Qajar's signature wonder (which it gets bonus production for) is a new wonder that wasn't in the game before. Apologies if my statement confused you somehow!What do you mean?
Qajar's signature wonder (which it gets bonus production for) is a new wonder that wasn't in the game before. Apologies if my statement confused you somehow!What do you mean?

Well by modern how often are you without commanders?The only thing I don’t like here is that the unique cavalry unit seems to have no functionality without the Commander. That’s weird game design. Other than that, this looks really cool.
Well, civilizations in VII are supposed to be delivered with new, unique wonders -- it's part of the "increased value" of civs in VII argument.Qajar's signature wonder (which it gets bonus production for) is a new wonder that wasn't in the game before. Apologies if my statement confused you somehow!
For what it’s worth, RtR solidly rebukes that. I was also under the impression that all new DLC civs will come with their own new wonders based on the wording used by Ed and marketing materials, but I guess that’s not the case. Still not sitting well with me, tbh.Well, civilizations in VII are supposed to be delivered with new, unique wonders -- it's part of the "increased value" of civs in VII argument.
I agree, and I was happy to see it in case of Qajar, because Silla comes with Emile Bell, which is already present in the game.Well, civilizations in VII are supposed to be delivered with new, unique wonders -- it's part of the "increased value" of civs in VII argument.
Yes, I agree -- it's a bummer.For what it’s worth, RtR solidly rebukes that. I was also under the impression that all new DLC civs will come with their own new wonders based on the wording used by Ed and marketing materials, but I guess that’s not the case. Still not sitting well with me, tbh.
I know, it's just more of an exception to the rule.I agree, and I was happy to see it in case of Qajar, because Silla comes with Emile Bell, which is already present in the game.
The way I'm seeing it is that Firaxis wanted to have a certain number of Antiquity wonders at launch to facilitate the Culture Legacy objective, so instead of making 10 civ wonders + several extra and then adding another wonder for each new civ afterwards (eventually creating an unwieldly amount of Antiquity wonders and throwing off the competitive balance for the Antiquity Culture Legacy), they just decided to loan the base game some Antiquity wonders from future DLCs.I thought we’d get a random antiquity wonder if Emile Bell was assigned to Silla
I think that is just for the first two Age Military Legacies (which are Military/Expansion)interesting play as I usually stop at around 14-15 settlements into modern (unless going military win) and the limit often goes up to 22/24, could lead to interesting bonuses...
Do I understand correctly from comments that razing settlements counts toward victory score in modern ? I really thought you had to keep the cities for the count to add up
even for the first two ages, I never figured that was the case... I never raze, or go after a settlement I don't intend to keep. would be good to know for sure what the status really isI think that is just for the first two Age Military Legacies (which are Military/Expansion)
Based on the Ottoman emblem in the Lakshmibai video, the Ottomans are Modern Age, so they won't get the Grand Bazaar, which is Exploration.I’m actually a bit concerned about wonder inflation, so I’m not really upset that some of the DLCs are assigned existing ones.
I expect the Ottomans will inherit the Grand Bazaar too, as much as I would have like to have seen Topkapı Palace or the Sultanahmet Mosque.
They are coded tall and miltaristic, which is funny. Based on the Unique Army Commander, you're supposed to declare war and burn the cities you take to the ground. The extra Influence can help you buy war support to make up for what I assume will be fewer units.I’m trying to decide how I feel about this civ.
I like the idea of playing tall and getting bonuses for it, and Qajars seem like they will be an influence generation beast. But their unique units are WEIRD and not knowing numbers yet makes me cautious.
I’ll remain optimistic, it’s a cool choice regardless but I’m not sure how eager I am to play them.
Lots of happiness bonuses and you're also really encouraged to stay under settlement limits, plus combat bonuses for defending units, so it should handle war okay. They also have a raze more than one tile per turn unit, so you could in theory shrink down the relative size of a warring neighbor or something.Yeah, they're clearly supposed to be played tall, but i'm not sure how good that is, actually.
They don't want to attack or be attacked, but with ideology determining friendships, it's difficult to avoid conflict unless you don't research ideology at all.
God I am such a “I can’t say the mean option to the NPC” person that razing cities I tend to do rarely so I hope this is done well. I’ll give it a shot I guess but probably need to be in a razing mood.They are coded tall and miltaristic, which is funny. Based on the Unique Army Commander, you're supposed to declare war and burn the cities you take to the ground. The extra Influence can help you buy war support to make up for what I assume will be fewer units.
THis is probably based historically on Agha Mohammad Khan Qajar https://en.wikipedia.org/wiki/Agha_Mohammad_Khan_Qajar