My first though on seeing the picks was "how likely are 3 opponents going to grab quick religions" ... Probably not likely, but Stonehenge is the wildcard. Russia surely will, probably right out of the gate. Japan probably as an early-ish 2nd. Unfortunately neither Germany nor Rome have a particular impetus to get a religion. If I had to pick one, I'd say Rome builds Stonehenge since they will have a stronger start. If Japan builds Stonehenge then we might be in for a long wait for the free prophet. I think it still makes sense to wait for the free prophet, at least until it comes naturally from eventual building of HS/Shrine/Temples. I wouldn't do anything drastic like Divine Spark, early HS, or running GProphet projects.
I played a test game a couple of weeks ago as Arabia since I was considering them as a pick. Here are some take-aways I got out of the game:
I played a test game a couple of weeks ago as Arabia since I was considering them as a pick. Here are some take-aways I got out of the game:
- I already mentioned above, culture is far more important early on as it unlocks the religious line of civics. In addition, culture is necessary to reach Feudalism and unlock the eureka for Mamluks.
- Early HS has almost no value for Arabia. Someone else is surely going to get those first 2 religions, therefore the only benefit of an early HS is a trickle of Faith that can't do anything yet. A campus makes more sense early on as the district to get the State Workforce eureka. The point where HS started making sense was once Scripture was unlocked at Theology to boost faith by 100%. This is also about the time that the free prophet landed.
- The worship building are very cheap, but the limiting factor there is getting the Shrine + Temple constructed. And there are quite a diverse selection of bonuses on the worship buildings ... I'll discuss those in a separate post in the future
- Faith didn't return a whole lot for the investment immediately. It was only after reaching Theocracy for unit purchases that it really paid off. Warrior Monks might provide an opportunity to push that payoff earlier. Looking at the promotion tree, they actually have some powerful promotions available (strength buffs and special abilities like converting cities when killing units). I think a test game with Arabia + Warrior Monks is in order.
- [first 25 turns] Early 2x slinger + builder + settler (in some order). I am firmly in the "settler before builder unless there are 3 +1 improvements at the capital" mindset. Ultimately the starting terrain and early scouting will drive the final decision. I could be convinced to swap one of the slingers for a scout, especially with Pangea map.
- [T25-50] one of the following, depending on the surroundings
a) Another early settler if excellent site is available, otherwise wait for Colonization. Then fill out army to capture CS (see B).
b) Fill out army up to total of 3x slinger (upgrade > archer) + 2-3x warrior for early CS capture. The CS should have a monument built by this time for a 2-3 turn repair, and the science from 3 pop points outweighs even a scientific city state +2 in capital. Unless the quests are easy and Suzerain bonus excellent it's probably better to capture early.
- [T50-75] With Colonization in place, and military already from #2, pump out a couple settlers in Colonization. Get a district built for State Workforce eureka.
- [T75-125] Start specializing based on the unique abilities of our civ, and the mid-game that we want to play. In general, start getting HS > Shrine > Temple built throughout the empire. By this time though (if not earlier) there is a lot more going on in the game that we'll have to respond to, neighbors rushing GG, possibilities for additional CS captures, etc., etc.