Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I made the upkeep for Buddhist temples high, because they often became very rich and absorbed a lot of economic resources. Even to the extent of pretty much strangling the state in some surrounding nations. Tibet or later Mongolia for example.
The idea for a legalist edict to reduce noble manpower in return for lower noble unrest is a good one.
I'd be interested to know which schools of thought players like to use in game, and why.
Often my temples/schools are tailored to the needs of individual cities. Cities that are near mountains will end up going Taoist (how appropriate!) because pavillions and summer palaces compensate for the noble unrest. Huge agricultural cities are legalist for the tax revenue and peasant control. New late game cities go buddhist or confucian because at that point all I care about is the unrest modifiers.
That having been said, I rarely find much use for buddhist temples (the thought bonus comes too late to be useful) and I almost >never> build confucian schools.
At least 80% of the time I go Legalist for the following reasons:
1) You need the legalist tech anyway.
2) There are a lot of power techs in the mid-late game.
3) The extra tax revenue is icing on the cake, and remains useful even after most or all of the techs are researched.
4) By the time you can build temples, noble unrest is usually already under control.
5) It's relativly easy to research all the knowledge techs you want, so there's not much reason to go Taoist.
Legalist is pretty much the go-to-temple of OE because at some point the schools are paying for themselves so all other things are icing on the cake. And at point when you can have them - there isn't as many important things in Thought and Knowledge to research on. And I find myself liking to stack Power Research rate early in Imperial Era for gunpowder.
Confucianism - many players dislike it but as I tent to boom in mid game I kinda apprecieate those bonuses. Still I would like for some bonus (for example if you have temples build in every settlement you get +1 to Virtue on all new characters).
Mohism - even though craft reserach rate is nice I don't want it at the expense of power research rate. I tried to make it work for herders but it doesn't mesh nicely as they already have most often than not high craft research rate (meaning you research everything per era) and low power research rate (meaning you are getting even less).
Buddhism comes too late in the game for me to bother as well as - Thought research rate in Imperial Era is only useful if player has some serious deficiencies in this area, And even then you can just pick up various technologies that improve it.
So for me:
Tier 1: Legalism
Tier 2: Confucianism, Taoism,
Tier 3: Buddhism, Mohism,
So this game my Power advance rate was around 70% but my craft was still 0%. Mohism was the first doctrine I researched. Now the balance is closer to 50%/30%.