Legacy bonus have no cap, it make america founding father even stronger especially if it run something like merchant republic and reach something like 50% purchase cost reduction. They do grow very slowly like 1% every 20 to 15 turns for most.
Legacy bonus have no cap, it make america founding father even stronger especially if it run something like merchant republic and reach something like 50% purchase cost reduction. They do grow very slowly like 1% every 20 to 15 turns for most.
Yeah, it seems to take ~200 turns for the legacy bonus to reach the base level (I'm guessing there is some cap....for those who play past victory it would be strange to have a 110% cost reduction in faith/gold purchases)
Runing early game government for most of the game may be a very viable strategy because all 3 early game government have some very nice legacy bonuses which can not be compensated by extra cards of the later government. America can get some really powerful stuff.
Yeah, it seems to take ~200 turns for the legacy bonus to reach the base level (I'm guessing there is some cap....for those who play past victory it would be strange to have a 110% cost reduction in faith/gold purchases)
Unlikely that you have 2nd tier government after victory thought? And they could just stop the legacy bonuses from growing at that point. Or it caps at 99% or so, althought that seems wierd.
OMG as if the handicap on Kongo is not enough, now his agenda basically says he will like the one who might be winning religious victory (instead of nipping it in the bud)...
Legacy bonus have no cap, it make america founding father even stronger especially if it run something like merchant republic and reach something like 50% purchase cost reduction. They do grow very slowly like 1% every 20 to 15 turns for most.
Did I understand correctly that you get to keep the full legacy bonus always? Most governments have 10% + x% / n turns. If you can get that base +10% from one turn with that government, it's worth it to make a quick stop in almost every government type in a game that lasts until the later stages. Oligarchy, for example, immediately gives a boost to combat experience to all units that of 20%, which is close to what you'd get from barracks (not that I'd now how combat experience mechanics work and what this boost means in practice...).
Do you remember that crossing rivers doesn't cost all movement points when the movement is done from a city tile?
Well, it seems that this rule does apply to embarking units, too - at least, if it is true to military units in the same way as for builders. In Quill18's 6th movie (at 7:04), he embarked a builder from a city tile and the builder could instantly improve a sea ressource!
If this observation could be actually verified, it could be seen as an enormous bonus to cities founded directly at coasts - something that's value was questioned quite often here in this forum.
Do you remember that crossing rivers doesn't cost all movement points when the movement is done from a city tile?
Well, it seems that this rule does apply to embarking units, too - at least, if it is true to military units in the same way as for builders. In Quill18's 6th movie, he embarked a builder from a city tile and the builder could instantly improve a sea ressource!
If this observation could be actually verified, it could be seen as an enormous bonus to cities founded directly at coasts - something that's value was questioned quite often by the here.
Do you remember that crossing rivers doesn't cost all movement points when the movement is done from a city tile?
Well, it seems that this rule does apply to embarking units, too - at least, if it is true to military units in the same way as for builders. In Quill18's 6th movie (at 7:04), he embarked a builder from a city tile and the builder could instantly improve a sea ressource!
If this observation could be actually verified, it could be seen as an enormous bonus to cities founded directly at coasts - something that's value was questioned quite often by the here.
I like that planes go back to the traditional Civilization gameplay, you can move them at pleasure instead of having a limited options of actions. I guess that you can keep them in the air for a couple turns (in the video you can see a fighter flying in circles).
BTW seems that nukes are now actual bombs, meaning you need a vehicle/installation to launch them (be it a plane, a nuclear sub or a silo tile). Hence allowing you to be able to have the nuclear triad in game.
In this one, seems that the spy is actually a "land unit" (as traditionally was in all the civ games before V), although it doesn't show it properly, he only drops a nuke in the city.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.