occasion to collect your thoughts about this so-called "weak" spiritual trait.
For persons that don't have yet an obsession of this game, it gives the ability to change civics without anarchy (within the universal limit of one revolution per five turns period) as well as double production for small cult buildings.
It is often misliked: some say, small temples are not so important buildings, compared to granaries for example. And revolutions do happen in the game, but not so frequently. All other traits give permanent bonuses instead.
My thesis is, this last argument is wrong and reveals a non-understanding of the power of the trait.
The ideal gameplay for a Spiritual Civ radically differs from that of a non-spiritual one. To compensate for the benefits of other traits, one must morph his Civilization characteristics as often as wisheable, to fit the current needs of the game. Here are some examples:
- About the religious civic: are you producing buildings? Switch to Organized religion. Units? Theocracy's here for you. Great persons? That's the use of Pacifism. Remember, you may switch every 5 turns!!
- Preparing for an uncertain war? A non-spiritual civ would avoid military civics until the war becomes a certainty. You may choose Feudalism // Theocracy // Police State and revert if peace finally prevails, without penalty.
- When 1+ lost turns in anarchy mean a lot (end game...), it is useful to be able to switch to Police State to remove war weariness... This allows for a large choice of strategic options: do you need a colonial war to get a resource, without hurting your economy? Go on...
- In more peaceful games, here is a trick that can give you a huge advantage if you manage to get Democracy as your free Liberalism tech. (I make it on Monarch quite every time...). First of all, switch to Emancipation. None of the other labor civics are really useful at this era, and an early Emancipation means early towns all around the empire (the unhappy penalty for your concurrents doesn't hurt too). Keep Representation // Bureaucracy // Organized religion and start building Statue of Liberty in your capital city. Have a golden age triggered (Taj Mahal or 2 GP): then switch to Universal Suffrage for the golden age duration. With 2 hammers per town, your capital should be a hammer factory. I complete the Statue within 10 turns with this. At the end of the golden age, revert to Representation. Having this civic with the Statue (among the very best wonders of the game) gives a very very serious commerce & tech lead!!. There is no urgence to go Universal Suffrage // Free Speech, wait for your cottages to be mature and maybe for the Kremlin to be built.
I hope to have convinced some of you about the usefulness of the Spiritual trait! Please let me know if you see other tricks involving it.
And what leader do you like best (for the second trait)? I tend to prefer Saladin.
Yuufo
This topics aim is to be an occasion to collect your thoughts about this so-called "weak" spiritual trait.
For persons that don't have yet an obsession of this game, it gives the ability to change civics without anarchy (within the universal limit of one revolution per five turns period) as well as double production for small cult buildings.
It is often misliked: some say, small temples are not so important buildings, compared to granaries for example. And revolutions do happen in the game, but not so frequently. All other traits give permanent bonuses instead.
My thesis is, this last argument is wrong and reveals a non-understanding of the power of the trait.
The ideal gameplay for a Spiritual Civ radically differs from that of a non-spiritual one. To compensate for the benefits of other traits, one must morph his Civilization characteristics as often as wisheable, to fit the current needs of the game. Here are some examples:
- About the religious civic: are you producing buildings? Switch to Organized religion. Units? Theocracy's here for you. Great persons? That's the use of Pacifism. Remember, you may switch every 5 turns!!
- Preparing for an uncertain war? A non-spiritual civ would avoid military civics until the war becomes a certainty. You may choose Feudalism // Theocracy // Police State and revert if peace finally prevails, without penalty.
- When 1+ lost turns in anarchy mean a lot (end game...), it is useful to be able to switch to Police State to remove war weariness... This allows for a large choice of strategic options: do you need a colonial war to get a resource, without hurting your economy? Go on...
- In more peaceful games, here is a trick that can give you a huge advantage if you manage to get Democracy as your free Liberalism tech. (I make it on Monarch quite every time...). First of all, switch to Emancipation. None of the other labor civics are really useful at this era, and an early Emancipation means early towns all around the empire (the unhappy penalty for your concurrents doesn't hurt too). Keep Representation // Bureaucracy // Organized religion and start building Statue of Liberty in your capital city. Have a golden age triggered (Taj Mahal or 2 GP): then switch to Universal Suffrage for the golden age duration. With 2 hammers per town, your capital should be a hammer factory. I complete the Statue within 10 turns with this. At the end of the golden age, revert to Representation. Having this civic with the Statue (among the very best wonders of the game) gives a very very serious commerce & tech lead!!. There is no urgence to go Universal Suffrage // Free Speech, wait for your cottages to be mature and maybe for the Kremlin to be built.
I hope to have convinced some of you about the usefulness of the Spiritual trait! Please let me know if you see other tricks involving it.
And what leader do you like best (for the second trait)? I tend to prefer Saladin.
Yuufo
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