My thoughts on Goddess of the Harvest: I like it as much for denial value. That is the most across-the-board useful faith generation pantheon, and gives any rival an easy way to generate faith. Even if we take that pantheon, I think it makes the most sense to keep our stone on the ground and quarry those tiles for now. After Theocracy is adoped, that is the time to start harvesting the stone into military units, overflow into builders & GG projects, and funnel the faith into Apostle purchases. I do think our start is uniquely suited though for Stone Circles, and I think the chances are against GotHarvest being available anyway when our pick comes up. I'm perfectly fine going Stone Circles, and if we do go that route then you definitely want to make a builder a high-priority build.
Thinking long-term along the lines of religious victory, some big-picture things to consider:
• All cities with a HS automatically convert when founding. Offensively, this means that if we somehow land a prophet earlier than the last free one we should not put any effort into converting someone who has not yet founded a religion. Otherwise they can auto-convert all their cities by building HS before founding, and thus undo all our hard work.
• If we can crush any religion in infancy, that is one less religion to contend with long-term. On the other hand, it signals intention earlier. Ideally we crush our most fierce oppoent by surprise before they realize that we are attempting religious victory.
• In the final push, we should probably focus first on the most difficult opponents. That would be the opponent with the highest faith per turn generation. Otherwise they can send their apostles to convert away other opponents. Given more time, they would be able to put up greater resistance through inquisition, whereas a civ with tiny faith generation won't be able to put up much resistance even with inquisition. Also the opponent who doesn't end up with a religion can be converted last at our leisure unless it's convenient to convert earlier.
• Military might be the only option for a highly-religious civ like Russia. However if Russia takes Jesuit Education then they have an alternate avenue to spend faith, and probably won't end up accumulating it nearly to the same extent for wars of religion. On the other hand, we don't want Russia to reach cossacks
• Mamluk heal-when-moving ability makes them actually good units to cover missionaries on a dash into enemy territory. If we could land the GScientists who gives +20 healing to adjacent units that could be deadly for a medeival religious push. Farms offer pillage healing in addition.
• Combining with Monastic Isolation belief is pretty much mandetory.
• Strong military is essential. A GG will be very helpful in defending ourselves from the inevitable dogpile as we begin converting our enighbors. Ideally a Medieval/Rennasance GG since those are the eras we will be making our push. I think we need to win by the time the Industrial age rolls around.
• We want to avoid spending faith as much as possible before we get Theocracy (in order to make the most of the 15% discount).
• Mahabodhi Temple would be very nice since those 2 Apostles don't increment up the cost of future apostles. Basically the value of those 2 apostles is equal to the values of the last 2 apostles that we purchse in the game (plus denial value).
RELIGIOUS BELIEFS
• Jesuit Education + Choral Music I'm assuming will be gone by the time we found our religion
• Religious Community looks appealing because the housing will effectively allow us to grow large enough to build another district, thus counter-balancing the fact that we want to use up a district slot with a HS at every city.
• Zen Meditation could be helpful in a protracted war weariness situation.
• Divine Inspiration - We are for sure planning to build Oracle. Mahabodhi Temple is probably another key wonder. I expect Pyramids and Colosseum to fall elsewhere in the world.
• Monastic Isolation (pressure never drops from losses in religious combat) probably makes the most sense. Losses in military combat also cause loss of pressure, right? Does Monastic Isolation apply to that as well? If not then another belief might be better, because I assume we will lose more in millitary combat than in religious combat.
• Missionary Zeal would help in blitzing from the fog, but then leaves the units naked to be martyred and the resulting drop in pressure.
• Itinerant Preachers or Scripture could help through passive spread. We could then use active spread only at strategically important locations and let passive spread do some of the heavy lifting.
• Holy Order would be for a long game where we expect to have a vast multitude of Missionary & Apostle purchases.
• Pilgrimage, might be the best in it's category in our case. Especially if we are playing for a long drawn-out victory. Conversion of the easier rivals will then help build momentum. By the end game this could easily be making 10-20% of our total faith output. The other "Founder" beliefs (assuming Church Property is snapped up by an early religion) are lackluster anyway.
• Mosque - missionaries & apostles both get 3 spreads normally. Mosque thus is effectively a 33% increase. Costs scale up quickly on missionaries and apostles, and this would make them more effective. On the other hand, with a massive faith generation capacity this might be overkill. Taking some other yield might be better. On the other-other hand, the faith could be used in purchasing more escourt units instead using Theocracy. Keep in mind than any civ with our religion can build our worship building cheaply and thus get its yield. For the Mosque it wouldn't matter at all since the religious units would be our religion anyway
• Wat - We might have enough science generation already to the point where another building makes more sense. We are focusing on Campuses early, *hopefully* will land Hypatia, universities are easier for us to reach at Theocracy and are 25% more effective. So overall I expect us to be towards the front of the pack already in science.
• Synagogue - With Simultaneum this is effectively an additional yield of +4
. Assuming an apostle cost of say 800 towards the later game, the comparison with Mosque 33% increased effectiveness is about 260
/apostle ... or 65 turn payback per apostle purchased. Missionary would be about half cost or still heavily in favor of mosque.