View Full Version : Discussions about the different Civ bonuses


Magwill
Mar 26, 2008, 10:17 AM
I think it would be interesting to hear players on these forums tell us of what they think about the different civilization bonuses, how it will affect the game and what civs will suit what kind of player. Since it seems we will be fed with new civ bonus info quite regularly (Gandhi and Lincoln available since recently) there should be enough to feed the discussions.

The thing with the bonuses just applying on certain ages is a new thing that will demand some different thinking and planning if you want to utilize it to the maximum. You can give any kind of comments you have regarding everything that has to do with these bonuses.

So let's start, what do you think of the currently available civs?

I'm very interested in reading your replies. Together we might get the upper hand vs those players who are not reading :)

Official current bonuses taken from the official website:

Bonuses for Mongolian Civilization
Starting: +1 production from Mountains
Ancient: Half-price Horsemen
Medieval: +50% trade from captured cities
Industrial: +2 food from desert regions
Modern: Free Communism tech
Unique Units: Horseman becomes Keshik

Bonuses for Egyptian Civilization
Starting: Begin the game with a Wonder
Ancient: +2 food from desert regions
Medieval: Receive knowledge of Irrigation
Industrial: +1 Rifleman movement
Modern: +50% caravan gold

Bonuses for Indian Civilization
Starting: Begin with access to all resources
Ancient: Cities not affected by Anarchy
Medieval: Free Religion tech
Industrial: Half-price Settlers
Modern: Half-price Courthouse

Bonuses for American Civilization
Starting: Begin the game with a Great Person
Ancient: 2% interest on gold
Medieval: Rush units at half-price
Industrial: +1 food from plains
Modern: Factories provide 3x production
Unique Units: Tank becomes Sherman Tank, Bomber becomes Flying Fortress, Fighter becomes Mustang Fighter

rdm180
Mar 29, 2008, 12:49 AM
The thing with the bonuses just applying on certain ages is a new thing that will demand some different thinking and planning if you want to utilize it to the maximum. You can give any kind of comments you have regarding everything that has to do with these bonuses.

Are you certain that bonuses apply only during the age they are acquired and do not persist through other ages? If so, if I may ask, where did you hear this?

-rdm

Magwill
Mar 29, 2008, 05:31 AM
Are you certain that bonuses apply only during the age they are acquired and do not persist through other ages? If so, if I may ask, where did you hear this?

-rdm

EDIT: http://apolyton.net/forums/showthread.php?s=&threadid=170373

I just read here that they do go over to the next era. I'm not going to look up the source right now due to lack of time but it is said that they have got this information from their in-house visits.

Seems like there weren't many people who had something to say about the bonuses and I don't know why :) I will use my humble intuition later today to give my share of thought on the matter.

Sgt Grimes
Mar 29, 2008, 05:57 AM
I can't see Ghandi's half-price Settlers at Industrial being much use. Nor indeed, his half-priced Courthouse at Modern. At that late stage of the game the land-grab phase should be well and truly over, and with every city already sporting a Courthouse!

Ghandi does get off to a terrific start though, so it could just be heavy nerfing to compensate for the fact. As for America, and their 3x production at factories at Modern: OUCH, that's gonna hurt bigtime!!

Padma
Mar 29, 2008, 06:35 AM
IIRC, the pre-alpha version we played back in November the bonuses did NOT carry over to the newer ages. But again, that was a pre-alpha version, and things may have changed.

Magwill
Mar 29, 2008, 07:31 AM
IIRC, the pre-alpha version we played back in November the bonuses did NOT carry over to the newer ages. But again, that was a pre-alpha version, and things may have changed.

Would be nice to get a official reply on this then to see what they have decided on, since it surely will affect what you do.

But wouldn't for example that you cannot be affected by Anarchy be a very overpowered bonus if you had it during the rest of the game as well? Perhaps their info is wrong, I still think that having the bonuses for a specific age is more realistic and will make for a bit more thinking and planning when you play as you can prepare for your bonus and to gain as much as you can from it. For example India then, during the Ancient Age you could do stuff that cause anarchy and get away with it and you will have to take advantage of that period then.

Sgt Grimes
Mar 29, 2008, 10:29 AM
But wouldn't for example that you cannot be affected by Anarchy be a very overpowered bonus if you had it during the rest of the game as well?

