Thibix Magnus
Warlord
- Joined
- May 19, 2019
- Messages
- 171
Spoiler Thoughts on religion :
You are able to make a strong religion that doesn't require spreading:
Divine Inheritance + Sacred/Calendar/Syncretism + Inspired Works gives 3 a really strong capital with no need to spread (Sacred Calendar has a reward for spreading but its minor).
Religious spreading is a battle of attrition which tall empires are really bad at. With that said, ancestor worship really needs a nerf because it just puts you in too good of a position religiously. I don't think I agree on churches, they are useful for some strategies but not especially for a tall tradition-artistry-tourism game. I certainly wouldn't pick it in an OCC, you can just get a free church from Hagia Sophia if you really want that extra faith. Just one church in the capital is enough to get that +1 faith per great work to basically all great works.
You certainly can win a tradition-fealty game, but you want to do a lot of things differently, and that's the situation I'd consider churches (and if I got a theology wonder, I would go for Boroburdur instead of of Hagia).
Yes, being able to faith purchase archeologists is a big deal. Not just because of production, but because they are instant, so you get each site completed a few turns earlier, the next one started a few turns earlier. It also means you only need to have completed a single public school to immediately reach your max archeologists (3), and it doesn't delay building Louvre (which allows you to temporarily have 5 on the field).
I think archeology is sneakily one of the strongest techs in the game.
Spoiler Thoughts on religion :
hmm ok, I may have overestimated churches, but to me they were a good follower to increase pressure and defend your religion, I don't use it for the extra faith for myself but as passive defense in the non-founder AIs that I convert, who in turn buy churches. Also a belief that doesn't help that much the non-founder AI, besides giving them more faith for their own inquisitors.