Is There Ever a Reason To Get Naval Tradition?

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Dec 12, 2011
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It's a leaf civic with two terrible bonuses that aren't worth using.

Has anybody used one of those two policies for more than a couple turns? More importantly, do you even bother getting the civic any more?
 
You get an Envoy, and it can be used to trigger a quick switch like if for example you wanted to use the Upgrade cost reduction card for one turn and then swap to something else. It's pretty cheap if you get the boost.
 
You get an Envoy, and it can be used to trigger a quick switch like if for example you wanted to use the Upgrade cost reduction card for one turn and then swap to something else. It's pretty cheap if you get the boost.

This. Later on, when you need a quick envoy, or for a well-timed upgrade of your units. A couple of eras past it'll really be like 1 or 2 turns even on marathon.
 
Naval Tradition is fantastic. I get Feudalism, put in +2 charges on builders, buy 13 builders, then research naval tradition and switch it back out next turn.
10/10 would use for cheap game mechanic again.
 
naval infrastructure's bonus gold becomes bonus production with a shipyard
 
Naval Infrastructure (100% Harbor adjacency) is really sweet when playing as Japan (district adjacency bonuses).
 
So that when you build the Bolshoi theater in the industrial/ modern era one of the free civics it awards is not wasted on a civic that you would research in a couple of turns but you completely ignored. Also possibly relevant policy and an envoy, envoys are always good.
 
naval infrastructure's bonus gold becomes bonus production with a shipyard

That's a really good point. I never even thought about that. Still not a huge boon for a policy though.

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Not personally a fan of hot-swapping policies. Maybe I'm playing wrong, but waiting 4 turns or so to switch them out is fine by me. I commonly go most of the game with the same few applied.

I guess the envoy is something at least. I just thought it would provide a more impactful bonus since it's a leaf civic.
 
That's a really good point. I never even thought about that. Still not a huge boon for a policy though.

It's pretty much obligatory at this point on island plates maps (especially after the recent patch boosting harbors).

You are unlikely to touch it on pangea or even continents.

So basically like everything with the word 'naval' in in this game :(
 
It's a leaf civic with two terrible bonuses that aren't worth using.

If nothing else, a leaf civic is always good later on for a quick change in two or three turns from your existing civics to others that you already own.
 
Still not a huge boon for a policy though

I quite often have about 5 cities on a river mouth with a CZ and harbour. +25 production and gold is not to be sniffed at IMO. I certainly consider the double adjacency card on harbour's and CZ later on. The main issue is it's a leaf node So I'll also often bypass for speed and use as a cheapie civ later.
The admiral wildcard is a joke like most of them, I am already at +10, +2 for a slot is just meh.
 
CZ = CH or IZ?
 
I did use it on my last Pericles game, I had a narrow strip of land by the shore that was more suited to harbors than CH. Also I found myself at war with Vicky (she declared it together with either Egypt or Germany) and as a result found myself controlling her cities which had harbors built in them. Until I had time to develop the cities on the other side of the mountain range the harbor bonus was more useful for me. It's rare but can happen.
 
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