Nope. You can found one only. And the religions then come with follower bonus and founder bonus, plus one more of each once enhanced. You cant take over a religion either by conquering founding city, but you can ofc run other religions in cities where they spread if it fits terrain better (by not spreading your own/not using inq/hoping it doesnt get crowded out by having other cities presure it)
You can force a foreign religion into your lands by capturing a foreign missionar and using it to spread religion. Once one city is turned (or you captured one with foreign rel) you can buy inquisitors and missionaries of that religion to force it through your lands.
Post to add to Paranoia that Ichabod is experiencing.
Ichabod is worried Pind is going to attack him, plans for his own attack, while Pind is just wondering about faith mechanics.
Though given their proximity, I feel like these 2 pretty much HAVE to fight at some point. With CiV strategies, isn't there only room for one city in between them anyways?
(April 17th, 2013, 15:48)BRickAstley Wrote: Post to add to Paranoia that Ichabod is experiencing.
Paranoid players are always good
(April 17th, 2013, 15:48)BRickAstley Wrote: Though given their proximity, I feel like these 2 pretty much HAVE to fight at some point. With CiV strategies, isn't there only room for one city in between them anyways?
In direct line yes but one could settle at the coast and the other farther inland (4 tiles between cities needed). Same for pindi & Azza
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Odds on Ichabod. He can settle a really nice wheat/fish/horse city a mere 6633 from his capital. After that, horsemen punch straight through war chariots.
That, and Ichabod actually has food to grow. The only downside is he's rather hammer starved, he really needs some decent mine tiles. I'd personally chop that jungled gems.
Makes no difference. The second pantheon was at 9 faith. The third is at 12 faith, for which pindicator still has enough with 8 and 4 from the two city-states.