Hello Civ GS Fans:
Quickly can someone explain the strategy behind playing Canada. On the livestream Ed and the gang mentioned as Canada you want to settle cities in all different landscapes. That is...mountain city, coastal city, island city, tundra city etc. What is this all about. I get the Tundra part for the Hockey Rink.
Thanks
Brew God
The concept that you recall belongs to Sweden. Their unique improvement, the Open Air Museum gets +2 culture for each different bioreme (grasslands, plains, desert, tundra, snow) on which a Swedish city was founded, resulting in a +10 culture yield for each museum.
As for Canada, they only have boosts for tundra and snow. They can purchase tiles much cheaper and have faster strategic resourcr accumulation on these two terrains. They can also build farms on tundra, but that's not really useful imo.
Finally I had tons of faith from the aurora faith, +8 faith from holy sites and the food from shrines/temples was able to grow my cities enough.
Since Mounties can be used as naturalists that happen to cost production or gold, faith can easily be saved up for rock bands.That worked really well for me as well (dance + feed the world). Canada is in the position to take advantage of dance of the Aurora and the crazy faith you can get out of it, especially with several holy sites and running the 100% adjacency card. I leveraged all that into a traditional religious victory with them (they played like a poor man's Russia), but there's some excellent options with theocracy and faith buying units or going for a cultural win with rock bands.
In my Canada game I actually found the farms quite useful in tundra, which surprised me.
Once you have fuedelism you can get a decent amount of food and housing from essentially useless tiles.
There is tons of oil in the tundra too, so I ended up with reasonable production for my crappy little cities.
Finally I had tons of faith from the aurora faith, +8 faith from some holy sites and the food from shrines/temples was able to grow my cities enough.
I wouldn't put Canada in God tier by any means, bit their bonus could be worse.
I think I would make Canadian districts and improvements immune to blizzards, I had a blizzard wipe out 16 farms in two turns, that sucked.
I find Mounties totally underwhelming... one of the most useless UU in the game IMHO...
I don't know how some people do it in their games, when they say they had tons of National parks... Even if I go major warmongering and have 20+ cities,
I rarely have more than 2 sites that allow me to place a Park, even when I analyze closely the tiles city ownership and stuff... Maybe I over install stuff on tiles, but
having room for 5+ national park on my territory seems like science fiction more than a probability...
Mounties being possibly the weakest unit for the time range available (scout units excluded), it makes this UU utter crap
Alternately, don't limit each Mountie unit to building one national park.
Mounties should also provide loyalty when garrisoned on top of their existing abilities and bonuses.
This way, when you are done creating national parks with Mounties and need to defend, having them provide loyalty to cities with national parks by Canada's borders would make them more viable.
Gameplay-wise, having Mounties provide loyalty when garrisoned on top of their existing bonuses would not make them OP.+Loyalty is a fairly niche benefit; it is unlikely to be relevant to the big, sprawling cities where+when National Parks are built, and is of particularly low value to a Civ with a Tundra bias.
Useless unit, militarily