To those trying to get in a game at the 11th hour, here are some Heathen Conversion observations.
Generating your own prodigious faith is super important not so much for getting missionaries out fast but for cash flow. Fast initial missionaries actually cramp your army a bit if you go converting full scale immediately. You are getting generally crappy units and your unit limit penalty balloons to 70% quickly such that composite bowman/chariot production crawls to a stop. Big faith (I'm getting 14-18 a turn) shines when you can get a missionary every 8 turns and send him to perform Initiation Rites for 100 gold a pop. That solves your deficit issues long enough to win. Gems and Tears of the Gods trumps faith wonders even, I think, for faith production in this one. Gems generally come in clusters, give you good production, great gold, and even food if unimproved on a forest. All good things you need asap.
As for Follower beliefs, I went Shrines for +1 happiness and then Holy Warriors. Big faith actually makes a late game unit faith purchase or two viable if needed. In the other Heathen conversion game my faith generation was poor, so I skipped Holy Warriors for +1 food for Shrines as to eke out a bit more production. As Vadalaz mentioned, other Follower beliefs are nigh useless for this one. Your cities should all have shrines, and most captured capitals do as well. I generally tried to kill all weak barb units and strong ones not near my missionaries. The Honor opener can hopefully give you enough culture from those kills to finish Piety quickly enough to nab the missionary 30% discount enhancer. Paying 110 for missionaries as opposed to 160 is huge! That's also why I would NOT choose big religious AI civs in this gauntlet, unlike Chuck. They love that 30% discount to spam their own missionaries. While you can steal missionaries for conversion purposes, you need your own for Initiation Rites cash.
If you are min-maxing like a fiend, warriors generate 5 gold when you delete them in your own territory(other units pay more). If you convert them close enough to a city it pays to move them there before deleting. They also have served me as short term scouts when I convert them in the unexplored hinterlands. Don't forget for those CSes you killed a barb camp for, you can gain/regain/retain an alliance with them by gifting units.
Hopefully a few helpful tidbits from my tries here. No time to write them up now, but I will do short ones soon.
Generating your own prodigious faith is super important not so much for getting missionaries out fast but for cash flow. Fast initial missionaries actually cramp your army a bit if you go converting full scale immediately. You are getting generally crappy units and your unit limit penalty balloons to 70% quickly such that composite bowman/chariot production crawls to a stop. Big faith (I'm getting 14-18 a turn) shines when you can get a missionary every 8 turns and send him to perform Initiation Rites for 100 gold a pop. That solves your deficit issues long enough to win. Gems and Tears of the Gods trumps faith wonders even, I think, for faith production in this one. Gems generally come in clusters, give you good production, great gold, and even food if unimproved on a forest. All good things you need asap.
As for Follower beliefs, I went Shrines for +1 happiness and then Holy Warriors. Big faith actually makes a late game unit faith purchase or two viable if needed. In the other Heathen conversion game my faith generation was poor, so I skipped Holy Warriors for +1 food for Shrines as to eke out a bit more production. As Vadalaz mentioned, other Follower beliefs are nigh useless for this one. Your cities should all have shrines, and most captured capitals do as well. I generally tried to kill all weak barb units and strong ones not near my missionaries. The Honor opener can hopefully give you enough culture from those kills to finish Piety quickly enough to nab the missionary 30% discount enhancer. Paying 110 for missionaries as opposed to 160 is huge! That's also why I would NOT choose big religious AI civs in this gauntlet, unlike Chuck. They love that 30% discount to spam their own missionaries. While you can steal missionaries for conversion purposes, you need your own for Initiation Rites cash.
If you are min-maxing like a fiend, warriors generate 5 gold when you delete them in your own territory(other units pay more). If you convert them close enough to a city it pays to move them there before deleting. They also have served me as short term scouts when I convert them in the unexplored hinterlands. Don't forget for those CSes you killed a barb camp for, you can gain/regain/retain an alliance with them by gifting units.
Hopefully a few helpful tidbits from my tries here. No time to write them up now, but I will do short ones soon.




