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In my game with Carthage, the faith was only kicking in mid-Renaissance, when I had more cities and buildings (conquering the religious, wonder-whoring Celts did make an impact too, though).
The free Harbours are certainly Carthage's strongest feature. City connections for free are nothing to complain about, and better trade routes sooner is nice as well (especially on higher difficulties where international trading helps you to keep up with science).
Juggling religions for buildings is tricky as Carthage as you may have to spend quite a bit of faith to be able to spread the religion properly and build all the buildings, but it could work reasonably well for Indonesia thanks to the way their UB works.
Don't worry if you don't found a religion at all, let the AI spread theirs to your cities. Every founder will try to convert you, and thus you might be able to purchase buildings and units from more than one religion. Buy and use your own Inquisitors and Missionaries carefully to spread one religion at a time.
I managed to get all four buildings in some cities doing that. Enjoy +8 faith, +7 culture and +4 happiness, maintenance-free, per city. Worked for Carthage since each end had one religion, while in the middle I juggled with Inquisitors.
About the Civ itself, in my game I found that the real bonus is the UA. Quinqueremes and Elephants are handy if you see an underdeveloped neighbour (in my case, America settled in flat coastal land, pretty open for both uniques, and few units as well), but if all of them have significant defences, then you might build only a couple of each, for exploration and defence.
2. Seems when I added that "similar uniques" section I made the old mistake I'd spent a while stamping out in the past.
3. Most likely because this guide pre-dates an era-sorted list of wonders I'd copy and paste into guides.
Thanks for pointing out these errors.