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New Civ Game Guide: Mughal India

FXS_Sar

Firaxian
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172

Introducing our last Civ game guide before full worldwide launch - Mughal India!​

Forged in conquest, the Mughal Dynasty oversaw a vast and prosperous empire, controlling as it did nearly a quarter of the world's industrial output. Under the Mughals, India adopted a centralized monarchy, where authority – and riches – stemmed from proximity to the throne, where wealthy rulers built wonders, and factories churned day and night.

Attributes:
Economic
Expansionist

Unique Ability:
Paradise of Nations: Increased Gold from all sources. Decrease all other Yields.

Unique Infrastructure:
Stepwell: Unique Improvement. Adds Gold. Increased Food from adjacent Farms. Must be built on a Flat tile. Cannot be built adjacent to another Stepwell Unique Improvement.

Unique Military Unit:
Sepoy: Unique Infantry Unit. Has increased Bombard Strength, granting a Ranged attack with increased Combat Strength against Fortified Districts and Siege Units.

Associated Wonder:
Red Fort: Gold Base. Acts as a District with Walls that must be conquered. Increased HP to this tile and all City Centers. Must be built adjacent to a District.

Starting Biases:
Flat

Check out the full game guide for more info & civic trees: https://civilization.2k.com/civ-vii/game-guide/civilizations/mughal-india/ (Give page time to show up!)

Civ7_Mughal.png
 

Introducing our last Civ game guide before full worldwide launch - Mughal India!​

Forged in conquest, the Mughal Dynasty oversaw a vast and prosperous empire, controlling as it did nearly a quarter of the world's industrial output. Under the Mughals, India adopted a centralized monarchy, where authority – and riches – stemmed from proximity to the throne, where wealthy rulers built wonders, and factories churned day and night.

Attributes:
Economic
Expansionist

Unique Ability:
Paradise of Nations: Increased Gold from all sources. Decrease all other Yields.

Unique Infrastructure:
Stepwell: Unique Improvement. Adds Gold. Increased Food from adjacent Farms. Must be built on a Flat tile. Cannot be built adjacent to another Stepwell Unique Improvement.

Unique Military Unit:
Sepoy: Unique Infantry Unit. Has increased Bombard Strength, granting a Ranged attack with increased Combat Strength against Fortified Districts and Siege Units.

Associated Wonder:
Red Fort: Gold Base. Acts as a District with Walls that must be conquered. Increased HP to this tile and all City Centers. Must be built adjacent to a District.

Starting Biases:
Flat

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

View attachment 718100
We have 404 on link.
 
that ability is all levels of bonkers, really makes me want to try a heavy economic domination game.
 
Both of the units are very interesting (love the Sepoy), and it looks like we have a Mali-esque design, so lots of cash.

Not crazy about the Stepwell going to Mughals? It doesn’t feel super emblematic of that dynasty.

I do LOVE how the Red Fort looks.
 
Looks very nice. The purchasing power is impressive.
 
This is probably my least favourite Civ design in the game.

It is ABSURDLY strong. Gold is already very easy to get, and you'll purchase a great deal of buildings in the game. Here you have a Civilization that can do it even better, and turn it into a win con.

The bonuses are boring and flavourless. While the nature of the bonuses are accurate to the Mughals, they're also not unique to the Mughals. If you just read the text of the ability, you could think we're talking about Brunei or Switzerland. It's like Prussia: This specific set really feels like "Mughals that can also be India", and less like "the Mughal phase of India". A Mughal Garden district could have given it a more distinct identity beyond the Sepoy, but alas.

Also um, Delhi being the capital over Agra or Lahore, I'm sure the Indians are going to love that.

That said, I will probably play the Mughals a lot in my games because of how absurd +75% Gold is. You can just buy anything, at a discount. Just pick two Culture Civs in the first two acts before you roll into obscene wealth, beeline for the civic that gives a 25% Gold discount to purchases, win the game on the spot. NOBODY will be able to stop you. If you can build the wonders tied to the victory conditions, it'll take effort for you to lose.
 
I haven’t played it yet, so I can’t say for sure right now, but Mughal gives a strong impression of being the most powerful Civ in the game.
 
Not crazy about the Stepwell going to Mughals? It doesn’t feel super emblematic of that dynasty.
I do like how it looks. But yeah, there are plenty of other things more distinctly Mughal they could have gone for.
Also um, Delhi being the capital over Agra or Lahore, I'm sure the Indians are going to love that.
Did anyone expect Delhi not to be the capital?
 
This is probably my least favourite Civ design in the game.

It is ABSURDLY strong. Gold is already very easy to get, and you'll purchase a great deal of buildings in the game. Here you have a Civilization that can do it even better, and turn it into a win con.

