Comprehensive Religion guide?

Yoadm

Warlord
Joined
Jul 25, 2005
Messages
265
I've been searching the forum, but found very little in the way of a detailed account on how the religions differ from eachother. Anyone know of one or has a link to one?


Thanks!

Yoad
 
The civilopedia is pretty good.
The differences between religions are just the differences that their temples give, the different units they allows, the different heroes they allow, the different techs/civics that they allow, different wonders they allow and then a handful of other things (Order gives a free unit when it spreads, FoL converts forests to ancient forests and triggers treants sometimes from ancient forests, etc.).

Is there anything specific you want to know?
 
The free unit from the Order spreading isn't 100%. It is quite high, but not perfect.
 
The civilopedia is pretty good.
The differences between religions are just the differences that their temples give, the different units they allows, the different heroes they allow, the different techs/civics that they allow, different wonders they allow and then a handful of other things (Order gives a free unit when it spreads, FoL converts forests to ancient forests and triggers treants sometimes from ancient forests, etc.).

Is there anything specific you want to know?



The handfull of things other than units, heroes, techs, buildings, arnt written in the guide, though I remember people commenting on alot of small but important details on the different religions (like the free units from Order, etc..). Any idea where I can find a list detailing the differences?
 
Check out the online Manual by Xienwolf, it explains a bit better than the Civilopedia.

Besides that, here's the info I can remember offhand that isn't in the manual:

Ashen Veil raises the AC when spread and will make a civ become Evil when adopted.

Octopus Overlords makes Good civs Neutral, so does Council of Esus.

CoE doesn't show as your state religion to outsiders; building the CoE Wonder will start Undercouncil votes.

Fellowship of Leaves has no affect on Alignment; once adopted, it will quickly turn Forests into high-food Ancient Forests.

Runes of Kilmorph turns Evil civs Neutral, so does Empyrean - and Order makes a civ Good.

Overcouncil votes start when the Empyrean Wonder is built.


Other than that stuff, everything else should be in the manual. However, if you want to know the strategy of the religions, you'll have to either dig through the Strategy and Tips part of the forum or figure it out yourself.
 
Building the Deis Dei and Nox Nocturnis wonders doesn't start the voting anymore. Now its at least 2 civs having adopted overcouncil or undercouncil civics respectively. :)
 
Check out the online Manual by Xienwolf, it explains a bit better than the Civilopedia.


Do you mean the 1.94b manual linked previousely in this thread? If so, it misses out on alot of info reguarding religions (for instance, the free units when spreading order).
 
CoE doesn't show as your state religion to outsiders;

The wonder grants permanent invisibility to all units within your cultural borders that are not in cities. This can be both good and bad: units cannot defend while invisible, and your workers will still stop automatically if an enemy unit is nearby, even though that enemy cannot attack/capture/destroy it.

Fellowship of Leaves has no affect on Alignment; once adopted, it will quickly turn Forests into high-food Ancient Forests.

While under FoL, Ancient Forests have a chance to spawn a treant if an enemy attempts to move into the tile. The Temple of Leaves building (within the city's fatcross) and the Guardian of Nature civic (everywhere) increases this chance.

PS: This system needs a /strikethrough tag.

PPS: I just took a look at the 1.94b PDF and it seems accurate to me. It mentions the CoE Religion's ability for your units to stay within the borders of a civ you declare war, the respective shrines mention the application/removal of invisbility. Order does mention, on its own single line, that there is 75% chance you'll get an Acolyte or a Crusader, if you have the Fanaticism tech, when you spread Order. It also mentions the treant spawning mechanic, although not as prominently: the exact mechanics are detailed under the Guardian of Nature civic (my description of the mechanic as I explained above is incorrect).
 
Strikethrough tag is [ s ] what you want striked out [ /s ] without the spaces inside the brackets.


I updated the manual to contain the information listed here as not being included.

If anyone feels like writing up strategy/introduction posts for the religions, it would of course be much appreciated :) Though it'll be a while till the next release of the manual, lots of things to update and little time to do it.
 
Strikethrough tag is [ s ] what you want striked out [ /s ] without the spaces inside the brackets.


I updated the manual to contain the information listed here as not being included.

If anyone feels like writing up strategy/introduction posts for the religions, it would of course be much appreciated :) Though it'll be a while till the next release of the manual, lots of things to update and little time to do it.





I have to say, its an excellent manual, and I dont see much that you could improve upon. By the way, I've looked, maybe Im wrong, but the small religion attributes (like free units with order, etc...) arnt evident in it, or are they?
 
Free units with Order is the last line on the page. 75% chance for a free Acolyte (or Crusader after Fanaticism) upon spreading the religion to a city. Not entirely certain that all of the other small effects are listed, but they really should be, as I just clipped some flavorful stuff from the forums, then placed a list of what the religion does. I had not listed the AC effects of AV religion nor the Ancient Forests growing for FoL.
 
Speaking of the free units for spreading the Order. Is it possible to give Crusaders the same spread culture ability that Acolytes have? Using priests to spread the Order, the free Acolytes were perfect to pop that first culture ring. But you completely lose that ability once you start to get Crusaders.
 
Free units with Order is the last line on the page. 75% chance for a free Acolyte (or Crusader after Fanaticism) upon spreading the religion to a city. Not entirely certain that all of the other small effects are listed, but they really should be, as I just clipped some flavorful stuff from the forums, then placed a list of what the religion does. I had not listed the AC effects of AV religion nor the Ancient Forests growing for FoL.



You sure its there under order? I cant seem to find it :(
 
Well, the important thing is that I am sure it is there for the next release. The bad thing is that it might be a while till that happens. I have a lot of Quantum & E&M to read up on before I can afford to dally with the manual :(
 
I feel I have to say this: Withour your guide, I would be tugging out every single thread of hair from my skull with frustration. Its a HUGE aid!
 
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