What is the best policy for religious domination? Honestly, I don't usually even finish rationalism for faith-purchase GSes. I'm quite content sofar with faith-purchasing GEs for wonder spamming.
Especially because, industrial era DOES contains some PRETTY JUICY wonders, wonders which I WANT and NEED. I will NOT lose on these wonders because I have already tradition finished, with faith purchasing the GEs.
Reformation policies are the reward for finishing piety tree, for whatever it's worth. Certain policies don't seem to work quite as I would imagine they worked.
1. Evangelism - what does this policy ACTUALLY do for you? I honestly thought that for the rest of the game, you won't get any religious pressure anymore, from any religion, but maybe I'm mistaken in this belief. But, I suppose it's not applied retroactively.
2. Glory to God - I suppose this is the best policy other wise, so you can get any GP, whether you finished a policy tree or not.
3. Heathern conversion - how does this work in practice, what happens to missionary?
Let's say that, you put missionary into same tile, with your musketman. Musketman and missionary go adjacent to a barbcamp. Now, three barbarians are adjacent to the musketman (one of them being inside barbcamp). How do the barbarians get converted? This could potentially be a very nice policy, although it relies little bit on spawning enough barbs, so you can convert them. (at least it's cheaper than buying units straight up, with holy warriors/religious fervor, from cities ?)
4. Jesuit education - What's the point of this, this is already too late in the game for that kind of thing. Buying science buildings mid-late game, and being straddled with weak-ish piety tree doesn't exactly make this a nice strategy, in my opinion at least. Better to beeline key techs and use gold, serves the same purpose.
Can you at least buy research labs, before reaching the corresponding tech, if you faith-buy them in this way?
5. sacred sites - small but not insignificant tourism boost for all religious buildings heck yea, if culture victory is your thing?!
Especially because, industrial era DOES contains some PRETTY JUICY wonders, wonders which I WANT and NEED. I will NOT lose on these wonders because I have already tradition finished, with faith purchasing the GEs.
Reformation policies are the reward for finishing piety tree, for whatever it's worth. Certain policies don't seem to work quite as I would imagine they worked.
1. Evangelism - what does this policy ACTUALLY do for you? I honestly thought that for the rest of the game, you won't get any religious pressure anymore, from any religion, but maybe I'm mistaken in this belief. But, I suppose it's not applied retroactively.
2. Glory to God - I suppose this is the best policy other wise, so you can get any GP, whether you finished a policy tree or not.
3. Heathern conversion - how does this work in practice, what happens to missionary?
Let's say that, you put missionary into same tile, with your musketman. Musketman and missionary go adjacent to a barbcamp. Now, three barbarians are adjacent to the musketman (one of them being inside barbcamp). How do the barbarians get converted? This could potentially be a very nice policy, although it relies little bit on spawning enough barbs, so you can convert them. (at least it's cheaper than buying units straight up, with holy warriors/religious fervor, from cities ?)
4. Jesuit education - What's the point of this, this is already too late in the game for that kind of thing. Buying science buildings mid-late game, and being straddled with weak-ish piety tree doesn't exactly make this a nice strategy, in my opinion at least. Better to beeline key techs and use gold, serves the same purpose.
Can you at least buy research labs, before reaching the corresponding tech, if you faith-buy them in this way?
5. sacred sites - small but not insignificant tourism boost for all religious buildings heck yea, if culture victory is your thing?!