Originally posted by jnh140
And thoughts on religion? Two specific questions: I have generally found religion to be generally unhelpful, only really useful for the temple and 10% research bonus of a monastary. Do the 10% bonuses stack for multiple monastaries and temples of multiple religions, and, how important *really* is it to aggressively spread religion to every city in your empire? I understand the benefit of both founding a religion and converting other nations, but I was wondering what you really get from it, outside the religion civic considerations, which I do get.
And thoughts on religion? Two specific questions: I have generally found religion to be generally unhelpful, only really useful for the temple and 10% research bonus of a monastary. Do the 10% bonuses stack for multiple monastaries and temples of multiple religions, and, how important *really* is it to aggressively spread religion to every city in your empire? I understand the benefit of both founding a religion and converting other nations, but I was wondering what you really get from it, outside the religion civic considerations, which I do get.
As for Monasteries, yes the +10% beakers do stack.
on wonders, and their crossbow unit has extra 1st strikes as well as barrage. Note that if you fail to get either wonder you can still pull it off by building a forge and either building the Great Lighthouse or getting Code of Laws early and adopting Caste System. GL gets you merchants, and Caste allows multiple merchant specialists, which can lightbulb Metalcasting. Then build a forge and assign an engineer which will net you the majority of science needed for Machinery once you have a GE. Getting the 2nd Great Person will take awhile, so better to build Oracle if possible since it's cheap.
). Concentrate production on buildings that allow specialists, and/or switch to Caste System (available with CoL, allows unlimited scientists, merchants and artists). If the problem is that you never have cities you can do that with, I'd suggest rethinking your placement choices, and making it a point to settle at least one such site. Similarly, if the problem is that you're building cottages and working hills whenever you have such a site, I'd suggest making yourself dedicate one city to food production next chance you get. Farm everything. Work mines only when needed. Keep a close eye on growth and adjust the city's workforce when it grows to make sure you're getting your specialists and keeping your food surplus up.
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