As said, everybody from the time the first Persian tribes arrived in the area was associated with Iran as the name of the people and the area, but before the 20th century only the Ilkanids officially used it as part of the title of the State.
In addition, the term "Greater Iran" refers to the area occupied by numerous non- or semi-Persian States in central Asia all the way to the borders of India, but again, as far as I know none of them used 'Iran' as part of the title of their State, tribe or dynasty.
Frankly, given that Civ VII's Modern 'Russia' includes elements from Romanov Tsarist Russia and the Union of Soviet Socialist Republics and "Prussia' refers as much to aspects of the German Empire as the German State that was part of it, I don't think the game is being too precise in its use of titles and names and whether they relate to the peoples, states, governments, dynasties or peoples as precisely as perhaps a protocol officer in an embassy might require.
As said, everybody from the time the first Persian tribes arrived in the area was associated with Iran as the name of the people and the area, but before the 20th century only the Ilkanids officially used it as part of the title of the State.
In addition, the term "Greater Iran" refers to the area occupied by numerous non- or semi-Persian States in central Asia all the way to the borders of India, but again, as far as I know none of them used 'Iran' as part of the title of their State, tribe or dynasty.
Frankly, given that Civ VII's Modern 'Russia' includes elements from Romanov Tsarist Russia and the Union of Soviet Socialist Republics and "Prussia' refers as much to aspects of the German Empire as the German State that was part of it, I don't think the game is being too precise in its use of titles and names and whether they relate to the peoples, states, governments, dynasties or peoples as precisely as perhaps a protocol officer in an embassy might require.
I am fairly excited to try Qajar. While not a direct continuity from the Abbasids playstyle, I think they provide a strong compliment, especially for the tedious military victory path. The Mamluks will all upgrade to Gholam's, and the Abbasids will give you a good science base for the Modern Age - important for maintaining a lead in a military game. I usually end up several settlements short of the cap in Modern, especially after playing an Abbasid exploration (which already leans tall with their specialist ability), and their unique commander's raze bonus lets you keep under that cap. I think they will be a fairly strong military and science civ (as much as one can be in Modern, given so much of the game is dictated by what you did in earlier ages).
I could see where Iran, Soviet, etc could be controversial to people who live entirely in the present. Those of us a little older (as in "-than dirt") can remember when Iran meant the Shah and his Kingdom. In fact, I remember talking to Iranian exchange students on campus and their main focus was that they were Not Arabs; Nothing Like Arabs: Arab is an Insult to Us Persians - and since I was already studying Alexander the Great and his Persian opponents I thought that the Achaemenids were perhaps still with us very much in spirit . . .
Been thinking more about the design to Qajar and am guessing this civ would have the most synergy with Culture and Military gameplans as you get most of your additional settlement limit (above the 16 that everyone gets in Modern) from the Culture Tree or from various Military bonuses (I am ignoring the possibility that Expansionist City States could very well have additional settlement limits). That makes me think that the Unique Civic Tree layout is going to be very important here. If you have your choice of The Sun Throne, Twelve Gates, or Nezam-e Jadid from the get go, then I think they may be quite strong since you can grab what you need and beeline either Hegemony or an Idealogy. If it is structured sequentially, then I think Qajar might need help since it will take too long to get their most powerful abilities.
The numbers on their abilities matter a lot here, but given that they are unlikely to go below +1 Combat Strength per settlement below the cap for that Nezam-e Jadid bonus, it is not unreasonable for Qajar to get 10 Combat Strength from that ability which is insanely good (but again may take too much investment given how quick the Modern Age is). It is a lot harder to evaluate their cultural abilities until we get numbers, but it is important to note that they are likely a good ways into the Unique Civic tree, which means those abilities will need to be on the stronger side to overcome the detour that is needed to get to them.
I could see where Iran, Soviet, etc could be controversial to people who live entirely in the present. Those of us a little older (as in "-than dirt") can remember when Iran meant the Shah and his Kingdom. In fact, I remember talking to Iranian exchange students on campus and their main focus was that they were Not Arabs; Nothing Like Arabs: Arab is an Insult to Us Persians - and since I was already studying Alexander the Great and his Persian opponents I thought that the Achaemenids were perhaps still with us very much in spirit . . .
Yes, this is where I was going with my initial comment about the Pahlavi dynasty -- just a clear example of the word "Iran" being much older than the current regime and context. My hunch is that "Iran" is (or was) being saved for the Fourth Age.
Well, I played through them with Lakshmibai (Silla into Majapahit into Qajar) and I enjoyed them quite a bit. I didn't get much use out of either of the UUs, since I was friendly or allied with every other civ all the way through Modern (even after getting my Ideology! The AI just really loved Lakshmibai!), but I don't often do a lot of Modern-era expansion anyway, so I just kept myself tall while gobbling up every settlement cap increase I could and doing a fairly standard culture-victory rush. They play differently than other Modern civs, which is kind of the most you can ask from a Modern era civ, I feel like.
