Crossroads of the World Collection - Part 1 - Details announced

Ok, well I'm psyched for all three of these. It's interesting to me that:

1. Carthage's design virtually guarantees that Augustus will hate you, which feels appropriate.
2. Carthage has bonuses to help them ace the Silk Roads legacy path, but they can't actually benefit from the Silk Roads Golden Age.

I'm pretty sure I'll be playing with Ada quite a bit - I like those abilities. Great Britain also looks good to me, but it's hard to say, since it's coming with the much-needed Culture Victory rework.

Presumably Carthage unlocks Spain, but who else? Abbasids, maybe?

EDITED TO ADD: And good gods, Isabella as Carthage into Spain is going to be a monster.
 
Presumably Carthage unlocks Spain, but who else? Abbasids, maybe?
I'd say definitely Songhai (as a regional thing), and maybe Spain and Abbasids.
 
Ok, well I'm psyched for all three of these. It's interesting to me that:

1. Carthage's design virtually guarantees that Augustus will hate you, which feels appropriate.
2. Carthage has bonuses to help them ace the Silk Roads legacy path, but they can't actually benefit from the Silk Roads Golden Age.

I'm pretty sure I'll be playing with Ada quite a bit - I like those abilities. Great Britain also looks good to me, but it's hard to say, since it's coming with the much-needed Culture Victory rework.

Presumably Carthage unlocks Spain, but who else? Abbasids, maybe?
Songhai would make sense for those Trans Sahara routes
 
in addition to these issues, which apply to 3/4 legacy paths, one key thing I forgot to mention is that one-city playstyle is severely hampered by the city growth system. namely, the formula for pop growth grows exponentially for each pop, meaning you get rapidly diminishing returns on +food after a certain point, and any given city inevitably reaches a population cap for the era.

so all the food you can send back from towns to your one city will not matter in the back half of the era, you maybe get one or two pop growths out of it in the long haul. compare against cities which enable you to build science/culture buildings & more.

my point here is that Carthage's benefits will not significantly help raise the bar on what a single city can accomplish, and in exchange they are giving up quite a bit.

Carthage looks like they’ll be pretty bad in practice IMO. one city is a big disadvantage and the advantages they get in exchange do not seem to compensate.

it will be very, very difficult for Carthage to complete science legacy path. even with Nalanda (which won’t be so easy to claim with limited culture gen) they only get 9 codex slots.

they are well suited for econ legacy, but receive no benefit from the golden age bonus 👎

culture will also be difficult, trying to stuff so many wonders in a single settlement. plus Carthage culture/science gen will be very bad, making it hard to compete for later wonders.

that leaves conquest, which I don’t even think they have the best kit for. a little more settlement cap increase would go a long way

so major downsides, with very limited playstyle with many of the possible legacy paths made either much harder or with diminished benefits. very disappointing
 
Steel Mills can stay. They’ve had such a huge impact on the economy and culture of some areas of the country that they deserve to be in under their familiar name.
Yeah, the buildings can stay as long as the quarter name isn't generic. Because steel mills and railyards are what I'd probably expect to find in a Tycoon Park. :)
 
in addition to these issues, which apply to 3/4 legacy paths, one key thing I forgot to mention is that one-city playstyle is severely hampered by the city growth system. namely, the formula for pop growth grows exponentially for each pop, meaning you get rapidly diminishing returns on +food after a certain point, and any given city inevitably reaches a population cap for the era.

so all the food you can send back from towns to your one city will not matter in the back half of the era, you maybe get one or two pop growths out of it in the long haul. compare against cities which enable you to build science/culture buildings & more.

my point here is that Carthage's benefits will not significantly help raise the bar on what a single city can accomplish, and in exchange they are giving up quite a bit.

I recently played a OCC and I didn't find growth to be an issue. I had 6 settlements, my capital, three farm towns, one mining town, and one trade hub. And while you are correct in that I wasn't able to get extremely tall, it wasn't an issue. My capital I focused on production tiles only and ignored any food tiles. I was both a production powerhouse and had some specialists in the antiquity age. Once my city got up and running I surpassed the AI rather quickly.
 
