@ loffenx: To stir up the pot a little bit i have to say that from my experience to both should actually work out rather well (in terms of getting a game won.).
Since elves have it easier with their economy that should still be true for them.
If you get a mid-size empire up and running (say 5+ well established cities + further possible newly aquired ones) with either you'll have a really sizable output of commerce and might very well win a given game (and further expansion will be rather easy.).
The hardest part is getting there in the first place (at the hardest difficulties). I guess that part is what many players find hard to overcome if they have problems beating immortal and deity...
Also a lot of the things established here are theoretical assumptions which you might very well not encounter in a given game to that extent (forests everywhere. Since the cool-down of 2 turns for setting up forests by Priests of Leaves has been introduced it will take quite some time to get your empire forested if you haven't got a largely forested one allready. Some food sources and lots of Grassland around. No free techs from Lairs / huts and the likes)
And since at immortal and deity you have to play to the circumstances a given game very much to fare well you best look into that first before following a general strategy...
Not only in terms of the lay of the land but also the odd superstack of early pyre-zombies coming your way (as one example of many. That is what makes those difficulties so challenging.)...
So (if you don't do so anyways) you better take any guide like this with a pinch of salt. An individually tailored strategy virtually always beats a general one out.
Also i might really have underestimated the power of 3/1/1 cottage squares (i don't play elves that often, even though i might revisit the Svartalfar again here and there. I'm rather meh about playing the Ljos since there are so many other civs i find more interesting.
So I'm not the best reference about that part.)
My comment was mainly aimed at sowing doubt about that strategy being only! truly viable as the elves (imo it works rather well for financial civs).
So ill better not get into that discussion of the main-toppic much more.
(Even though the discussion about it might still have yielded some insight.)
@ Kjara: Not anything i wrote was (or purely) about the elves but civs who are financial civs as well.
(With which i have some experience regarding an economy with quite some agri-ari farm-cities. And it plays out very well.
Mainly also from a point of gameplay because it needs much less micro and the AI-auto-assignment of worked tiles by AI rather sucks so you have to micro for that extra edge of a cottage-economy... unlike with agri-ari
And less micro can be a big factor for a game with lots of cities making it rather worthwhile to pass on a few commerce.
For me that's a big deal since i usually play on larger maps with quit some civs + rather play builder so my games take quite a while anyways.)
I'm aware that aristocracy + agriculture farms are not the utter hotness in terms of tiles (and that part really is not viable for elves for longer parts of the game. Certainly not long past FoL. Since you might go for hidden paths early anyways...) but they do speed up your way to sanitation quite a bit (which is not that a long way off if you do want it rather early. Especially if you take a "little shortcut") and the switch (agri first, ari later naturally) is often rather viable anyways as a side effect of another necessary civic-switch or in itself in case of agri (for spiritual civs that part is completely moot of course due to no anarchy as it is to a certain extent with lots of well timed golden ages for nonspiritual civs...)
Also as i already mentioned the -40% to maintenance can be rather hefty (that's why i wrote it might be worth to switch to it earlier now. Wouldn't have done so before...
Not least because city-states doesn't do all that well with the way I usually play my games. Might be strategic weakness on my part but it works out on tough emperor (sometimes depending on civs)- immortal (rather often) for me.
The Sidar which are my favorite civ are a completely different matter anyways (especially in terms of civics/economy...) and which i don't play below immortal + with some additional handicaps usually.)
About the order: No need to stay with it though...
No problem switching from it when you have got that shrine and most of the Basilicas up.
Happiness can be gained elsewhere lategame and Scholarship might be quite a loss (vs. social order, or is that one in labor not values?)
Sounds like a good thing for a short detour to order + slavery (for getting those basilicas up fast, lest those unlawfully wasteful officials taste the whip
) during a little golden age.
Important Edit: Oops, that doesn't work, Junil seems to have outlawed slavery, sadly (no RL-endorsement of slavery from my part of course
) so you'll have to contend with another way of rushing. Slider to 0% for a few turns just might do.
I for one don't like the order as a permanent religion much during my games (and Veil even much less.). Druids alone are a reason for this. As are many other things. Nothing wrong with a detour though (getting some bless or material for a few Order-Druids among other things.
), as written...
Problem with Veil/evil is that coping with hell terrain can be really messy and if you have a whopping 12! law mana you might as well use those for enchantment mana / life mana instead to further up the cap of possible specialists you can run (in comparison to FoL. If you are not at the relative hard-cap to food with no happiness-/unhealthy-issues anyways.)...
Rather stay FoL with the occasional small detour to Order as needed... (especially viable for Arendel of course. Flip-flopping those religions goes real fast (getting back to GoN takes a while longer though so timing it right might still be very important). And those just need 4 or so turns of wait before you can switch again. So playing her can pay off after all. I always found her rather the weak one of the lot...) It also will play out easier on your time because you would need less micro...
Agri is in Economy-line and has no contender most of the time for many civs which are not running FoL (which basically run GoN without any serious contender).
(Conquest is good/better for some civs or for all at some times and in some setups.
Foreign Trade is very rarely worth it for a long time except for a rare few civs / setups and Mercantilism i find utterly useless for any situation you'll encounter when you really have acess to it. Which is only endgame. Now that civic needs some serious makeup... Not least to give Agri another serious contender...)
That's one of the main reasons why agri + ari is so appealing for financial civs imo... (and ari can be a very solid government-civic as well. Not least thanks to royal guards and low upkeep in itself.
Even though in lategame it does become quite a trade-off most of the time. But as you already wrote. Full SE with more food from farms might fare better then anyways and those many cities don't really suffer from you having went agri+ari before.
)
Caste System is Labor (like in vanilla) and i find that one quite a good one in most games i play (unless Sidar where i favor apprenticeship of course or ROK in which case Arete might! just be favorable.) but it has lots of other contenders which might be interesting depending on circumstance and basically all have their place / value (i don't feel that this category has need for any huge meddling, like governement. I think differently about Economy and Healthcare (compassion is what its called ingame i belive. Thats the most seriously lacking / boring one...) Values might need a small meddling with pacifism but is excellent beyond that and its a small issue compared to the other 2 with sub-par choice.).
But if you want to run lots of specialists its without contender usually... (unless you can't run either theocracy, liberty or scholarship or want very varied yields from those many specialists in which case guilds might be mandatory to run those varied specialists in sufficient numbers at all.)
So that part plays out much differently than you envisioned it anyways.
But as written above in the other response of mine, that kind of extreme number-crunching might not be so much of a good use of your resources anyways (unless someone is really fond of it of course
) since (as i already pointed out) in lategame you most of the time either won the game anyways if you could get it set up either way or you have failed quite some time before that point. (At least that's my experience with high-difficulty games...) + each game plays out so differently that it really gets very hypothetical and without much value to many in-game situations.
Might help you rush that ToM or Altar (perhaps a bit more viable with such an extreme specialist-economy. Those Altar 5+ Priests rock...
) a few turns earlier (if you care to end your games at all.)