ABCDPuppies
Warlord
- Joined
- Feb 3, 2011
- Messages
- 298
I've experimented with early religion a fair amount on Emperor+ just because I think it's fun to mix things up, but please heed the more experienced players here who say it is not an optimal strategic move.
For one thing, it happens all too often that you get beat to med/poly by a turn, even if start with mysticism and are working a 1-2 commerce tile, because of AI research bonuses. Of course you could always start again until you're lucky enough to get a game without religious AIs (or a game where the religious AIs all happen to go for the religion you aren't pursuing), but to me that takes the fun out of it.
Then, as others mentioned, there is the fact that 17 times out of 20 it will greatly slow down your start. If you get a worker first, he will end up sitting idle for some significant turns even if you do start with 1 worker tech. If you get a unit first, you will end up working unimproved tiles for too long, and will be slow to expand.
About the only time I would consider religion as a serious option is as Isabella, if I could build a work boat with a 2-3 tile (and preferably a 2 capital) while researching med/poly, and had enough other clear tiles that I didn't need early Bronze Working ... and even then I would know in my heart of hearts that it was wrong.
Setting aside questions of build efficiency, the problem is that whether or not founding an early religion pays off is just too contingent on your local diplomatic situation. If you can spread it to a couple neighbors none of whom found their own religion, and they then spread it around for you, then great, it might pay off in the long run. But that is just a matter of luck. It could just as easily be that Monty founds Hinduism right next to you and starts spreading it to your neighbors, in which case running Buddhism which you just founded becomes a serious liability.
Most basically, the problem is that you have to decide whether to pursue an early religion on turn 1; but at that point you have entirely insufficient information to know whether it will be a good play or not. In contrast, getting your capital improved and grabbing good nearby land always pays off. So while founding early religion can be fun, and can end up garnering some benefits if you're very lucky, please know that if your main goal is sound, efficient strategy it is not the way to go.
For one thing, it happens all too often that you get beat to med/poly by a turn, even if start with mysticism and are working a 1-2 commerce tile, because of AI research bonuses. Of course you could always start again until you're lucky enough to get a game without religious AIs (or a game where the religious AIs all happen to go for the religion you aren't pursuing), but to me that takes the fun out of it.
Then, as others mentioned, there is the fact that 17 times out of 20 it will greatly slow down your start. If you get a worker first, he will end up sitting idle for some significant turns even if you do start with 1 worker tech. If you get a unit first, you will end up working unimproved tiles for too long, and will be slow to expand.
About the only time I would consider religion as a serious option is as Isabella, if I could build a work boat with a 2-3 tile (and preferably a 2 capital) while researching med/poly, and had enough other clear tiles that I didn't need early Bronze Working ... and even then I would know in my heart of hearts that it was wrong.
Setting aside questions of build efficiency, the problem is that whether or not founding an early religion pays off is just too contingent on your local diplomatic situation. If you can spread it to a couple neighbors none of whom found their own religion, and they then spread it around for you, then great, it might pay off in the long run. But that is just a matter of luck. It could just as easily be that Monty founds Hinduism right next to you and starts spreading it to your neighbors, in which case running Buddhism which you just founded becomes a serious liability.
Most basically, the problem is that you have to decide whether to pursue an early religion on turn 1; but at that point you have entirely insufficient information to know whether it will be a good play or not. In contrast, getting your capital improved and grabbing good nearby land always pays off. So while founding early religion can be fun, and can end up garnering some benefits if you're very lucky, please know that if your main goal is sound, efficient strategy it is not the way to go.