bengalryan9
Emperor
- Joined
- Nov 13, 2018
- Messages
- 1,092
I gave it some thought as to whether or not to continue with the Exploration Age, or to go ahead and have a discussion on Assyria. Since we’ve had a couple of days to play around with them today’s discussion will be about Assyria so we don’t have to go back later on. Assyria is a militaristic and scientific civilization with a starting bias towards flat land with rivers. Their associated wonder is Dur-Sharrukin, which acts as a fortified district and gives +3 CS to all fortified districts in your empire. Assyria’s only automatic unlock in future ages is Abbasid.
Their unique ability is Treasures of Nineveh. This grants them a free technology any time they conquer a settlement… they no longer get free codices with certain researched techs, but one of their civics makes it so that they ALSO get a free codex when they conquer a settlement as well.
Their unique military unit is the Magarru, a chariot replacement with increased movement and the ability to move after attacking while ignoring zone of control.
Their unique civilian unit is the Turtanu, a unique commander that gives +5 CS against districts to melee and cavalry units within the command radius.
Their unique buildings are the Royal Library (which gives +3 base science, bonus science for adjacent mountains and rivers, and 2 slots for codices) and the Citadel (which gives +3 base production, counts as a fortification, and gives bonus happiness if built on flat land). Together they make the unique quarter the Ekallu, which gives +2 bonus production for each great work in that city.
Assyrian Civics:
Birtutu – unlocks the Citadel and gives access to Dur-Sharrukin, gives bonus culture (I think +2?) for each tech mastery researched, and +1 settlement limit. At mastery it also gives +5 combat strength when defending against ranged units and unlocks the Durani tradition.
Tupsarrutu – unlocks the Royal Library and the Turtanu unit (which is kind of weird, but I guess lets you ignore Discipline for a bit?), and gives you a codex any time you conquer a settlement for the first time. At mastery it gives bonus +2 happiness to science buildings, a free codex, and unlocks the Mihistu tradition.
Kiprat Arbai – gives +1 settlement limit, and +5 combat strength to magarru that are in a command radius. At mastery it gives +20% science in captured settlements, a free codex, and unlocks the Girru tradition.
Assyrian Traditions:
Durani - +1 science on fortification buildings
Mihistu – +25% production towards buildings and wonders that have great works slots
Girru – +3 production and +3 food in settlements not founded by you
What are your initial thoughts on the Assyrians? Too strong, a little weak, or just right? Find any cool strategies or unique approached with them? What leaders pair well with them, and who do you think makes for a good transition in future ages?
Their unique ability is Treasures of Nineveh. This grants them a free technology any time they conquer a settlement… they no longer get free codices with certain researched techs, but one of their civics makes it so that they ALSO get a free codex when they conquer a settlement as well.
Their unique military unit is the Magarru, a chariot replacement with increased movement and the ability to move after attacking while ignoring zone of control.
Their unique civilian unit is the Turtanu, a unique commander that gives +5 CS against districts to melee and cavalry units within the command radius.
Their unique buildings are the Royal Library (which gives +3 base science, bonus science for adjacent mountains and rivers, and 2 slots for codices) and the Citadel (which gives +3 base production, counts as a fortification, and gives bonus happiness if built on flat land). Together they make the unique quarter the Ekallu, which gives +2 bonus production for each great work in that city.
Assyrian Civics:
Birtutu – unlocks the Citadel and gives access to Dur-Sharrukin, gives bonus culture (I think +2?) for each tech mastery researched, and +1 settlement limit. At mastery it also gives +5 combat strength when defending against ranged units and unlocks the Durani tradition.
Tupsarrutu – unlocks the Royal Library and the Turtanu unit (which is kind of weird, but I guess lets you ignore Discipline for a bit?), and gives you a codex any time you conquer a settlement for the first time. At mastery it gives bonus +2 happiness to science buildings, a free codex, and unlocks the Mihistu tradition.
Kiprat Arbai – gives +1 settlement limit, and +5 combat strength to magarru that are in a command radius. At mastery it gives +20% science in captured settlements, a free codex, and unlocks the Girru tradition.
Assyrian Traditions:
Durani - +1 science on fortification buildings
Mihistu – +25% production towards buildings and wonders that have great works slots
Girru – +3 production and +3 food in settlements not founded by you
What are your initial thoughts on the Assyrians? Too strong, a little weak, or just right? Find any cool strategies or unique approached with them? What leaders pair well with them, and who do you think makes for a good transition in future ages?