1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Monasteries

Discussion in 'Civ4 - General Discussions' started by The Snug, Jun 28, 2008.

  1. Stoney the I

    Stoney the I Prince

    Joined:
    Mar 23, 2008
    Messages:
    531
    Location:
    Netherlands
    just stating the bleeding obvious huh?

    What i ment was... ill give an example:
    if you conquer a civ that has , for example islam as a religion, and they are on another island, and you dont have any cities which had build monestaries for islam, and you are beyond SM: you cant spread the religion.
     
  2. GooglyBoogly

    GooglyBoogly Freakamongus

    Joined:
    Apr 20, 2008
    Messages:
    725
    Location:
    New Zealand
    Uh... yes you can, you jsut have to switch civics into organised religion.
    If you are not spiritual you could burn a golden age to prevent the anarchy. I find that airports are especially useful for this (can airlift spread to any of your cities anywhere on the map)

    You can expect to spread 1.5 missionaries/turn, (only 3 max missionaries/religion may exist at any one time) if there is a one turn delay between producing a missionary and settling. (just get one city to build missionaries at a rate 1turn and another one at 2 turns) per religion.

    So even without the mausoleum, with airports in your missionary producing cities over the course of an 8-turn golden age you could get 7x1.5= 10 spread attempts per religion, more if you are spreading to close cities (build/settle on the same turn) (railroads anyone?). With the mausoleum you can do much better with 11x1.5 = 16 spreads. Just remember that the odds of succesfully spreading a religion drop as more religions are present. I believe the odds are something like 9% failure rate giving a 100%, 91%, 82%, 74%, 65%, 57%, 48% with 0,1,2,3,4,5,6 other religions present (not that this formulae also applies to corporations too)

    see
    http://forums.civfanatics.com/showthread.php?t=237869
    For more religion details
    (Note: cannot build missionaries on the final turn of golden age as you must switch out to avoid the anarchy)
     
  3. Stoney the I

    Stoney the I Prince

    Joined:
    Mar 23, 2008
    Messages:
    531
    Location:
    Netherlands

    already stated that i dont wanna ;)

    no biggy though.

    and yeah you can Burn a GA for it, but then you can spread religion 24 turns (with mauss on marathon) before switching back. just isnt enough imho.
     
  4. blitzkrieg1980

    blitzkrieg1980 Octobrist

    Joined:
    Aug 29, 2006
    Messages:
    4,899
    Location:
    New Jersey, USA
    @OP: You must have had a crazy tech lead to put off SciMeth for so long. I need to know where oil is ASAP so I can be sure I secure it via colonies or violence. Oil is way too important in my games since they ALWAYS go until at least the modern era .
     
  5. Supr49er

    Supr49er 2011 Thunderfall Cup

    Joined:
    Jan 25, 2006
    Messages:
    3,603
    Location:
    Bear Flag Republic
    Speaking of Monestaries, how come as soon as they are obsolete, every natural disaster seems to destroy them?
     
  6. blitzkrieg1980

    blitzkrieg1980 Octobrist

    Joined:
    Aug 29, 2006
    Messages:
    4,899
    Location:
    New Jersey, USA
    Late game religion spreading seems a little unnecessary. If you're going for shrine gold, I'd rather found a corporation and spread that. It gives much more gold AFAIR and can damage a rival's economy if you spam it to their cities.
     
  7. The Snug

    The Snug The Civ Heretic

    Joined:
    Dec 5, 2003
    Messages:
    954
    Location:
    Seattle
    Yes, of course I did. Admittedly, the game is only at monarch level (and is therefore quite easy), but consider 5 monasteries in your capital city (the palace gives 8 commerce) with several settled GS's, several science specialists, and Representation. All that boosted by an additional 50%. With 5 monasteries in such a city, teching is a breeze. When I had finally reached my max, I started selling my techs at a discount to the AI for the sci meth techs and still maintained a substantial lead.
     