I think that simply means that the peasants don't revolt between changes in government, Magwill. And that consequently, the transition from one government to the next, occurs in only one turn.

Magwill
Mar 29, 2008, 10:48 AM
I think that simply means that the peasants don't revolt between changes in government, Magwill. And that consequently, the transition from one government to the next, occurs in only one turn.

I tend to change often but maybe that just means I'm a bad player who doesn't know what he is doing :P I have never taken the step to become really good at Civ, it has just been occasional casual gaming to me.

Sgt Grimes
Mar 29, 2008, 11:54 AM
It's actually a pretty powerful bonus to have, when you consider all the lost production and revenue that occurs when changing government. As you will know, it's typically a two or three turn process, although it can sometimes take much longer. So, a player such as yourself, who likes the 'try before you buy' approach to changing government, might actually find it quite handy being able to experiment without being penalized for doing so.

Magwill
Mar 29, 2008, 05:09 PM
It's actually a pretty powerful bonus to have, when you consider all the lost production and revenue that occurs when changing government. As you will know, it's typically a two or three turn process, although it can sometimes take much longer. So, a player such as yourself, who likes the 'try before you buy' approach to changing government, might actually find it quite handy being able to experiment without being penalized for doing so.

Yup, although it should be even shorter now in CivRev right?

I was wondering a bit what you more experienced people think of the great person start that America have. I don't know the impact of a great person in CivRev but what about a comparison of a civilization's growth during the start comparing a civ with India's share of resources. Which one do you think will boost the construction process better?

Also, is Starting an age of itself or does it simply indicate that you get it together with Ancient when you start?

Peachrocks
Mar 30, 2008, 08:37 AM
If the game is anything like civ 4, India's starting bonus by far seems the best so far, imagine how big you could make your early game cities with a bonus like that in civ4 where it is critical to keep your city sizes small until you can get religion/Hereditary rule or Representation civics/resources. Of course we don't know that yet and the wonders and great people could be all really good too.

The late game bonuses obviously aren't as useful for India, but the game could be different too and it might balance out the fact that their early game bonuses seem so good.


I would think you get the starting bonuses the entire game... wonders and great people's effects are there forever (until wonders obselete anyway, if they do in this game). Also I would think you keep the bonuses from previous ages, some of these offer a one time benefit (a tech), that can't ever be taken from you, and also Egypt and Mongolias desert bonus, if that was lost and your city was working a desert tile it'd starve.... I mean desert tiles could still be as useless as they are in civ4, but I'd think not because that wouldn't be a very useful bonus, even if it didn't obsolete.

mikeyredk
Mar 30, 2008, 11:33 AM
here is the Kicker with india… You have access to them but you still need the techs to unlock them, but still knowing that you have coal, oil and nuclear fuel at the end of the game is assuring

Magwill
Mar 30, 2008, 01:03 PM
here is the Kicker with india? You have access to them but you still need the techs to unlock them, but still knowing that you have coal, oil and nuclear fuel at the end of the game is assuring

if the bonuses carry over from age to age I guess.

Thrallia
Mar 31, 2008, 02:15 PM
As for America, and their 3x production at factories at Modern: OUCH, that's gonna hurt bigtime!!

solution: don't let America reach the modern ages :)

bonafide11
Mar 31, 2008, 04:33 PM
Have they not decided on all the Civs unique units yet?

Magwill
Mar 31, 2008, 05:35 PM
Have they not decided on all the Civs unique units yet?

I don't know but it feels as usual strange if one civ gets more unique units than another one. Would be nice with at least 3 per civ.

Back to the bonuses... I was wondering about Egypt's +2 food from desert. Now we know that we won't get any options for creating our maps as it will be totally randomized. The question is then how useful this bonus will be. I mean there are two different possibilities. Either the world is created with a certain planet tilt so you have like Earth that some areas have more sun etc and therefore there is desert there. The other possibility is that there is just random pieces of land everywhere. If the first alternative is correct, then this bonus is a waste if you are not close to the desert. If the second alternative is correct, then the interesting question is how many tiles are actually desert if its totally random. I mean we haven't seen maps with lots of desert have we? And if someone has, please link a screen.

