Late Divine Right trades - are you serious?

Nay

Warlord
Joined
Sep 1, 2006
Messages
187
DR, after being founded is 90% useless.
Ok, the wonders are almost worth trading it if you have a good chance of building them.

But, common: asking for astronomy and liberalism for DR after the wonders are built?
Whats up with you?
Do you think im an idiot that won half the world by luck?

No, i wont trade 2 techs for one that is 100% useless since you built the wonders and got the religion.

Id say make it the prerequisiet for something useful, or code a line to the AI along the lines of "dont bother the player to trade for this POS after all of its limited uses are gone" :rolleyes:
 
Yeah, I hate when the AI does stupid stuff like that.

If I'm not the first one to find Divine Right, I skip it. It's useless. The wonders are good... but I'm not going to waste such a huge time on it. But being the first one to discover it...

Has lots of benefits...

I remember going up to Industrialism and seeing I can still 'discover' it. Needless to say, it wasn't going to take me like 10 turns. 3 turns, and I finally found it.
 
On the flipside, it's funny being the first to Divine Right and trading it to another Civ after both wonders have been built.
 
Versailles is one wonder you may want the AI to build, hopefully far away, so you can go take it later.

I hate it, though, when the AI builds Versailles in a city right near my capitol.
 
I've mentioned it before. DR is the one tech I try to avoid at all costs. Even if I can get it for free I refuse to do it. IT just occupies a tech slot and makes it harder for others to trade with you.

If there was such a thing as a BAD tech, DR is one of them.
 
I truly hate Divine Right. As noted, it's mostly useless. How it bothers me is that at some point, Great Prophets lightbulb Divine Right. That means you either use a GPr on a tech you don't want, or you do something else with him (that you probably also don't want). Try to avoid this by trading for Divine Right and you find, as others have noted above, that the AI loves this tech and will not trade it. :mad: I believe this happens until somebody builds the Spiral Minaret.

Sadly, this is just a rant, with no strategy or tip to go with it. ;)
 
I remember being on a continent that had no religions whatsoever. I was then the first to get Divine Right. Imagine how my hands trembled with excitement, when I realized the profit I would make! Soon the continent was entirely muslim. This was the only time in any of my games that islam has grown into a dominant religion. Which is a shame as it would be nice with some variation.
 
I still doubt it was worth it. By the time you get a great prophet to make the shrine.. then spend all those turns and hammers making missionaries that SHOULD have been making units to dominate your continent.. All for a bit of extra income in the very final stages of the game just doesn't make sense.

That great prophet is far better put to work by just simply absorbing him into your capital. +5 gold per turn, + 2 hammers, + GP pts. Not to mention every other modifier added such as rep. civics & other wonder boosts. This is IMMEDIATE. And instantly! Every turn. Count it up. By the time you get get 5 pennies a turn from all your run around with your holy city, you'll discover that you wont catch up by the end of the game to what that absorbed prophet has been giving you the whole time.
 
I still doubt it was worth it. By the time you get a great prophet to make the shrine.. then spend all those turns and hammers making missionaries that SHOULD have been making units to dominate your continent.. All for a bit of extra income in the very final stages of the game just doesn't make sense.

That great prophet is far better put to work by just simply absorbing him into your capital. +5 gold per turn, + 2 hammers, + GP pts. Not to mention every other modifier added such as rep. civics & other wonder boosts. This is IMMEDIATE. And instantly! Every turn. Count it up. By the time you get get 5 pennies a turn from all your run around with your holy city, you'll discover that you wont catch up by the end of the game to what that absorbed prophet has been giving you the whole time.


Well, Dagenham Dave said that his continent had no religion at all before he got Islam, so he doesn't need to make missionaries as it would spread naturally by traderouts. In one game of continents, the other continent got all the religions before I got Christianity, and without making any missionary, got all of the other states in my continent to be Christian, and got an enourmous +50 per turn or more gold before markets and grocers and banks were made, and easily led me to have 100% or 90% science through the rest of the game while running a suplus. All or most the cities in the continent have Christianity and I only spent very few hammers on missionaries.

