AnonymousSpeed
Pink Plastic Army Man
- Joined
- Nov 21, 2014
- Messages
- 399
Thank you all for the positive feed back. I also made a few updates with ideas I neglected to mention at first or decided on later.
Not actually. This is just the idea for vanilla, and the Dutch have never been a vanilla level civ. However, if there were to be, say, and expansion pack...
A very potent gold making civ, literally every bonus the Netherlands has is geared towards making money or making trades. The Fluyt is a bit of an unconventional unique unit, but I think it's pretty interesting: It's main draw is more opportunities early on.
Now, this of course leaves a lot of civs still to be added, some of which would take precedent over the Netherlands. One notable example is Spain, and I'd probably include the Incas with them, and they two are probably a higher priority than the Netherlands, despite their massive trade empire. That still leaves plenty of civilizations to add though.
You forgot the Dutch though.
Not actually. This is just the idea for vanilla, and the Dutch have never been a vanilla level civ. However, if there were to be, say, and expansion pack...
Spoiler Netherlands :
Leader: Willem of Orange
Start Bias: Coast
Dutch East India Company: Retain a portion of the happiness when you trade the last copy of a luxury away.
Unique Unit: Sea Beggar, replaces Caravel. Starts with the Coastal Raider 1 and 2 promotions, as well as the Supply promotion, so it can heal anywhere.
Unique Unit: Fluyt, replaces Cargo Ship. Cheaper to build, only costing as much as a caravan. Has 40 range by default instead of 30, and can cross deep ocean immediately. Provides +1 gold for each resource being given by the Netherlands to the receiving civilization.
Unique Improvement: Polder, available at Guild. Must be built on Marsh or Floodplains. +3 food, +2 gold and +2 production after Economics.
Start Bias: Coast
Dutch East India Company: Retain a portion of the happiness when you trade the last copy of a luxury away.
Unique Unit: Sea Beggar, replaces Caravel. Starts with the Coastal Raider 1 and 2 promotions, as well as the Supply promotion, so it can heal anywhere.
Unique Unit: Fluyt, replaces Cargo Ship. Cheaper to build, only costing as much as a caravan. Has 40 range by default instead of 30, and can cross deep ocean immediately. Provides +1 gold for each resource being given by the Netherlands to the receiving civilization.
Unique Improvement: Polder, available at Guild. Must be built on Marsh or Floodplains. +3 food, +2 gold and +2 production after Economics.
A very potent gold making civ, literally every bonus the Netherlands has is geared towards making money or making trades. The Fluyt is a bit of an unconventional unique unit, but I think it's pretty interesting: It's main draw is more opportunities early on.
Now, this of course leaves a lot of civs still to be added, some of which would take precedent over the Netherlands. One notable example is Spain, and I'd probably include the Incas with them, and they two are probably a higher priority than the Netherlands, despite their massive trade empire. That still leaves plenty of civilizations to add though.