AbbieRevo
Mar 31, 2008, 06:54 PM
I was under the impression that India's resource bonus meant that, to use a CivIV example, you don't need Animal Husbandry to build a pasture.

I like the Gypo initial bonus, a free wonder seems like a nice bonus, I just hope it doesn't just mean free Stonehenge, I hope there's more choice.

I'm wondering what the "Free Communism Tech" or "Free Religion Tech" means compared to "Receives Knowledge of Irrigation"

Also wondering what "50% More Trade from Conquered Cities" means, seems like it could be an interesting bonus, and a great motivation for warmongering (not that anyone playing as the Great Khan should need one)

America seems to rock real hard, more so than any of the other civs. 2% interest on gold! Remember the quote about compound interest in CivIV.

I'm guessing every civ gets more than one UU, but perhaps not. It would be an interesting way to balance civs. Those with less powerful bonuses get more UUs.

Wonder if there are UBs

Magwill
Apr 01, 2008, 03:43 AM
I was under the impression that India's resource bonus meant that, to use a CivIV example, you don't need Animal Husbandry to build a pasture.

I like the Gypo initial bonus, a free wonder seems like a nice bonus, I just hope it doesn't just mean free Stonehenge, I hope there's more choice.

I'm wondering what the "Free Communism Tech" or "Free Religion Tech" means compared to "Receives Knowledge of Irrigation"

Also wondering what "50% More Trade from Conquered Cities" means, seems like it could be an interesting bonus, and a great motivation for warmongering (not that anyone playing as the Great Khan should need one)

America seems to rock real hard, more so than any of the other civs. 2% interest on gold! Remember the quote about compound interest in CivIV.

I'm guessing every civ gets more than one UU, but perhaps not. It would be an interesting way to balance civs. Those with less powerful bonuses get more UUs.

Wonder if there are UBs

I just read over at the official 2kforums that the unique units do not have altered stats so I guess they do not use it for balancing.

Moxxa
Apr 01, 2008, 04:44 AM
I just read over at the official 2kforums that the unique units do not have altered stats so I guess they do not use it for balancing.

If the unique units don't have altered stats, what makes them unique? I would be really disappointed with this game if a Keshik and a Horseman are the same unit with different graphics.

robcheng
Apr 02, 2008, 05:38 PM
In one of Dan's 'poly vids, I think I heard someone mention that Aztec units heal whenever they win a battle...

2K Elizabeth
Apr 02, 2008, 11:20 PM
Have they not decided on all the Civs unique units yet?

not all civilizations have unique units. unique units don't have an advantage over other units -- they are simply unique to the civilization.

2K Elizabeth
Apr 02, 2008, 11:20 PM
In one of Dan's 'poly vids, I think I heard someone mention that Aztec units heal whenever they win a battle...

that's true, that's one of the civilization bonuses, though, not a unit bonus!

bonafide11
Apr 04, 2008, 02:42 PM
not all civilizations have unique units. unique units don't have an advantage over other units -- they are simply unique to the civilization.

Not all Civs have unique units? And unique units aren't better than other units? What makes them unique then? So does every Civ have all the exact same units, but some have different names?

robcheng
Apr 04, 2008, 03:10 PM
I think she means that unique units aren't modifications of standard units like in Civ 3/4. For example, in Civ 3/4 the Egyptian War Chariot was a modification of the standard chariot unit. But in Civ Rev, perhaps there are no chariots at all, so if Egypt had a War Chariot unique unit, it would truly be "unique".

Magwill
Apr 04, 2008, 05:09 PM
Not all Civs have unique units? And unique units aren't better than other units? What makes them unique then? So does every Civ have all the exact same units, but some have different names?

Its just the name and the graphics (3d model) to get a better variety of graphics I guess.

Schuesseled
Apr 05, 2008, 07:11 AM
Not all Civs have unique units? And unique units aren't better than other units? What makes them unique then? So does every Civ have all the exact same units, but some have different names?

The unique units appear to be just civ specific units, where a universal unit has its name and graphical work changed, tomkae it a civ specific unit but with the same stats.

So unique units shouldn't be taken into consideration when choosing you civ, as in previous games, an interesting change.

