pre-release info New Civ Game Guide: Qing

pre-release info
Qing Uniques! EDIT: Thanks to @8housesofelixir for some additional information/corrections!

Kang Qian ShengshiAbility康乾盛世; "Kang[xi]-Qian[long] Golden Age"The period of time spanning from the reign of Emperor Kangxi to the reign of Emperor Qianlong, noted as the heyday or golden age of the Qing; Also known as the High Qing or Kang Yong Qian Shengshi
Ten Great CampaignsCivicA series of military campaigns during the reign of the Qianlong Emperor, targeting Central Asia, Taiwan, Burma, Vietnam, Tibet, and Sichuan
Open CustomsCivicUnsure if this is a particular reference, or just a description of China's (often forceful) opening to foreign trade during the Qing
Kang Xi Tax ReformationCivicRefers to the tax reforms made under the Kangxi Emperor; he made remissions, and froze land and corvee taxes in 1712
Stabilizing FrontierCivicPotentially a reference to the mission of many of the Ten Great Campaigns to stabilize the frontier regions of the Qing
Chuang GuandongTradition闖關東; "Crashing into Guandong"The rush of Han people into Manchuria in the late 19th and early 20th centuries, resulting in Han Chinese becoming a majority in the area
CohongTradition公行; "Public Trade"A guild of merchants that operated the import-export monopoly in Guangzhou. Prior to the First Opium War, "trade relations between China and Europe took place exclusively via the Cohong"
Farmland AssessmentTraditionRefers to the abandonment of the levy tax, the last part of the Kangxi Tax Reforms.
Banner ArmyTraditionAdministrative and military divisions that originated under Nurhaci and in place during the Later Jin and Qing dynasties. Considered to be the elite forces of the Qing military until their failure to suppress the Taiping Rebellion
HuiguanQuarter會館; "guild hall; clan association"; lit. "gathering house"A guildhall or assembly hall - A famous example would be the Huguang Huiguan in Chongqing - a complex containing many venues including those for business/trade and social activities. Related to 同鄉會 Tongxianghui, an association or club of people from the same region (see Kongsi)
ShiguanBuilding試舘/試館 lit. "examination office/building"A reference to the imperial examinations for selecting bureaucrats; the examinations date back to the Sui Dynasty and lasted until 1905.
QianzhuangBuilding錢莊; lit. "coin farm"Independent and private Chinese banks; first appeared during the Ming Dynasty, but greatly proliferated during the Qing. Were more likely to invest in riskier business practices compared to the larger nation-wide banking networks
HangshangCivilian行商; "business/guild merchant"The Chinese merchants who made up the Cohong
GusaMilitaryᡤᡡᠰᠠ (Manchu, gūsa)A Banner (see Banner Army)
 
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I really like Qing getting mainly trade/gold bonuses, contrary to certain orientalist stereotypes of China (especially Qing) being hurr much despotic confucianism, anti capitalist anti mercantile spirit etc

Fun fact, according to the famous research of Kenneth Pommeranz, up till the certain points of the 18th century certain regions of China had comparable indices of proto-capitalist proto-industrial economy and econ output per capita as Britain, Netherlands etc. China came quite close to the industrial revolution, being unable to enter it due to the certain systemic factors way more subtle and complicated than "hurr Chinese confucian mentality hated markets and trade"

(btw hilariously enough once China achieved recent developmental success, old orientalist notion of confucianism being always bad for economic growth and trade - suddenly turned into new orientalist notion of confucianism having always been fantastic for economy and trade :p )
 
As with all the other game guides, I can't quite grasp what they will be like to play until I get a chance myself. I'm a bit lost in terms of how all the new systems will work together. However, I do like abilities that have both a bonus and a malus, and I like what we've seen of trade / resources, so there's definite potential here.
 
As with all the other game guides, I can't quite grasp what they will be like to play until I get a chance myself. I'm a bit lost in terms of how all the new systems will work together. However, I do like abilities that have both a bonus and a malus, and I like what we've seen of trade / resources, so there's definite potential here.
civ 7 just seems to be a little esoteric on paper. because a lot of our understanding of the game mechanics is being basically reverse engineered by fans through abilities, we’re in a weird situation where the ability descriptions imply we understand how the mechanics work, and our understanding of the mechanics is mostly guided by the abilities’ context clues. catch-22
 
Looks interesting. I like the economic bonuses.

