phoulishwan
Warlord
- Joined
- Nov 1, 2005
- Messages
- 177
The Cult of the Dragon isn't fully implemented yet as there is still some outstanding graphics work to be completed. I don't know the full mechanics behind it but I do know it involves Dragons!
It does some extremely powerful things, even as it stands now, for the founding religion's perspective especially if your civ has a nice coastal (strong trading) position from which to spread the cult. Opponents cities that are affected in the early game become nothing more than a maintenance cost to the founder giving you plenty of time to out expand them, also when a cities cultural borders shrink to a single tile it allows you to settle inside your opponents "area of control" strategically surround some of their prime city locations and then press your culture on them, the negative culture will give you a hug chance to flip cities. If either the Kuriotates or the Sheaim discover the Cult in the very early game, they'd best be your primary target unless you're a Creative civ, in which case you'll actually have to build obelisks to get some culture going, just like everyone else, but at least you won't lose the cities workable tiles completely as the two effects even each other out.
As the Kurioatates or the Sheaim you have a very interesting way to dominate the early game using the cult, yes it's random but that just makes it all the cooler. Even when other civs get out from behind the eight ball of the cult it continues to provide interesting effects with conversion of units to your cause.
The only counter is to capture and raze the holy city and then purge the cult from every city on the map. Sounds like a good quest line for a Crusade type story, especially if it's triggered by the awakening of one of the Ancient Dragons, it would culminate in the slaying of a dragon. What more could you ask for in a Fantasy Mod?
It does some extremely powerful things, even as it stands now, for the founding religion's perspective especially if your civ has a nice coastal (strong trading) position from which to spread the cult. Opponents cities that are affected in the early game become nothing more than a maintenance cost to the founder giving you plenty of time to out expand them, also when a cities cultural borders shrink to a single tile it allows you to settle inside your opponents "area of control" strategically surround some of their prime city locations and then press your culture on them, the negative culture will give you a hug chance to flip cities. If either the Kuriotates or the Sheaim discover the Cult in the very early game, they'd best be your primary target unless you're a Creative civ, in which case you'll actually have to build obelisks to get some culture going, just like everyone else, but at least you won't lose the cities workable tiles completely as the two effects even each other out.
As the Kurioatates or the Sheaim you have a very interesting way to dominate the early game using the cult, yes it's random but that just makes it all the cooler. Even when other civs get out from behind the eight ball of the cult it continues to provide interesting effects with conversion of units to your cause.
The only counter is to capture and raze the holy city and then purge the cult from every city on the map. Sounds like a good quest line for a Crusade type story, especially if it's triggered by the awakening of one of the Ancient Dragons, it would culminate in the slaying of a dragon. What more could you ask for in a Fantasy Mod?