Brazil discussion thread

No, the money that we've paid for Portugal was for a peace agreement, not for the Biblioteca Nacional.
As I said, we had our independence in a diplomatic way, after the battles of independence.
 
Moderator Action: There's little in the last few posts to do with BNW. A history discussion may be nice, but we have a history forum for that (which you are more than welcome to use!). Please keep this thread for discussion of Brazil as it is to be included in the game (e.g. it's UA, UU, UI, possible strategies, etc.)
 
One thing I noticed about the synergy between the UU and A is this. Brazil should essentially keep happiness as low as possible until after Tourism kicks in and then seek to be in a golden age for the rest of the game. In the later part of the game, they should use war to boost their chances of one during any gap periods. In fact, they seem ideal to only use happiness-based Golden Ages. First, Great Artists should be for Great Works. Second, with their UU they can afford it. They can war their war to a Golden Age even during negative happiness if they try really, really hard.

That being said, I'm not sure if the woodcamp is all that beneficial. Have we heard exactly how much gold it'll give? The late culture will be nice so you can focus on tourism instead, but it still seems relatively weak.
 
LouisXXIV: we don't know exactly how much money and culture does it give. As far as we know, the lack of gold from riversides and coasts could be needed, so the gold boost from the Brazilwood Camp might be great for countering that. It should give a much better bonus to the regular trading post to be good, so I'm expecting something like 3gold, 2/3 culture after acoustics, maybe better than that.

On a side note, do you think Brazil will get a jungle starting bias? Seems logical and would help you UI spamming.
 
LouisXXIV: we don't know exactly how much money and culture does it give. As far as we know, the lack of gold from riversides and coasts could be needed, so the gold boost from the Brazilwood Camp might be great for countering that. It should give a much better bonus to the regular trading post to be good, so I'm expecting something like 3gold, 2/3 culture after acoustics, maybe better than that.

On a side note, do you think Brazil will get a jungle starting bias? Seems logical and would help you UI spamming.

It looks like the levels of culture in BNW are going to be lower than in G&K, so 1 culture in BNK might well be worth 2-3 culture in G&K. For example, the Amphitheater in G&K gives 3 culture plus an additional 3 culture when you put a specialist in it. In BNW, it gives 1 culture and an additional 2 culture when you put a Great Work in it, which is harder than just reassigning a citizen. Hammer cost and maintenance were the same in screenshots.
 
I wonder if Sacred Path pantheon will be changed, then, because it seems logical to create many Brazilwood Camps and "enhance" them with +1 culture from jungles, IF it doesn't remove them, of course. I'm really looking forward to seeing the UI graphics :)
 
I think Sacred Path will remain the way it is and it will be as ideal for Brazil as Desert Folklore is for Arabia. I've used Sacred Path a few times for jungle starts and it does make a difference in sopols and border growth. To have that and the Brazilwood Camps, Brazil will have a good handle on Culture.

If the Brazilwood Camp comes at Calender or Trapping (which is what I suspect), Brazil will do quite nicely for money while everyone else has to wait till the Medieval era to build Trading Posts in order to do nearly the same thing.

The big trade-off for the Brazilwood Camps vs. the Trading Posts is that if you aren't trying to go after huge culture, you're going to prefer the Trading Post because of the science from it in the Rationalism tree.
 
I wonder if Brazil will get a coastal bias as well. I'm used to Rio's beaches, after all.
 
Speaking of which, I hope that there is a Beach Resort Tourism building that will improve the prospects of coastal cities.
 
I think Sacred Path will remain the way it is and it will be as ideal for Brazil as Desert Folklore is for Arabia. I've used Sacred Path a few times for jungle starts and it does make a difference in sopols and border growth. To have that and the Brazilwood Camps, Brazil will have a good handle on Culture.

If the Brazilwood Camp comes at Calender or Trapping (which is what I suspect), Brazil will do quite nicely for money while everyone else has to wait till the Medieval era to build Trading Posts in order to do nearly the same thing.

The big trade-off for the Brazilwood Camps vs. the Trading Posts is that if you aren't trying to go after huge culture, you're going to prefer the Trading Post because of the science from it in the Rationalism tree.

I would be surprised, from what we know at the moment, if the Brazilwood Camp isn't equal or better than the Trading Post in every respect. Both the Terrace Farms and the Polders are better or equal than what they replace in the situations they can be build, and the other UI, the Maoi Statues can be build on far more terrain types and gives a different yield, rather than an improved yield.
 
On a side note, do you think Brazil will get a jungle starting bias? Seems logical and would help you UI spamming.

It can have 4 Bias, and all would be historical.

1- Jungle: Well, not much to say here, we have jungle, more than anyone else, but its almost all inside the continent and we just have 1 big city there. (Manaus with 1 million people). The region is still today very underpopulated.

2- Sea: Brazil started in the sea with the colonys and still is a sea trading nation as 90% of our trade is done by sea.

3- Hills: The Brazilian coast is full of them, in the "serra do mar " (hills sea), you can guess why its named after that, if you look from the sky you will see lots and lots of hills blocking the coast from the brazil interior region.

4-Forest: Brazil, before 1900 was not only jungle, but also forest. The Atlantic rainforest (mata atlantica) was a big forest that started in the NE region and only stopped in today´s Uruguay Region. Only the interior of Brazil was lacking a forest because it is too dry there (like a african savanna). Today only 10% of the forest survives, the forest was full of high quality lumber.

and of course the country can have no bias to represent the fact brazil Have everything you can imagine. (Unless its trunda or ice :P).
 
I think that when choosing bias, they will more or less try to go for something that benefits them using their uniques, so I would assme that they would get primarily a Jungle bias,they might get a ocean start in order to fit with their historical, but I doubt we'll get a hill or forest bias.
 
Starting bias is usually restricted to something a civ needs to key off a unique, right? So, jungles, sure. Sea and hills, not needed so much.
 
Starting Bias reflects the uniques more so than anything else. Given that Brazil has no naval UU and a UI that only goes on jungle I strongly think they will have a Jungle Bias. This also assures that the unwanted jungle starts for civs other than the Aztecs and Brazil (and hopefully now Congo) will happen less often.
 
Yeah, that's a major mistake you often seen with mods; people assign a civ a bias based on historical precedent and not their uniques. The only reason any official civ gets a bias is to help an early to mid game unique bonus. In this case, the only one of their abilities that has a terrain dependency is the UI, so the only bias they'll possibly get is jungle.
 
just hope if brazil get a jungle bias to not start with too much jungle or it can be a problem as jungle only produce 1 food. (And even with the camp 1 food + 1 gold is not really much when you need production and food in the first turns so the city can start working faster.
 
As long as there are hammers then plenty of jungle isn't too bad. It is 2 food per jungle and you can actually get decent growth without improvements because of it. Throw in the +1 culture per jungle tile pantheon and you can get some crazy growth, culture, and science.

The flip-side is if there is little to no access to hammers, then large jungle starts tend to hurt more than help. Although maybe with the new internal trade mechanics you can send hammers to such a city location and benefit from all the culture/science/gold while still keeping production up.
 
I don't think building a Brazilwood Camp will remove the jungle on the tile, as it would be left with only 1 food, making it much less desirable to be worked. It probably adds yields to the base 2 food from the regular jungle, I guess
 
Back
Top Bottom