New Civ Game Guide - Qajar (Right to Rule)

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Safe to say you cant play this with a "no settlement limit" mod fairly, considering those mods just add a flat 999+ to your settlement limit... :crazyeye:

just something to think about before you get a human player with a hypothetical ~950x modifier Qajar in modded multiplayer... :lol:
 
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!
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.
 
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.
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.
 
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.
Yes, I agree -- it's a bummer.
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.
I know, it's just more of an exception to the rule.
 
I think Ed meant for civs that didn’t have any
So Silla and Assyrian got pre-existing ones and so will Tonga and the Goths probably
 
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
 
I thought we’d get a random antiquity wonder if Emile Bell was assigned to Silla
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.

EDIT: At this point, it seems to specifically involve Antiquity wonders. When Great Britain joined, they got Battersea instead of Oxford. So we might eventually see Babylon get Hanging Gardens, Tongo get Maui, Goths get Theodoric, etc.
 
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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
I think that is just for the first two Age Military Legacies (which are Military/Expansion)
 
I think that is just for the first two Age Military Legacies (which are Military/Expansion)
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 is

EDIT: I mean sometimes I'm very close to finishing military path in the first two ages, but stop myself because of settlement limit and happiness crisis... would be good to know you can go ahead and raze for the same results
 
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.
 
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.
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 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.
 
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.
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
 
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.
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.

Also, a couple ways to increase specialist limits.
 
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
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.
 
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