The only thing we know about England is the +2 ocean movement - we really have no idea what their two units do.
That said, I am leaning towards America or Greece for my first game. Manifest Destiny fits my style of play (land, land, land; more, more, more!); but all of Greece's specials sound really tempting (early war and good diplomacy where needed).
Typo in Bismarck's noble name. It's not Bismar*k*; let's avoid his furor teutonicus upon us, o me miserum!
Manifest Destiny looks exceedingly effective in my estimation - even for that great nation. Reconsider after gameplay is always an option, though.
Additionally, have you noticed that Steam replaces the ancien régime? Can you read the subliminal message? (I'm kidding, of course)
Maybe Egyptians. I like bonuses to building wonders and a mounted unit that doesn't require horses. (which begs the question: what are they pulling their chariots with, slaves?)
Maybe Americans. That movement bonus will help get all the benefits of discovering Ancient Ruins, City-states, and Natural Wonders.
Maybe Iroquois. The lack of movement penalties in the forest would be helpful for the same reason. I need to know what the bonuses are for the Mohawk Warrior though.
Maybe Greeks. I've always been a diplomat, and the bonus to City-state relations coupled with Patronage appeals to me greatly. I kinda want to save this till I get a few games under my belt though.
Maybe Siam. Same reason.
Maybe Romans. Building roads across the wilderness with Legionaires sounds like a good way to make friends with City-states.
Bite, given that the specialist buildings cater to different specialists, I'd suggest to list the specialists allowed for each building, so:
Bank: 2 slots for merchant
Library: 2 slots for scientist
Market: 1 slot for merchant
Public school: 1 slot for scientist
Research lab: 1 slot for scientist
Temple: 2 slots for artist
University: 1 slot for scientist
Mud Pyramid Mosque: 2 slots for artist
On Diplomacy: trade of strategic resources is 30 turns, while peace treaties are still 10. I don't know what this scales with the speed of the game.
On City States: Your influence with City States is measured in levels. Here it's shown that once your Influence increased to the point that you are now their ALLY ...
As a maritime City State they make large food exports to your Empire (additional +2 food in your Capital and +1 food in all other Cities). As long as you retain this status, the will grand you their [spices] and all future Resources they connect.
Library: +1 science per 2 citizens
Supply (promotion): may heal outside friendly territory 2HP/turn
Diplo screen allows to specify number of turns and quantity for resources (no longer fixed at 10 turns)
Laser: unlocks modern armor and jet fighter
Satellites: unlocks guided missile
Calculation of happiness. If you're civ is unhappy, you grow only at 1/4 of the regular speed. Luxury resources give +5 happiness (regardless of how many you have), natural wonders give +1 for each that you discover first.
For unhappiness, both the number of cities and the total number of citizens is counted.
In the screenshot it says it's from an article in GameStar.de. The article isn't that special, but there's a gorgeous video that teaches us the following.
Piety focuses on happiness and culture. It is mutually exclusive with Rationalism.
- Unlocking Piety gives +2 happiness
Organized Religion (Piety): need 25% happiness to start a Golden Age
Reformation (Piety): Immediately start a 6 turn Golden Age
Rationalism is mutually exclusive with Piety.
Military Caste (Honor): Each city with a garrison reduces unhappiness by -1.
Warrior Code (Honor): Great General appears outside the Capital. (no idea what that means)
Patronage enhances benefits of befriending City States.
- Unlocking Patronage makes City State Influence degrade 50% slower.
Commerce provides bonus to naval empires and those focussed on gold.
- Unlocking Commerce boosts gold output of your capital by +25%.
Siege (ranged unit promotion) gives +25% strength against cities.
Trebuchet - requires iron, strong against cities, must be set up before firing.
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