With Scotland's inclusion in Rise and Fall, Armagh's architecture during the Classical-Renaissance eras was changed from Germany's to Scotland's.Patrick used the shamrock as a metaphor to explain the Holy Trinity to the pagan Irish people. Armagh's city-state symbol is a shamrock, a plant species that serves as a symbol of luck in Ireland.John de Courcy, an invading Norman knight, thought to repeat the tradition when he plundered the town in the late 12th Century. Vikings raided Armagh's monastery twice in the 9th Century, each time making the overland trek to abscond with armloads of religious relics. Nevertheless, its reputation as the seat of the Church of Ireland made it a tempting target for those looking to score riches. Its location in Northern Ireland is a short 25 miles to the ocean. This is not to imply that Armagh is a coastal city. Around that sprang a monastery, and then a town devoted to spreading Christianity throughout Ireland-a beachhead of theology. Thought to have been a worship site for ancient pagans, it gained prominence in the 5th Century when Saint Patrick, a Christian missionary, constructed and consecrated a stone church on the summit of a hill. The Irish town of Armagh has long known religion. This improvement alone can single-handedly solve every Housing issue that a civilization can run into, so civilizations with Food bonuses like India, the Khmer, and the Inca should definitely compete for Suzerainty of Armagh. Remember, 1 Housing in the early game is worth 2 Farms, Plantations, Pastures, and/or Camps, and the Monastery's only placement restriction is that it can't be next to another Monastery. You may send them some Envoys to earn Faith if there are no other religious city-states otherwise, you can ignore this one, since this is arguably the worst religious city-state before Gathering Storm.Īfter the release of Gathering Storm, however, the Monastery receives a buff that makes it borderline ridiculously overpowered: it provides 1 Housing per improvement and 2 Housing with Colonialism, with additional Faith based on adjacent Districts. Armagh's Suzerainty, therefore, should almost always be dead last on your priority list. On a Standard-sized or larger map, no one should ever spend turns to march their religious units to a civilization halfway across the map, get them damaged, march them back home to heal and mobilize them again. 3 suffice if no other civilization holds equal or more influence (envoys) over the city state. Suzerain bonuses are awarded once you are suzerain. A yield of 2 Faith per improvement is negligible, and withdrawing all your religious units to your territory to heal up is impractical when considering how narrow the window of opportunity for a Religious Victory is. These bonuses, once gained, are awarded until the city state is defeated, you loose envoys (the AI rarely uses the related spy missions) or you are at war with the city state. Before the release of Gathering Storm, this is a largely useless improvement, even for a Religious Victory player. Armagh allows its Suzerain's Builders to build the Monastery improvement.
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