I must say, I prefer theocracy to free religion myself (as a warmonger), although the new AI's tendency to actually spread religions actively means that FR has probably become a viable option.
Of course, this probably also has something to do with my preferred playing style and opening gambit, which generally involves beelining to code of laws ASAP, netting Confucianism in the process. If I'm going to go to war, I really don't want to mess around with spamming missionaries all the time, so theocracy is a good way to combine a military boost with the security of only having my chosen religion spread (= bountiful shrine gold + no enemy LoS). It means you only need to "worry" about sending missionaries to cities you capture that already have a "foreign" religion. I play on huge maps, where the sheer number of cities means that one shrine can basically drive your entire economy. And you really need a solid economy to finance your wars, for military research, troop maintenance, upgrading troops and possibly rushing (if there are 12 other civs running emancipation, you'll have no choice but to ditch slavery )
And slavery is definitely great for a warmonger (get rid of those useless unhappy citizens), as is State Property (low upkeep for your vast empire, massive production advantages for a constant flow of units).
Later in the game though, the high rate of basic trade from trade routes is a great source of culture if you use the slider. Throw in +50% from the Eiffel Tower, +100% from Free Speech (+any extra income from towns as well), and popping your borders in one turn on marathon is almost a given in any decent sized city. As you might be forced to run emancipation at some point, you can't just rely on pop rushing in the later game. Of course, depending on your map size, the game might be over long before you get that far into the tech tree
Earlier on though, pop rushing is almost a must, and it makes sense to rush culture buildings throughout the game (starting with a theater) in any city that is going to be a frontier city for some time (especially near a third civ's borders).
Of course, this probably also has something to do with my preferred playing style and opening gambit, which generally involves beelining to code of laws ASAP, netting Confucianism in the process. If I'm going to go to war, I really don't want to mess around with spamming missionaries all the time, so theocracy is a good way to combine a military boost with the security of only having my chosen religion spread (= bountiful shrine gold + no enemy LoS). It means you only need to "worry" about sending missionaries to cities you capture that already have a "foreign" religion. I play on huge maps, where the sheer number of cities means that one shrine can basically drive your entire economy. And you really need a solid economy to finance your wars, for military research, troop maintenance, upgrading troops and possibly rushing (if there are 12 other civs running emancipation, you'll have no choice but to ditch slavery )
And slavery is definitely great for a warmonger (get rid of those useless unhappy citizens), as is State Property (low upkeep for your vast empire, massive production advantages for a constant flow of units).
Later in the game though, the high rate of basic trade from trade routes is a great source of culture if you use the slider. Throw in +50% from the Eiffel Tower, +100% from Free Speech (+any extra income from towns as well), and popping your borders in one turn on marathon is almost a given in any decent sized city. As you might be forced to run emancipation at some point, you can't just rely on pop rushing in the later game. Of course, depending on your map size, the game might be over long before you get that far into the tech tree
Earlier on though, pop rushing is almost a must, and it makes sense to rush culture buildings throughout the game (starting with a theater) in any city that is going to be a frontier city for some time (especially near a third civ's borders).
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