It really makes me wonder about the civ gameplay unlocks, because I wasn't really a fan of the Ming design.
 
civ 7 just seems to be a little esoteric on paper. because a lot of our understanding of the game mechanics is being basically reverse engineered by fans through abilities, we’re in a weird situation where the ability descriptions imply we understand how the mechanics work, and our understanding of the mechanics is mostly guided by the abilities’ context clues. catch-22
and relative to past civ games there’s a LOT more mechanics. this is def a good thing because civ in the past could be a little straightforward/simplistic, even at its most engaging, but i do wish we understood a bit more.
 
I really like this design.

I hope they somehow can reconsider the double Great Wall from Han and Ming. The reuse of the Great Wall really puts a damper on my desire for a full China run.
Weirdly this doesn't bother me much at all. Maybe it's because between the two the Ming should have the Great Wall, considering the design for the Han Great wall is based off the Ming design in the first place.
I guess if anything the Han could get something new like a Papermaking Mill? Not sure if there is a specific name for something like that, or not? :dunno:
 
actually, maybe i missed something big, but why do modern civs even have start biases? i thought they inherited the cities from the previous era
I suspect it also has to do with which settlement is proposed for the "change capital" legacy option. Hence almost all the Exploration civs have a Coastal bias.
 
Weirdly this doesn't bother me much at all. Maybe it's because between the two the Ming should have the Great Wall, considering the design for the Han Great wall is based off the Ming design in the first place.
I guess if anything the Han could get something new like a Papermaking Mill? Not sure if there is a specific name for something like that, or not? :dunno:
Yea, I don't understand the complaints about two Great Walls. First off, it is historically accurate since worked continued on the wall through multiple dynasties and eras.

More importantly though, people have been complaining for months about the civ-switching mechanic and how strange and disruptive it is to go from Egypt to Mongolia to Russia or whatever, but here we have a great example of a path following the same civ and having a unique building provides some great continuity between eras.
 
I suspect it also has to do with which settlement is proposed for the "change capital" legacy option. Hence almost all the Exploration civs have a Coastal bias.
Oh that's actually interesting. Someone else pointed out simply that it is for advanced starts in later Eras.
 
Yea, I don't understand the complaints about two Great Walls. First off, it is historically accurate since worked continued on the wall through multiple dynasties and eras.
It’s accurate but its boring and feels lazy to reuse the exact same thing. It is even more strange in the context of Civ 7 which has more unique components for civs than ever before.
More importantly though, people have been complaining for months about the civ-switching mechanic and how strange and disruptive it is to go from Egypt to Mongolia to Russia or whatever, but here we have a great example of a path following the same civ and having a unique building provides some great continuity between eras.
Well, I am not someone complaining about the civ switching mechanic.

I doubt reusing an entire game mechanic is any more satisfying to those who complain that it is to me anyway.
 
Personally, agreeing with 2 Great walls being a bit boring, I think this would be a perfect opportunity to pathway Han -> Mongolia -> Qing. I feel like the Qing has a distinct feel compared to Han and Ming that this path wouldn't feel too distracting. Even better would be Persia -> Mongols -> invade Ming -> become Qing.

Also, if China is to only get one leader Confucius is a good all encompassing pick. I think this means we are destined for a Modern era Mughal or Siam leader to fill the need for a Modern Asia leader seeing as Himiko is also ancient.
 
More importantly though, people have been complaining for months about the civ-switching mechanic and how strange and disruptive it is to go from Egypt to Mongolia to Russia or whatever, but here we have a great example of a path following the same civ and having a unique building provides some great continuity between eras.
I know!
One Civ line up dedicated to have continuation, to appeal to those who are less interested in Civ swapping. Hardly lazy etc as some complain.
I’d say thought full.

The 3 Chinas look good.
 
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Qing's Background Art
 
Qing's Background Art
Some of the background art has been hit or miss, but those golden roof tiles are extremely evocative.
 
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