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#121 |
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Deity
Join Date: Mar 2006
Posts: 2,055
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So it looks like the main benefit of the Dutch is going to be the Polder. The video released today had it at 4
1 2 in late Renaissance or early Industrial. That's equivalent to a resource tile (Wheat would be 5 1 for example). Besides that they are still a Marsh, so if you have a few adjacent you get a mini Great Wall in the bargain.Edit: And that's on a Marsh. On a Floodplain it would be 5 1 3![]() Edit 2: snipperrabbitt!! points out in the main thread about the video that it looks as if Polders create trade routes without roads as well. Last edited by Calouste; Jun 13, 2012 at 06:23 PM. |
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#122 |
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Scir-Gerefa
Join Date: Aug 2010
Posts: 3,255
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Yeah, the Dutch look pretty badass. They've definitely moved up my list of need-to-play G&K civs.
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#123 | |
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Gen VI
Join Date: Feb 2009
Location: Iron Town
Posts: 2,826
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Quote:
If only they weren't so unattractive. |
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#124 | |
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Prince
Join Date: Aug 2009
Posts: 505
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Quote:
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#125 |
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Emperor
Join Date: Feb 2006
Posts: 1,191
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Now that the game is out, does anyone recognize the music used for the Dutch? I couldn't place it - all I could tell was that it's not the Wilhelmus.
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Fictionalization IV: A myth, lore and pop culture mod Modding experience? We want YOU! Now I have a LeaderHead gallery. Ho, ho, ho |
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#126 |
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Doge
Join Date: Apr 2012
Location: Auckland, NZ
Posts: 390
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Can someone tell me what is unique about the sea beggar?
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#127 |
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History Addict
Join Date: Oct 2005
Location: Napoli, Italy
Posts: 1,868
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#128 |
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Prince
Join Date: Sep 2007
Location: Ireland
Posts: 545
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I'm curious about this as well. I thought it was released relatively late that the Sea Beggar was meant to have 6 movement and the Privateer 4. However, the manual seems to say that both are 5 and a quick look at Arioch's website confirms the confusion. Hopefully someone with the game will fill us in because according to the manual the only thing unique about the Sea Beggar is that only the Dutch can build it.
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V - Marathon/Standard/Immortal. Check out my standard sized world map for Civ 5: Gods and Kings! |
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#129 |
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Prince
Join Date: Jun 2011
Posts: 362
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It has coastal raider 2 extra 20% against cities 34% gold steal based on damage. Don't know if that stacks, but it does add up to 100%. Also has supply promotion can heal 15 hp outside friendly lands.
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#130 |
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Vampire Slayer Slayer
Join Date: Apr 2011
Location: Standing next to Waldo
Posts: 425
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The Sea Beggar has a second promotion (coastal raiding II over privateer's I), and the supply promotion (heals anywhere)
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#131 |
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Warlord
Join Date: Nov 2010
Posts: 252
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I chose to give my namesake William the honor of my first G+K playthrough! The extra happiness you get when you trade away your luxuries is fantastic! So far traded away my first and only plots of cotton and furs and reaped 365 gold each...only to have a brute pillage said plots...thus allowing me to repair them and resell them at 7 gold per turn. Running at +9 happiness and +16 gold per turn and $1400 in the bank as I enter the classic era. One city.
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#132 |
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Warlord
Join Date: Feb 2011
Location: North Carolina
Posts: 228
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Anyone know anything about Tulips? Are they definitely not in the game or what?
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#133 |
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Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,710
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Tulips are definitely not in the game. Polders are simply an improvement; they don't add any new resource.
Can't remember if it was this thread or another one, but note that polders do not create trade routes. It's just that you can't see roads that are on them, because their art plasters itself over the top.
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Gods & Kings Introductory Guide
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#134 | |
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Deity
Join Date: Aug 2002
Location: San Diego, California
Posts: 5,269
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Quote:
EDIT: 5,000th post!
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My Leaderhead Gallery! Last edited by Ekmek; Oct 26, 2012 at 12:21 PM. |
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#135 |
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Warlord
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Isn't it strange, iirc, that movement penalty on polder tile is the same as on marsh? Polders shouldn't have any movement penalty.
EDIT: OK a polder is an improvement and an improvement doesn't change the movement penalty, but with a polder it should. Last edited by draaibaar; Oct 24, 2012 at 03:26 AM. |
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