Tier 1: Increased Sea Trade Route Range. Increased Gold in the Capital for every Trade Route from the Capital. Unlocks the Dockyard Unique Building.
Byrsa: Gold Base. Trade Routes from this Settlement cannot be plundered. All tiles in this City that are adjacent to Coast and eligible for Walls receive a Wall. Must be placed adjacent to a Coast tile.

What determines if a trade route "Comes from" as settlement? Is this purely a passive bonus, ie other civs that have sent a merchant to your city? Is it when you build merchants in that city and send them out to other civs? Is if a imported resource is assigned to that civ?
 
I have to say I find the design of Battersea Power Station really disappointing. I'm excited to have Venetian Arsenal 2.0 in the game, but it's just a thematically really poor combination with BPS. GB overall seems poorly designed with a lack of clear focus, just a mishmash of ideas slapped together. It's just really, really disappointing, especially after Ed hyped it up by talking about how they've gotten better at designing civs as the game got closer to launch.
It looks like GB is likely to be an all rounder Civ but I still can’t understand why BPS has a naval focused bonus (the Old Royal Naval College would’ve worked better). GB’s design feels like trying to mix the Industrial Revolution and the British Empire into one but could’ve been done better.
 
From humble colony to economic hegemony, Carthage rose from the shores of North Africa to dominate the Mediterranean Sea. Its sleek ships ferried goods and riches all over the known world, while at home, the city of Carthage was famed for its master craftsmen and deep agricultural knowledge. Competition with first Greece, then Rome, honed renowned generals and a powerful navy. But war was Carthage’s undoing, and the city was destroyed in 146 BCE.



Unique Ability​

Phoenician Heritage: Can only have one City. Towns cannot use Convert to City. When you create a Merchant or Colonist Unit, gain a copy of that Unit.

Attributes​

  • Militaristic
  • Economic

Civic Trees​

Shipsheds

  • Tier 1: Increased Movement for Naval Units. Unlocks the Cothon Unique Building and Byrsa Wonder.
  • Tier 2: Increased Range for Naval Units. Unlocks the 'Quinquereme' Tradition.
  • Tradition - Quinquereme: Increased Gold towards purchasing Naval Units. Decreased Gold maintenance for Naval Units.


Wisdom of Tanit

  • Tier 1: Increased Sea Trade Route Range. Increased Gold in the Capital for every Trade Route from the Capital. Unlocks the Dockyard Unique Building.
  • Tier 2: Increased Resource Cap in the Capital. Unlocks the 'Gaulos' Tradition.
  • Tradition - Gaulos: Increased Gold towards purchasing Buildings on Coast or Navigable Rivers.


Sicilian Wars

  • Tier 1: Increased Settlement Cap. Unlocks the 'Suffetes' Tradition.
  • Tradition - Suffetes: Increased Gold from Mining Towns. Increased Food from Fishing or Farming Towns.
  • Tier 2: Increased Movement and Sight for the Numidian Cavalry Unique Cavalry Unit.

Unique Infrastructure​

Punic Port: Unique Quarter. Increased Resource Capacity in this Settlement. Can be built in Towns.



Cothon: Unique Building. Production Base. Production adjacency with Coast and Navigable Rivers. Must be built on a Coast tile.



Dockyard: Unique Building. Gold Base. Food adjacency with Resources and Districts. Must be built on a Coast tile.

Unique Civilian Unit​

Colonist: Replaces Settler. Increased Embarked Movement. Increased Population if settled adjacent to a Resource.

Unique Military Unit​

Numidian Cavalry: Unique Cavalry Unit. Can only be purchased and are more expensive than other Cavalry Units. Increased Combat Strength for each Unique City Resource assigned to your Capital.

Associated Wonder​

Byrsa: Gold Base. Trade Routes from this Settlement cannot be plundered. All tiles in this City that are adjacent to Coast and eligible for Walls receive a Wall. Must be placed adjacent to a Coast tile.

Starting Biases​

  • Coast
  • Grassland

Check out the full game guide for more info & civic trees: https://civilization.2k.com/civ-vii/game-guide/civilizations/carthage/

Moderator Action: Merged with exiting thread on this topic --NZ
 
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The sun never set on Great Britain's vast empire. Its territories spread across all continents, funneling raw materials from colonial holdings to the factories of the metropole. Foreign policy was conducted through economic strategy, extensive diplomacy, and threat of war. The British navy dominated the seas, while at home, society found a new order amid the explosion of industry. Under Pax Britannica, the world followed Britain's lead.