Magwill
Apr 06, 2008, 06:15 AM
We want more civ bonus info 2K/Firaxis :)

mikeyredk
Apr 06, 2008, 10:44 AM
Americans
Starting: Starts with a famous person
Ancient: 2% interest on gold
Medieval: -50% cost to rush units
Industrial: +1 food from plains
Modern: Factories 3x standard production

Chinese
Starting: Knowledge of Writing
Ancient: New cities have +1 population
Medieval: Free Literacy tech
Industrial: -50% cost for Libraries
Modern: Citizens never less than unhappy

Egypt
Starting: Half priced wonders
Ancient: +2 food desert
Medieval: Free tech Irrigation
Industrial: Rifleman +1 moment
Modern: Caravans +50% gold

French
Starting: [?] Cathedral
Ancient: Knowledge of Pottery
Medieval: -50% cost to roads
Industrial: +2 C[?] attack
Modern: +1 Rifleman movement

Greece
Starting: Free courthouse at capital
Ancient: Free Tech Democracy
Medieval: Cities produce more great people
Industrial: -50% cost for libraries
Modern: Sea regions +1 food

Japanese
Starting: Knowledge of Ceremonial Burial
Ancient: +1 food from sea regions
Medieval: +1 Samurai Knight attack
Industrial: Citizens never less than unhappy
Modern: Ground units receive Loyalty promotion

India
Starting: Don't need the required tech for using resources
Ancient: Cities grows faster
Medieval: Free tech: Religion
Industrial: -50% cost for settlers
Modern: -50% cost courthouses

Romans
Starting: An Ancient Wonder
Ancient: -50% cost to roads
Medieval: -50% cost to Wonders
Industrial: More Famous People
Modern: New cities have +1 population

Russia
Starting: Gets a significant portion of the map for free
Ancient: Plains +1 food
Medieval: Free military upgrade Loyalty
Industrial: -50% cost for rifleman
Modern: -50% cost for spies

Spanish
Starting: Knowledge of Navigation
Ancient: +1 naval combat
Medieval: +100% exploration cash
Industrial: +50% Gold production
Modern: +1 production from hills

Zulu
Starting: Forces that has a significant more strength than their
opponent always wins combat and receive exp points.
Ancient: Warriors +1 moment
Medieval: Cities grows faster
Industrial: +50% gold produced in cities
Modern: -50% cost for rifleman

Borrowed from apolyton.net listed on the revolutions official site


Its not official but here are some bonuses that where out there for some time now

From this and the official bonuses that rolled out i see Egypt lost its +50 wonder production and they just gave them a free one to start. India went from not needing the tech to use the resource to requiring the tech at least thats what my opinion is

Magwill
Apr 06, 2008, 03:38 PM
Mikey those are old ones. If you look at the ones we have been given on the official site they are different from the ones you have, which I presume is from last year?

mikeyredk
Apr 06, 2008, 07:13 PM
Yes i know there the old ones but they might give us insight to what the others might be, since the ones released and the old ones are very similar they might not be too far off base.

Well so far they look right they just came out with russia and japan

caketastydelish
Apr 12, 2008, 05:09 PM
I want to find England's bonuses, where can I find them?

Endure
Apr 19, 2008, 03:03 PM
Thoughts:

1) If bonuses don't carry over through the ages, I see some of them being not overly useful. For example, the egyptian bonus of +2 to food during the ancient age. What happens if you move into the classical age and now your cities become stagnant or worse, enter starvation mode due to lack of food? I imagnie it won't effect every game, but should have an impact, espically on arid maps

2) Factories providing 3x more production seems a tad over the top. Guess it's good if you like fighting later wars though. If your fighting america though you better take it out early.

3)What wonder does egypt start with? Do you get to pick and choose?

4) If not every civ has unique units, and unique units don't provide any bonuses over normal units...whats the point in having unique units excatly?

5) American Great person randomly chosen? Or do you get to pick and choose? Seems pretty powerful.

Schuesseled
Apr 20, 2008, 08:06 AM
I want to find England's bonuses, where can I find them?

June 3rd in any gaming shop.

Thoughts:

1) If bonuses don't carry over through the ages, I see some of them being not overly useful. For example, the egyptian bonus of +2 to food during the ancient age. What happens if you move into the classical age and now your cities become stagnant or worse, enter starvation mode due to lack of food? I imagnie it won't effect every game, but should have an impact, espically on arid maps

2) Factories providing 3x more production seems a tad over the top. Guess it's good if you like fighting later wars though. If your fighting america though you better take it out early.

