Thenewwwguy
Emperor
- Joined
- May 12, 2020
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Here’s to the death of a monolithic India in Civ VII:
Chola Empire: Rajendra Chola I
Capital: Thanjavur
Agenda: Conquest of Srivijaya: Likes nations which send him sea trade routes, dislikes nations which send sea trade routes to other civs
Leader Ability: Gangaikonda Cholan: Land Units within an enemy coastal city immediately siege it. Captured cities can be made into commercial city states with 15 envoys in the Chola’s favor and immediate suzerainty and ongoing trade route.
Civ Ability: Nobody Conquers the Tamil Kings (yes, it’s a joke...but only kinda): Trade routes to foreign cities give double the religious pressure to those cities. Trade routes to foreign cities and/or city states sharing a religion with the Chola gain +3 faith, +2 culture and +4 gold.
Civ Infrastructure: Kovil: Replaces temple. Provides +1 housing, +1 food +2 culture and +1 gold in addition to existing temple bonuses. Higher production cost. Provides tourism at some point
Civ Unit: Dharani: Replaces Caraval, can be accessed after ship building, and can move into Ocean tiles even without Cartography. No special benefits other than its earlier access and ability to move into ocean so early
Mughal Empire: Akbar
Capital: Fatehpur Sikri
Agenda: Din-i Ilahi: Likes leaders who spread their religions to the Mughal empire. Dislikes leaders who kill his units in theological combat.
Leader Ability: The Wise Court of Akbar: Unlocks Unique Governor Birbal. Each city gains +2 science for every religion present in it.
Civ Ability: The Peacock Throne: All cities gain +2 culture per turn. +2 science per turn for each established governor in the empire
Civ Infrastructure: Mughal Fort-and-Garden Complex: Built by a builder, cannot be built adjacent to another Mughal garden. +1 food, +2 culture, +1 science on this tile. +2 more food after research of sanitization. Must be built on flat grasslands, plains or desert. Accessible after machinery.
Civ Unit: Mughal Artillery: Replaces Bombard. +10 strength compared to a bombard. Costs -15 production compared to bombard.
Birbal Promotion tree:
2-2-1
Base: Mantri: city gets +1 culture per speciality district
1st promotion options:
Kavi Priya: Theatre Squares adjacent to city centers offer double adjacency bonuses
Raja: all encampments can attack twice
2nd promotion options:
Minister of Din-i-Ilahi: city gains +1 science for every follower of a religion that the Mughals didn’t found in the city
One of the Navaratna: city gains +3 gold for every follower of a religion that the mughals didn’t found in that city
Final Upgrade: Brightest Jewel of the Ratnas:
+10% production in the city hosting Birbal
Chola Empire: Rajendra Chola I
Capital: Thanjavur
Agenda: Conquest of Srivijaya: Likes nations which send him sea trade routes, dislikes nations which send sea trade routes to other civs
Leader Ability: Gangaikonda Cholan: Land Units within an enemy coastal city immediately siege it. Captured cities can be made into commercial city states with 15 envoys in the Chola’s favor and immediate suzerainty and ongoing trade route.
Civ Ability: Nobody Conquers the Tamil Kings (yes, it’s a joke...but only kinda): Trade routes to foreign cities give double the religious pressure to those cities. Trade routes to foreign cities and/or city states sharing a religion with the Chola gain +3 faith, +2 culture and +4 gold.
Civ Infrastructure: Kovil: Replaces temple. Provides +1 housing, +1 food +2 culture and +1 gold in addition to existing temple bonuses. Higher production cost. Provides tourism at some point
Civ Unit: Dharani: Replaces Caraval, can be accessed after ship building, and can move into Ocean tiles even without Cartography. No special benefits other than its earlier access and ability to move into ocean so early
Mughal Empire: Akbar
Capital: Fatehpur Sikri
Agenda: Din-i Ilahi: Likes leaders who spread their religions to the Mughal empire. Dislikes leaders who kill his units in theological combat.
Leader Ability: The Wise Court of Akbar: Unlocks Unique Governor Birbal. Each city gains +2 science for every religion present in it.
Civ Ability: The Peacock Throne: All cities gain +2 culture per turn. +2 science per turn for each established governor in the empire
Civ Infrastructure: Mughal Fort-and-Garden Complex: Built by a builder, cannot be built adjacent to another Mughal garden. +1 food, +2 culture, +1 science on this tile. +2 more food after research of sanitization. Must be built on flat grasslands, plains or desert. Accessible after machinery.
Civ Unit: Mughal Artillery: Replaces Bombard. +10 strength compared to a bombard. Costs -15 production compared to bombard.
Birbal Promotion tree:
2-2-1
Base: Mantri: city gets +1 culture per speciality district
1st promotion options:
Kavi Priya: Theatre Squares adjacent to city centers offer double adjacency bonuses
Raja: all encampments can attack twice
2nd promotion options:
Minister of Din-i-Ilahi: city gains +1 science for every follower of a religion that the Mughals didn’t found in the city
One of the Navaratna: city gains +3 gold for every follower of a religion that the mughals didn’t found in that city
Final Upgrade: Brightest Jewel of the Ratnas:
+10% production in the city hosting Birbal
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