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Second, Divination is very important, not just for the forest shrines of Rome and Assyria, but also for the animal/growth shrines for traders or for rexing population during a tribal alliance. I also like the Nuska or shields one that provides +2 shields in the city. That can make for more rapid military development throughout the game. Then there's the Acolytes. They provide a huge intellect and movement point bonus early on and I try to get all four developed when possible. I rarely develop more, but that depends on the civics in each city and whether I'm looking at a warring neighbor.
Third, Polytheism can be an excellent choice if you only have a few cities. You can spam your shrines to gain their benefits and, as you've pointed out, you can couple them with hamlets to get better building zones. I frequently run Polytheism to place one or two of the best shrines and then switch to Monotheism after I've spread religion enough to warrant it. Polytheism with the Heliopolis is one of the best movement combinations out there.
On Clerics as a starting family: they may seem like a weak family, but two things really make them strong. First, they start with monasteries and so once you found a religion, you rock out the monasteries, and with mythology, your culture booms. Heck, I've had a couple games where I used their Found Religion to found all four. And then with booming culture you build better wonders due to your higher culture... Second, Clerics are great on Desert maps. Hands down, they make desert cities much less crowded.
Orthodoxy vs. Tolerance, Calligraphy vs. Icongraphy, Divine Rule vs. Legalism, Pilgrimage vs. Holy War? these are all situationally dependent, the situations being whether I've founded more than one religion (Tolerance), whether I've spread religion well (Divine Rule) or whether I need civics (Rule of Law or Legalism) and so on.
Mythology > Dualism > whatever's your fancy.
My only qualms with religion are that I either forget to develop it and do so too late to help much, or that I have developed it too far and the acolytes accumulate like lint. I wish they could do a few other things like road building or beer making...
If you have an early monastery rush Legalism can be good (need civics to get the monks). Generally though Mythology sounds best.
Gnosticism is almost always best.
Generally, I like a mix of Englightment and Redemption.
With Polytheism you can build 4 shrines and 4 expert acolytes for 4 orders per city (of course that is a lot of investment to get there). Shrines + Expert acolytes are one of the few ways to get orders early other than some pastures/camps, garrisons, and legitimacy
Next, I do agree founding the religion is ideal. I'm just kind of comparing it to Civ 4 (or other civs which are worse) where failure to found can destroy your entire play-style and strategy. Failure to found in Old World is a modest, but not terrible setback.
Oh yeah, grove adjacency is definitely worth mentioning, thanks for bringing it up, and acolytes giving orders is another things I undervalued in my original post, you're right that's very important. The poly->mono switch after throwing out a few extra shrines is a fantastic idea, thank you so much for mentioning it. That would make the necropolis very strong.
I did not know/notice that clerics started with the ability to build monasteries. I take it back, they're very good. Can't you just kind of ignore monasticism at that point and tech other priorities? And I agree the desert maps things deserves mention, I just haven't played a desert map yet.
Just try starting by throwing some monasteries around when the option arises, and go from there. That's a good way to get your toes wet.
Didn't know that either, that's a pretty good bonus, and the other fellow also mentioned clerics can do early monasteries, which I agree is huge. Thank you.
I used to be the same way. I went the other way and formed a nation of orthodox religious zeal that lasted a thousand years! That was really hard for me to do, and my people were either happy with the unified religious rule or ready to throw all clergy over the cliff, with no in between. Eventually, the rebels won and my hard-fought order crumbled like the cookie that didn't get eaten in The Matrix. It was spectacular.
Moderation in all things.
Time. Dualism comes online signficantly faster and with less effort than Gnosticism. Generally speaking, science now is better than science later. Of course, as with anything, it's subjective; I like gnosticism for the civics, and will run it with sage nations.
However, Dualism is usually going to get you moving through the tech tree quicker than gnosticism will.
Also, Dualism shows the benefit of religious founding; relgion spreads from the holy city - if you found two world religions as a clerics nation and you have your pagan faith, adopting dualism ASAP is just going to boost your science better and it will increase passively. Perhaps not longterm, but I don't really care what gnosticism can do for me on turn 100 when dualism can do it on turn 40.
The science from Gnosticism doesn't work without Doctrine. (or Jebel Barkal)