Yep, your list is correct. I would say that at this point, revolting to any state religion is not worth it. Going out of our way to spread Islam, Imperio's shrine religion, probably is a bad idea too, and Christianity is only in one city, so... yeah... Just not a big game for religion, it seems.
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Originally posted by Sullla View PostJust not a big game for religion, it seems.
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Templars are a roleplaying team, right? Do we think that if we converted to Christianity and proclaimed our faith & devotion to them, that we could get them on our side?
We would probably have to be seen to be actively spreading the religion to convince them, but maybe we could pursuade them to unite with us against the "infidels"...?
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In the spirit of reviving old threads ...
We should pick a religion as we go into the mid-game methinks. Drafting is much better with theology as your units have at least one promotion.
So, any opinion on the most efficient way to spread a religion? We could just revolt to organised religion since Airstrip One would benefit as it plans to build buildings (needs national epic, monastery, maybe market). Something Fishy could then build (chop) us some missionaries.
I was wondering about using the next GS for a golden age. It probably doesn't get as much beakers as a lightbulb but it's still a good economic boost. At the same time we can change religion and civics. Next GS is due on turn 131, similar time to when SF completes its forge.
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I don't post much however going by the belief that the Templars are roll playing wouldn't it be wise to take the religion they have? Also it couldn't hurt warming up with them to keep a three way trade with Bananas going to keep up with PAL while we war with Imperio. Just my idea of how we could ensure getting valuable techs and protecting us for a two sided war even if it looks unlikely right now.
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Personally, I think we have more important things to focus on right now than religious spread. Let's concentrate on building enough military to protect ourselves, settling our remaining 4-5 city locations, and developing our economy with cottages/plantations first.
I also think we get way better value out of our next Great Scientist by light bulbing Education than used for a Golden Age, but that's just me. Save our first Golden Age for an unwanted Great Artist that pops out at low odds from National Epic.
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Well the golden age I describe above would save three full turns of anarchy in addition to the production and commerce bonuses, but I have no problem with an education bulb if it doesn't make sense to trade for it, or if we're contesting liberalism ourselves. I thought in general though we want to otherwise avoid duplicating research on expensive non-military techs.
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