

775 BCAside posted:
The Oracle is the primitive World Wonder associated with the technology Priesthood. It's used in a lot of religious teching strategies that center around building to Priesthood, researching all the requirements for a very expensive technology, and then building the Oracle to get that technology for free.
The most common strategies are the Alphabet, Code of Laws, and Civil Service slingshots. In each strategy, the player techs through Mysticism, Meditation or Polytheism, Priesthood, and Writing. After that, he uses the Oracle to learn the Alphabet; he techs through Alphabet so that the Oracle gives him Code of Laws; or if he's really gutsy, he techs through Code of Laws so that the Oracle nets him Civil Service, which is the second most expensive Medieval technology.
These are powerful strategies, but hard to achieve on the higher difficulties, and even more risky to attempt with a civilization that starts without Mysticism, such as Russia.

725 BCAside posted:
This game contains seven religions:
- Buddhism (from Meditation)
- Hinduism (from Polytheism)
- Judiasm (from Monotheism)
- Confucianism (from Code of Laws)
- Christianity (from Theology)
- Taoism (from Philosophy)
- Islam (from Divine Right)
Each religion has the exact same game effects. They take their specific names by the technologies which inspire their foundation. The first Civilization to finish researching one of these technologies will found the Holy City of that religion in a quasi-random city of their empire (almost always the most recently founded city).
Religions have several effects. First and foremost, they cause diplomatic modifiers (I'll cover this later in diplomacy.) Each civilization can declare one of the religions to be its State Religion (or they can declare to have no state religion whatsoever.) Suffice to say, civilizations with the same state religion will work with you and like you, while civilizations of a different state religion will fear you--or worse, they'll hate you and seek to kill you.
If you declare a religion to be your state religion, then all cities with that religion produce 1 culture point per a turn. This makes early religions one of several effective ways to expand your cultural boundaries (more on culture later!)
Three of the five religious civics only affect cities that have your state religion, and only work if you have a state religion selected. More on this later!
If a city has a religion, then it can build certain religious buildings as long as the technological requirements are met. For example, Meditation allows you to build Monasteries, Priesthood allows you to build Temples, and Music allows you to build Cathedrals. Religious buildings increase happiness and cultural production in a city. The monastery allows you to build missionaries for that religion, so that you can forcefully spread it elsewhere. Having any religious buildings allows you to assign priest specialists.
Religions spread naturally to cities without any existing religion. They spread along trade routes and roads, using a quasi-random process. It's very unlikely (though possible) to spread a religion to a civilization that has closed borders with you. It's very likely to spread a religion to a civilization if that civ. has open borders and you have founded the Holy Site of that religion.
Holy Cities give several important bonuses. First, if you control the Holy City of a certain religion and you have that State Religion, then you can see in real time the terrain inside the cultural borders of any city that shares that religion. It's the ultimate ancient-era spytool. Second, if you control the Holy City of a certain religion and you recieve a Great Prophet great person, then you can use that Great Prophet to build that religion's Holy Site. For example, you can build the Temple of Solomon in the Jewish Holy City. A Holy Site gives you one gold per turn per city in the entire world that has that religion. Founding a religion (or several religions) can therefore pay for all your debts and maintenance, allowing you to devote more (if not all) of your commerce to technological research or cultural production. Furthermore, Holy Sites spread that religion to secular cities at an alarming rate.
And that, my friends, is religion in a nutshell. This turn, Confucianism was founded, meaning someone has researched Code of Laws. Unfortunately, I can't figure out who until I have researched all the prerequisite technologies.

675 BCAside posted:
Certain resources increase the happiness of your cities. Elephants as a resource are rounded up in camps, which can only be built by a worker if you've researched the Hunting technology. Elephants supply ivory, which increases the happiness by one in all the cities you've connected to the ivory by trade routes. They also supply elephants, which are a key component of the war elephants you can build after researching Construction (which is the technology I'm researching currently.)
I'm also recieving gems from Isabella in exchange for my second corn resource. Gems increases all my city's happiness by another +1. Since the default happiness at Prince difficulty is 4, these two resources give me 50% more workers in my cities.
Later on in the game, certain buildings will also give extra happiness bonuses as long as I have a certain resource; effectively, this makes some resources worth an eventual +2 happiness.

575 BCAside posted:
At some point around this time, I discovered Construction. I didn't mention this in the fluff, because it won't have a major effect until I finish my first War Elephant or bridge. However, I've begun to research Currency.
For those who want to know, Construction gives me War Elephants, Colliseums (for +1 happiness in a city), and the ability to build Bridges (meaning that roads at rivers will now have a free bridge over the river.) Before construction, rivers negated the road bonus when you crossed them.
Oh yea, roads. Roads allow your cities to share resources and increase the value of internal trade routes. Roads also allow units to move twice as quickly as normal, making them an incredible asset for war and construction. They also allow you to hook up a resource to your trade network, so that the resource effects all your cities.
525 BCAside posted:
I learned Priesthood from Bismarck in exchange for Meditation on the next turn. This is the actual technology that gives you temples.


450 BCAside posted:
Talk about a close call. The axeman southwest of the city is escorting a Spanish Settler to the plains/hill north of Moscow. Now that I've settled Crimea, they can't do shit. Cities cannot be settled within 2 spaces of each other, so poor ol' Bitchabella will have to find another place to spread her spawn.
On the same turn, Isabella also spread Buddhism to her third city, Seville. Now she's changed back to Buddhism from Judaism, and she hates me. However, I haven't found any reason to switch away from Judaism yet (though I probably will if I ever want Isabella's help.)
Note that this land is particularly bad. The plains/hill that Isabella was about to take would have included a Flood Plains, a spice resource, the gold, and the iron. However, and this is key, in the very long run, the spot I've taken covers more grasslands. In the very long term, Crimea will make a great production city. However, it will take many centuries of improvement, and I'll need to learn Civil Service first.

375BCAside posted:
This technology gives each city a second trade route. Trade routes in game terms are free commerce. Each route gives a certain amount of commerce depending on the size and distance of the city being traded to. The game automatically selects the best trade routes in the best possible pattern, in order to establish the maximum amount of trade altogether. Effectively, by researching currency, I just doubled my natural commerce. I'm now researching Literature.
Currency also allows you to build markets. Markets give +1 happiness for fur, silk, ivory, and whales. Therefore, I can increase happiness in my cities by building markets (I currently recieve Ivory.) This would also help me make up for the loss of resources caused by Isabella's switch back to Buddhism. She stopped trading gems with me, causing my happiness limit to drop by one. I've got angry citizens! Thankfully, I can use them in slavery.