3)What wonder does egypt start with? Do you get to pick and choose?

4) If not every civ has unique units, and unique units don't provide any bonuses over normal units...whats the point in having unique units excatly?

5) American Great person randomly chosen? Or do you get to pick and choose? Seems pretty powerful.

1) Bonuses do carry over to every age

3) My guess is it will be random, but i suppose either is possible

4) What's the point in having every unit exactly the same.

Endure
Apr 20, 2008, 01:44 PM
4) What's the point in having every unit exactly the same.

If your going to put the effort into making unique units to give the game more flavor and depth, actually do that and make the units unique to each civ. Just giving it a different graphic and name and keeping the same stats as the equivalent non-unique unit is pointless.

Schuesseled
Apr 20, 2008, 08:37 PM
changing the anme and graphic of a unit is enough to give the civ's a different feel.

The civs are already very different, including unique units that also have unique stats, will not only make your civs harder to choose, but will also limit the amount of UU's to each civ, and make balancing the different civ's harder than it needs to be.

Endure
Apr 21, 2008, 09:53 AM
Actually it takes depth and strategy OUT of the game, but I guess thats what they're going for.

Schuesseled
Apr 21, 2008, 10:17 AM
Actually it takes depth and strategy OUT of the game, but I guess thats what they're going for.

They added a lot of depth and strategy with the civ bonuses, more than enough to account for the loss of depth and strategy that comes from removing unique units or rather blandenising unique units.

dennis580
Apr 23, 2008, 12:59 PM
The Civ bonuses have made each Civ far more unique then any of the other Civ games.

Simply put the Civs in Civ 3, and Civ 4 were not very unique or historical. This problem looks to be solved now. With major huge bonuses like America getting 3x production from facotires in the modern age, India having access to all resources, and Mongols getting 50% extra trade from captured cities. This will make playing as different Civs a very unique experience.

Martinus
May 05, 2008, 10:40 AM
1) If bonuses don't carry over through the ages, I see some of them being not overly useful. For example, the egyptian bonus of +2 to food during the ancient age. What happens if you move into the classical age and now your cities become stagnant or worse, enter starvation mode due to lack of food? I imagnie it won't effect every game, but should have an impact, espically on arid maps

As others already answered, the bonuses carry over. Furthermore, there is no starvation in the game and the tile gains represent only the stuff you need to grow. :)

hibsboy
May 18, 2008, 06:34 PM
I want the game now but its not coming out for a cupple of months so i can wait to play the demo:D

avalonnn
May 22, 2008, 09:02 AM
solution: don't let America reach the modern ages :)

like not allowing Germany to survive to the production of Panzers.

AbbieRevo
May 25, 2008, 03:32 PM
I was under the impression that the bonuses stayed throughout the game, you just got new one's with each age.

And honestly I don't mind the removal of UU's in favor of the crazy bonuses.

homan1983
May 25, 2008, 06:31 PM
I agree with Abbie. Good bonuses > UU

The thing with Civ bonuses is that, if you want to you can use it to give a civ a UU - an example of this are the Arabs, where in Industrial their cavalry get +1Str.

Overall I'd say that this new system is a significant improvement and a job well done.

ctd757
May 31, 2008, 07:37 PM
what are the zulu bonuses?

Ginger_Ale
May 31, 2008, 07:52 PM
what are the zulu bonuses?

Starting: Zulus can overrun their enemies more easily
Ancient: +1 Warrior movement
Medieval: Cities grow faster
Industrial: +50% gold production
Modern: Half-price Riflemen

You can see all the known bonuses here (http://www.civfanatics.com/civrev/civilizations).

Also, welcome to CFC! :beer:

ctd757
May 31, 2008, 08:00 PM
Starting: Zulus can overrun their enemies more easily
Ancient: +1 Warrior movement
Medieval: Cities grow faster
Industrial: +50% gold production
Modern: Half-price Riflemen

You can see all the known bonuses here (http://www.civfanatics.com/civrev/civilizations).

Also, welcome to CFC! :beer:

cant wait to use the zulu. nevr played civ before so revolutions will bw the first