Aside from both having significant influence benefits, I feel like Lakshmibai and Qajar are kind of working at cross purposes, so I'm not sure I'd pair them again - Lakshmibai wants to use her copious influence to gobble up City States, while Qajar wants to stay significantly under it's settlement cap, though you could probably play Qajar as a hyper-expansionist civ that just gives you some bonuses while you're underneath the cap for a win-win situation. The UUs kind of support that playstyle, though I feel like the traditions' bonuses to staying under it are more valuable. They could be interesting with José Rizal (for the near constant celebrations to grant near-constant big Influence modifiers) or Ashoka WR (for a similar effect but with more social policy slots and the food bonuses that come with it) or Ashoka WQ for a fun and interesting Military Victory, leaning hard into both alliances and war with your enemies, quick-razing any cities you deem unviable and turbo-charging production on those you choose to keep. And, of course, Xerxes KoK for the extra +3 settlement cap by Modern as well as all the bonuses to warmaking whether you want to keep the captured cities or not.
Persia -> Mongols -> Qajar could be an interesting Military path if you want to go all-in on Unique Army Commanders, though (IIRC) only the Hazarapatis will carry its bonus over to the following ages (since promotions stick around.) Songhai or Inca could be better Exploration Age options to let you set up to play tall in Modern while still warmongering, and get your Treasure Fleets in exploration anyway.
In any case, fun civ! Glad to have it as an option, and will choose again. Honestly, I rarely go for Military victory, but might roll up a game with Ashoka WQ now just to try them that way.
Couple of hours into my first game with them, and they might be my new favourite modern civ.
Now, admittedly, I've stacked the deck in my favour, playing KoK Xerxes, running Corona Civica in exploration and modern, and staying at 14 settlements total by the end of exploration, so the under-cap benefits in the capital got a little silly (think this was turn 5 and turn 9 respectively):
But even without all the meta-gaming shenanigans, I tend to finish exploration a little under cap if my culture allows it, and I never use the extra cap in modern, so this will be always useful, regardless of victory type. Having all of that extra production focused in the single city is especially great; all you need for the victory wonders and projects is one productive city, and they get one very productive city.
But now that I've started war, they really start to shine in full - hitting hard, razing quickly. Modern military win is about getting to the 20 points without getting drowned in negative happiness from all the extra settlements you end up grabbing; taking multiple turns to go even if you try to raze them. That stops being a problem even in medium-sized settlements with Qajar, if you park multiple Sardārs in the districts, and they excel at destroying little towns - which are perfect targets for conquest. And while you burn them down, you get a couple of turns to heal, before going back to converting all the unused settlement cap into combat power. Really good, coherent, powerful and enjoyable kit.
I was interested in learning the answer to Krikkit1's question, here's my notes on the numbers:
+50% toward supporting endeavors
sardar: 1 extra pop razing speed, +1 movement
gholam +5CS +10 healing near sardar
traditions:
+15happiness on commander on district
+0.5 influence per capital pop
+10 science & culture per under settlement limit
unique quarter:
+9 food, +1 adj happiness
+9 happiness +1 adj influence
+10% cult & influence during celebration
civics:
200 culture supporting endeavor, other player 100 gold
+10 food&prod per under settlement limit in capital
+1CS land units per 2 settlements under settlement limit
Out of the chaos of the eighteenth century, the Qajars emerged to lead Iran into modernity. Their tenure oversaw the growth of cities, the construction of grand palaces, and an artistic renaissance merging old and new mediums. Amid a rapidly globalizing world, the Qajars played a furious game of diplomacy with European powers that delayed critical growth. Yet major reforms transformed the nation's identity, giving rise to a new Iran.
Unique Infrastructure:
Bāq: Unique Quarter. Increased Influence and Culture in this Settlement during Celebrations.
Takyeh: Unique Building. Happiness Base. Gain Influence adjacency bonus with Culture Buildings.
Ghahve Khaneh: Unique Building. Food Base. Gain Happiness adjacency bonus with Gold Buildings.
Unique Civilian Unit:
Sardār: Unique Commander Unit. Increased Movement. Raze a set number of additional Districts per turn in Settlements with this Commander.
Unique Military Unit:
Gholām: Unique Cavalry Unit. Increased Combat Strength and HP healing in Command Radius of a Sardār Unique Civilian Unit.
Associated Wonder:
Eram Garden: Food Base. Increased Specialist Limit in this City. Must be placed on a Desert tile.
I rather enjoyed my Qajar game. I didn't interact with the military elements, but I enjoyed the tall play economic bonuses. I think I might be able to optimize it even more in a future playtghrough.
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