I was wondering if anyone has figured out why you can only build one of them.. I thought it was odd that its one of the few buildings that its one build and thats it. It really doesn't serve much function besides the priest/monk guy and a few upgrades.
Author
Replies:
The Pillager7 Skirmisher
posted 09-10-05 03:04 AM
EDT (US)
1 / 14
They are some of the better upgrades...
king of ages Skirmisher
posted 09-10-05 03:05 AM
EDT (US)
2 / 14
Still, theres like 5. Its still no reason for churches to only be buildable once.
simontyler9 Skirmisher
posted 09-10-05 03:28 AM
EDT (US)
3 / 14
I think it's fine
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captainstrombosi Skirmisher
posted 09-10-05 05:36 AM
EDT (US)
4 / 14
I think its fine the way it is.
Mazarin_LOL Skirmisher
posted 09-10-05 05:49 AM
EDT (US)
5 / 14
I've only built churches in one or two games....so I didn't even know there was a build limit on them I always forget to make things like that :P
Mazarin Ashinar The Legion of Light
Billman Skirmisher
posted 09-10-05 06:54 AM
EDT (US)
6 / 14
They have probably allowed only one church to be built, so you that you won't have the time to spam a large force of priests that would make your army even more powerful against the enemy.
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Trade Mark Skirmisher
posted 09-10-05 08:17 AM
EDT (US)
7 / 14
Usually I try to build a church every game, sometimes not until the Fortress Age, but I always get one built. The priests, I find, are very helpful, because their healing is rather effective. I tend to find using the priests after the enemy has attacked, replenishing my soldiers, so they are ready for the next round. Then the priest has time to recharge, and can be used again when it is needed. Very helpful if you dont like having all your soldiers killed, or at half HP all the way.
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Shiva HG Alumnus
posted 09-10-05 08:59 AM
EDT (US)
8 / 14
I found that kind of weird, actually, since the Church itself doesn't heal allied players. If it was like the Field Hospital (is that the word?) that Surgeons can build, then I'd hop along with the idea.
It's only good when you get a HC card that lets you research better stuff for your civ there.
ES_DeathShrimp VIP
posted 09-10-05 12:55 PM
EDT (US)
10 / 14
There is a HC Card (I think it's above L10 so you may not be able to get it) that puts 3-4 powerful unique techs in the Church (or Mosque). These do things like grant you extra shipments of units you can't normally get and they are quiet powerful. Because they are unique techs, we had a bug where you could get them at each Church if you had more than one. I'm not that problem still even exists anymore, but that's why we've stuck with one Church.
P.S. Get the Church LOS and faster training upgrades. I can't live without them.
Ceres629 Skirmisher
posted 09-10-05 01:09 PM
EDT (US)
11 / 14
One church sort of sucks, but you can batch build and also building can be constructed so fast that if your church get desecrated you can build one back in no time.
I don't think it's a tremendous problem- since the priests work on a sort of "area of effect" basis, you really only need a few of them.
Realistically speaking, how many churches would a colony have had? Not a large number, I would imagine.
EliteNemesis Skirmisher
posted 09-10-05 03:12 PM
EDT (US)
14 / 14
I like the Decree for the New World card. Its soo cool, granting you the unique techs. For the British in the campaign, it gave 2 surgeons (love the hospital) and the thin red line upgrade? (25% damage but -25% speed) and American patriots which give 16 minutemen.