The bonuses are boring and flavourless. While the nature of the bonuses are accurate to the Mughals, they're also not unique to the Mughals. If you just read the text of the ability, you could think we're talking about Brunei or Switzerland. It's like Prussia: This specific set really feels like "Mughals that can also be India", and less like "the Mughal phase of India". A Mughal Garden district could have given it a more distinct identity beyond the Sepoy, but alas.

Also um, Delhi being the capital over Agra or Lahore, I'm sure the Indians are going to love that.

That said, I will probably play the Mughals a lot in my games because of how absurd +75% Gold is. You can just buy anything, at a discount. Just pick two Culture Civs in the first two acts before you roll into obscene wealth, beeline for the civic that gives a 25% Gold discount to purchases, win the game on the spot. NOBODY will be able to stop you. If you can build the wonders tied to the victory conditions, it'll take effort for you to lose.
yes, i knew and posted right when i saw the ability leak that this was S tier. probably the best modern civ in the game if you are going Dom/economic as of now.
 
I haven’t played it yet, so I can’t say for sure right now, but Mughal gives a strong impression of being the most powerful Civ in the game.
i called this right when i saw their ability. the versatility of being able to spam Sepoys, buy anything you need, makes them S tier to me. they will be the civ to beat in the modern era and be able to simply outspend any of their rivals by a wide margin.
 
Sepoy has a 1 hex ranged attack huh? Sepoys still used jingals even in 19th Century as offensive field weapons? Did Indian Jingals have better ranges than European forked heavy muskets (which in Age II (Arquebusier) has a range of 2 hexes which not really a do to me)
 
Paradise of NationsAbilityA reference to the wealth of the Bengal Subah, the largest subdivision of Mughal India.
ZabtCivicज़ब्त/ضَبْط "A Mughal land revenue system" that replaced the previous tribute system with one based on uniform currency.
JagirCivicجاگیرA type of feudal land grand that developed in the Indian subcontinent, first under the Delhi Sultanate. In the Mughal era, taxes were collected by the land owner (the jagirdar), while the administrative and military affairs were handled by a separate apointee.
MansabdariCivicA military unit that existed within the administrative system of the Mughal Empire. There were many levels of Mansabdars, who were appointed by the Emperor, and they were required to provide military equipment.
Gardens of ParadiseCivicA reference to the Mughal-style garden, which was influenced by Persian garden styles. Of particular note was the charbagh garden, which was laid out in a four part plan meant to evoke the four gardens and rivers of Heaven.
Jins-i KamilTradition"Perfect crops"?Referred to the cash crops produced within the Empire, including cotton, indigo and sugarcane.
QilachasTraditionRelated to क़िला/قِلْعَہ "Fortress"Seems to be a reference to the many notable fortresses built by the Mughals, of which Agra Fort and Red Fort are notable examples.
Gunpowder EmpireTraditionA historiographical term used to describe the Ottoman, Safavid and Mughal Empires, who conquered large amounts of territory with new firearm technologies.
MayūrāsanaTraditionमयूरासनThe Peacock Throne, the imperial throne used by the Mughal Emperors from 1635 to 1739 before being taken as a war trophy by Nader Shah.
StepwellInfrastructureA kind of well with stepped sides common to the Indian subcontinent.
ZamindarCivilianPersian for "landowner"A "semi-autonomous feudal lord" that developed during the Mughal Empire. Unlike Mansabdars, these positions were typically hereditary.
SepoyMilitaryComes from the Persian word SipahiA broad term referring to infantry soldiers who served in the Mughal, Maratha and BEIC armies. Famous for their participation in the 1857 Indian Rebellion against the British East India Company.
 
This is probably my least favourite Civ design in the game.

It is ABSURDLY strong. Gold is already very easy to get, and you'll purchase a great deal of buildings in the game. Here you have a Civilization that can do it even better, and turn it into a win con.

The bonuses are boring and flavourless. While the nature of the bonuses are accurate to the Mughals, they're also not unique to the Mughals. If you just read the text of the ability, you could think we're talking about Brunei or Switzerland. It's like Prussia: This specific set really feels like "Mughals that can also be India", and less like "the Mughal phase of India". A Mughal Garden district could have given it a more distinct identity beyond the Sepoy, but alas.

Also um, Delhi being the capital over Agra or Lahore, I'm sure the Indians are going to love that.

That said, I will probably play the Mughals a lot in my games because of how absurd +75% Gold is. You can just buy anything, at a discount. Just pick two Culture Civs in the first two acts before you roll into obscene wealth, beeline for the civic that gives a 25% Gold discount to purchases, win the game on the spot. NOBODY will be able to stop you. If you can build the wonders tied to the victory conditions, it'll take effort for you to lose.
it does feel very different from how india is usually portrayed in the game though.
 
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