  8. Stoney the I

    Stoney the I Prince

    Joined:
    Mar 23, 2008
    Messages:
    531
    Location:
    Netherlands
    disagree

    specially if you have captured some nice holy cities and they have finished their markets, grocers and banks. spreading the goods can really save yr economy in late game. and by then you build missio's in 1 turn most of the time. (even on marathon) so thats 1 extra gold/turn/religion + bonus

    i say thats worth it.
     
  9. The Snug

    The Snug The Civ Heretic

    Joined:
    Dec 5, 2003
    Messages:
    954
    Location:
    Seattle
    For obvious reasons, I always build WS in my holy city. That's an extra 3 gpt (rather than 1) for each spread. Plus, ppl forget the culture aspect. I often find myself fighting culture wars over terrain, and need the extra culture from a cathedral.
     
  10. Stoney the I

    Stoney the I Prince

    Joined:
    Mar 23, 2008
    Messages:
    531
    Location:
    Netherlands
    yup, i build WS there too, but during the game you will have several holy cities if all goes well.

    more reasons to keep spreading :)

    there is also the happiness. If you have a good cereal mills or sushi corp going with like >+20 food, cities will grow huge. having for instance 5 religions in the city is 5 temples, and with free religion thats 10 happy faces which you'll need in cities with size 40. especially during wartime.
     
  11. unclethrill

    unclethrill Why am I up right now?

    Joined:
    Sep 30, 2007
    Messages:
    2,237
    Location:
    Germany
    I have been playing the current gauntlet non-stop lately (Deity, Cultural ...) and I recently had a monastery dilemma. I needed to both spread several religions ASAP so that I could get temples and Caths. going but at the same time I needed to keep pumping out GAs. So I'm in Pacifism and can either build monasteries to build the missionaries or switch to OR take the anarchy hit and get the missionaries without wasting the build time on monasteries and still keep getting the pacifism bonus.

    It was a tough decision but I went with building the monasteries. Inevitably I lost anyway.

    So what are your thoughts? Did I make the right choice?
     
  12. GooglyBoogly

    GooglyBoogly Freakamongus

    Joined:
    Apr 20, 2008
    Messages:
    725
    Location:
    New Zealand
    Going with the monastaries is a better option IF.
    1. Not spiritual (otherwise free switch)
    2. Not philosophical (only a 50/33% loss in GPP)
    3. Less than 1/3rd of your cities will be pumping those missionaries (2 lost turn is too high, in and out cost)
    4. Anarchy for civ switch 2 turns+ (Standard speed)
    5. The AP matches the monastary religion
    6. You have one or more of, The Sistine chapel, the spiral minnaret, the university of sankore

    I see you were going for a cultural victory. If the game was at less than 800AD then you would also be missing out on a decent chunk of culture if you bypassed monastaries
     
  13. chriskj

    chriskj Chieftain

    Joined:
    Aug 20, 2007
    Messages:
    43
    Is making monasteries not get obsolete and easy fix or does it require a lot of editing?
     
  14. Stoney the I

    Stoney the I Prince

    Joined:
    Mar 23, 2008
    Messages:
    531
    Location:
    Netherlands
    its a pretty easy fix.

    took me just a few minutes (like 3 or so, most time is spend searching for the file, and i think its buildings.xml or something)
    just replace the techname in the xml that obsoletes the building with "NONE"

    and you'll have that building for life.

    i did it for walls to. sure i can fire a gun, but i can also still build a wall.
     
  15. Balderstrom

    Balderstrom Emperor

    Joined:
    Oct 25, 2007
    Messages:
    1,141
    Location:
    Halifax, NS, Canada
    Making them not obsolete (at all) is editing 1 or 2 XML files, from memory its the buildings .xml file and technologies .xml - though may just be the latter.

    Making it so they just lose the +10% Research bonus would be more complex. Leaving them in game with the Research bonus with no other Tech cost changes, would skew the game quite badly.

    @Stoney_the_I, yeah I recently got quite annoyed at the obsolesence of walls... I wanted to build up some more castles and could not as those cities didn't have walls yet.
     

Share This Page