"Captured" Great Prophets

Benginal

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Hello all! Let me introduce myself with the classic long time lurker first time poster introduction. I've been playing Civ 4 since last winter break and am consistently-ish winning on monarch. Lately I've been trying my hand at a few emperor level games and had a question.

I've become a fan of getting a fairly early great scientist to build an academy in my capital or second/third city depending on where I will eventually set up my bureaucracy capital. I am also a supporter of an axe/chariot rush when possible/appropriate.

In several of my recent games I've rushed an opponent, Bismark in the most recent one, whose capital has had the oracle/stonehenge built in it. Capturing the oracle is lame for obvious reasons, but one thing both of these wonders do is give me great prophet points. So 50 (or 25 when Alex which is what just happened) turns later I've got a great prophet sitting around.

This now repeating scenario has inspired a few questions.

1) Rushing often means that I forgo writing and libraries. Is it worth, upon capturing a great prophet wonder, teching writing, whipping a library, and running scientists to beat the prophet city? Or can the first GS wait and if so, how long?

2) What's the best thing to do with the GP? I don't keep religious track of when I get things (pun intended) but it's quite possible that the early war causes me to miss code of laws and philosophy doesn't come for another ~70 turns. Is it worth keeping him around for a taoist shrine whose religion I probably won't be spreading that much anyway as I will likely have adapted the majority religion by that time. Or, similarly, keeping him for a buddhist / hindu shrine when I capture that holy city later (although one of the benefits of playing on these higher levels is that the AI's are better about building their own shrines). Or just settling straight away and using that very useful 5 gpt.

So in general how do you guys handle this situation? Any other options I'm not considering that I should be?

Thanks in advance for your responses and thanks right now for all the great information on these forums, it's appreciated.
 
No need to try and 'beat' the great prophet, but you should still be trying to get some GS after or before the GP.

Its very strong to settle the GP or to bulb theo for war needs or for the AP. Controlling the AP can be very strong even if you don't want to cheese a victory as it serves for denial to the AI and allows only you to get the +2:hammers: buildings.
 
AP is a tough call though as it's a lot of hammers. As long as u are growing and expanding, u should be able to control it and just let the AI build it for u. You can always capture it later. If I have enough hammer to spare then I might grab it though. Extra hammer temples and monasteries are awesome.

As for the GP, I think it depends on just how early it comes out. If you can grab Theo and get the religion, if you don't have on, it is worth. Settling is often a very good choice. Maybe settle it in a nice hammer or shire city where u expect to build gold modifiers. If you have a shrine city that would always be my first call though. The religion spreads so the gold generated would exceed the settled GP quickly. Spread that religion some.
 
Is it worth, upon capturing a great prophet wonder, teching writing, whipping a library, and running scientists to beat the prophet city? Or can the first GS wait and if so, how long?

it would be better, definitely, but perhaps not possible due to :gp: pollution, so don't sweat it if your academy doesn't come out until later, but not much later than 1 ad.

What's the best thing to do with the GP?

the earlier you get the GP, the better it is to settle it, for two reasons: more turns settled means more total benefit, and an early +5 :gold: per turn can support 2 additional cities.

in the middle game, GPs can be used to bulb some interesting techs, including music (for a free great artist and unlocks sistine chapel, arguably the best cultural victory building in the game) and the printing press. theology was also mentioned, and it makes rather good trade bait for the ai. by selectively selling it, you can also have the ai build the AP under the religion of your choosing, saving a ton of :hammers:

late game, the best use is probably just burning them for golden ages, or maybe settling in your wall street city. the best use, though, is building the shrine of a well established religion.
 
Settling the GPr in the Capital would be my first move esp after rushing since it keeps the economy sound afloat. But if you have access to theo in a considerable amount of time bulbing is far more effective. Christianity is probably the least interesting part. The trade bait of theo is not to be underestimated, even if you cannot spare the hammers for the AP.
 
The earlier a settled GP is, the better he is - and +5 GPT and some hammers (forgot how many exactly) can be pretty big early in the game. Here are your priorities, though:

1) Set up a shrine for a dominant religion (or at least one spread to 10+ cities. You can and should spread it yourself, too). This doesn't have to be one you own now - consider your future war targets and priorities, while remembering the shrine might be built by the time you capture the holy city.

2) Settle. Early in the game (especially with Pyramids and early Representation) this will give a slow, passive boost to your evolving cities. Later in the game, though, the bonus isn't that good and using it for the said below is better.

3) Bulbing. Depending on how good the tech said (Theology is a good trading tech, for example) bulbing with early Prophets can be quite effective.

4) Golden Age. While an early Golden Age might not be very vital, some situations call for the no-anarchy period and the increased yields.
 
I personally like to use middle age GPrphs to bulb either Code of Laws (to stabilize your economy with courthouses, and as trade bait) or Theology (either for a cheap AP bid or for some serious early war prep). Second would be for a lucrative shrine, third for a GA, and seldom settle unless I plan on a priest economy.
 
Axe/chariot rushes should go writing-alphabet after bw/the wheel.

They're all fine options, though in 50 turns you should have code of laws and more, at which point you can golden age, free switch to caste and scientists in 2+ cities, and bulb philosophy, tech civil service, and free switch to pacifism/bureaucracy, and an academy with your 2nd scientist.
 
Don't stress over the academy, I've gone many games without ever building one. The fact is, in a lot of games getting an instant bulb is worth more than getting faster techs for the rest of the game. Bulbing theo gives you instant tradebait which will net more :science: than an academy for 50 turns if you have enough trading partners (or a weak enough SSC). Beyond that, Theo means a second promo on your units which can mean for a much better cost effectiveness if you want to keep hitting with a catapult or treb war.
 
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