Unique Ability​

Workshop of the World: Buildings are a set percentage cheaper to produce or purchase. Converting Towns into Cities costs a set percentage more.

Attributes​

  • Economic
  • Expansionist

Civic Trees​

Pax Britannica

  • Tier 1: Settlements receive increased Production for each Factory Resource assigned to them. Unlocks the Royal Exchange Unique Building.
  • Tier 2: Unlocks the Manufactory Unique Building and the Battersea Power Station Wonder.


Society of Antiquaries

  • Tier 1: Increased Movement for Civilian Units. Unlocks the 'Proceedings' Tradition.
  • Tradition - Proceedings: Cities with both a Great Work and a Resource slotted receive increased Culture and Science.


Chartered Companies

  • Tier 1: Ports provide increased Resource Capacity. Unlocks the 'East India Company' Tradition.
  • Tradition - East India Company: Increased Gold on each Building in Towns.


Splendid Isolation

  • Tier 1: Units receive increased Combat Strength, unless you're yielding negative Gold per turn at the start of the turn. Increased Settlement Cap. Unlocks the 'No Eternal Allies' Tradition.
  • Tradition - No Eternal Allies: Increased Gold in Towns. For every Alliance, receive decreased Gold in the Capital.

Unique Infrastructure​

Financial Centre: Unique Quarter. Increased Gold for every connected Settlement.



Royal Exchange: Unique Building. Gold Base. Gold adjacency for Quarters.



Manufactory: Unique Building. Production Base. Production Adjacency from Resources and Gold Adjacency with Navigable Rivers.

Unique Civilian Unit​

Antiquarian: Unique Explorer Unit. Receives Culture for every tile from your Capital when you use the Excavate Artifact action.

Unique Military Unit​

Revenge: Unique Naval Unit. Has the Splash keyword, dealing a small amount of damage to all enemy Units adjacent to the target tile when attacking.

Associated Wonder​

Battersea Power Station: Production Base. When training a Naval Unit, receive an additional Naval Unit of the same type. Must be built on a land tile adjacent to water.

Starting Biases​

  • None
Check out the full game guide for more info & civic trees: https://civilization.2k.com/civ-vii/game-guide/civilizations/great-britain/


Moderator Action: Merged with exiting thread on this topic --NZ
 
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From childhood, Ada Lovelace inspected the world through a scientist's eyes. Forging a path between intellectualism and imagination, she applied her mathematical mind to the nineteenth century's most cutting-edge experiments. Working with mechanical computers, which made calculations using gears and punch cards, she designed the first computer program, establishing the field of computing over a century before technology caught up to her vision.

Unique Ability​

Enchantress of Number: Cities receive increased Science per Age when you complete a Civic Mastery. This resets at the start of each Age. Gain Culture equal to a percentage of your total Science per turn when you complete a Technology Mastery.

Attributes​

  • Scientific
  • Cultural

Agendas​

Analytical Engine: Increase Relationship by a Small Amount for the leader with the most Masteries. Decrease Relationship by a Small Amount for the leader with the fewest Masteries.

Starting Biases​

  • None
Check out the full game guide for more info & civic trees: https://civilization.2k.com/civ-vii/game-guide/leaders/ada-lovelace/

Moderator Action: Merged with exiting thread on this topic --NZ
 
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So Ada rewards you for taking the time to pick up masteries, both Scientific and Civic. I guess that fits in with my "play style," so I find myself diverting to pick up lots of masteries already :)

So anyone know yet which civ(s) the game suggests Ada take at the set-up screen?
 
To be honest, the design is a bit boring and all over the place. It features a lot of references to the British Empire but fails to organize them into a coherent theme - all the "production plus, resource plus, gold plus" abilities feel like the design is sandwiched between and surpassed by the Americans and the Mughals. The "Revenge" UU also has a reasonably unrecognizable name ("Warspite" is much better).

In addition, even though I do like the return of Civ 6's Venetian Arsenal, but why does it have to be the Battersea Power Station's ability? I don't think any power station has any power to magically produce battleships, and Battersea is not next to London Docklands either.
 
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