If his continent had no other religion at all when he discovered Islam, it would spread rapidly like wildfire without the need for missionaries, and pretty soon, all the other civs in the same continent would adopt the same religion, and his shrine would soon be raking the cash that he would be getting from building a shrine.
 
Well its makes nationalism cheaper which means you can get to military tradition 1 or 2 turns sooner so its not completely worthless for a warmonger.
 
As I play more and more games, I research it/trade for it less and less often. Sometimes the only reason I'll take it in a trade is to keep the AI from pestering me with it, as the OP described.

It's handy to remember, though, that the AI values it even after Islam has been founded and the two DR wonders have been built. In my most recent game, Shaka was lagging tech-wise but had a pile of gold. I sold him something like Scientific Method (I was researching Assembly Line by that point) and had him throw in DR. Then I turned around and sold DR to the even MORE backward Genghis Khan for another pile of gold. That financed a lot of upgrades to Infantry once I finished AL... :lol:
 
BTW, I seem to have different results in my trades. The AI is ALWAYS trying to give me this stupid tech in my trades. And while I keep trying to select other items, it becomes a hassle each time. However, I learned not to accept the DR tech to avoid this hassle, (even when free), because doing so makes the AI suddenly refuse to trade with you. I don't know what is up with the coding, but getting DR (no matter how late in the game) always gives me the stupid "We fear you are becoming too advanced".

I hardly have got this ever since I stoped getting the damn thing.

There really is something wrong with the AI design when a useless tech makes you seem too strong to them. I could be generations ahead of the AI in tech and everything is fine, but god forbid I have DR from 50 turns ago!
 
Versailles is one wonder you may want the AI to build, hopefully far away, so you can go take it later.

I hate it, though, when the AI builds Versailles in a city right near my capitol.

ah, but you can always move your capital (assuming the Bureaucracy bonus you're getting there isn't crucial). and a new palace is far cheaper to build than Versailles. so in that sense it's a good deal.
 
However, I learned not to accept the DR tech to avoid this hassle, (even when free), because doing so makes the AI suddenly refuse to trade with you. I don't know what is up with the coding, but getting DR (no matter how late in the game) always gives me the stupid "We fear you are becoming too advanced".

Word has it that "too advanced" is based entirely on the total number of techs you have received in trade since the beginning of the game (subject to modifiers for Friendly status, and supposedly by era, though I've seen at least some era transitions that didn't reinstate trading). It has nothing at all to do with how advanced you are, or how advanced the AIs are relative to you. So Divine Right is only the last nail in the coffin, really it's the Fishing you traded for 75000 years ago that makes you "too advanced". Don't accept Fishing (et al) in trade, it will haunt you in the midgame.

No, I don't agree with it. I'm just trying to spread the word.

Oh, and for what it's worth, I think DR is as close to useless as the game comes.

peace,
lilnev
 
I love Divine Right. Islam, I admit, is close to useless most times. The wonders, are VERY useful. And, as I tend to run a GP farm or two, and engineer is usually available to build at least one.

The Minaret gives +2 gpt state reli building PER city, which means an easy 6 gold if you have a temple, monastary, cathedral or Academy/Stupa etc.

It has amazing synergy with the univesity of sankore, which gives 1 beakers instead of gold, so together, a lowly temple provides 2 gold and 2 beakers, all the way to computers if I remember correctly.

If you have a large empire, and want to do some trigonometric capital building, a 3rd capital can be of invaulable benefit. The Atomic Betty Succession game gives an idea of where it could be useful.
 
I forget now, what happens if you capture the Minaret and don't have DR. Does it become stagnant and not pay gold? If this is the case, then just MAYBE is there some use to DR later in the game. Note, I say MAYBE, as it still may not be worth it, LOL.

BTW, fishing can always be useful if you have coastal cities with resources, is that not so? That makes it actually worth something!
 
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