I'm sorry if this is being discussed I haven't completely read all the comments. Help me understand this civ and especially paired with Blackbeard.
- No settlers, but gold boosts for treasured settlements. Also, treasure plundering ability. This implies you'll want to capture precious colonial settlers going out using pirate abilities, and found at least one really solid DL settlement, maybe two.
- You'll want to build out your Navy. You can use home continent settlements to do this as well, and the unique buildings help with this.
- Generally ruin everyone's time: plunder, defeat their support units, steal treasure resources to keep up in the economic legacy path.
- After developing Ports of Call tier 2, you can use all your Buccaneers to expand in the New World and benefit from that treasure resource bonus the haven has.
- You have to be very strategic about whose day you ruin because eventually everyone will hate you. However, the Haven will be a lynchpin in keeping your fleet healed and should support a stronger ability to defend. This implies an offensive plundering phase, then an expansion and defensive phase.
- Teach's first ability seems to be redundant for Pirate Republic??? Which just means I suppose that Teach lets other civs dabble in piracy. His second ability really enhances Pirates though by converting naval victories into an expanded fleet, but at increase support costs for naval units to moderate. Hmm, I wonder if this will make Teach sort of annoying to use in this context. At least, we can see that Pirate Republic's gold advantage supports this. This is consistent with the strategy to get Ports of Call tier 2, then expand treasured colonies with havens and build a massive defensive fleet that you can just barely afford and dominate the naval game.
- Naval dominance clearly supports a victory in the treasure fleet path, but you also have plundering abilities that can take out missionaries and limit the culture victory. Distant lands concept remains in a state of needing improvement, but a homelands-centric point of view means that homelands colonizers can be sunk and prevented from using colonies to win a military victory.
- From a colonization centric game condition (full homelands, empty distant lands), Pirates/Teach can completely dominate the seas and use naval power to completely nerf 3 victory paths, while dominating the economic path with some advantages in the military path. The cultural path is also supported in that the distant lands can be screened from other missionaries making it easy to convert it.
This is all very interesting, but as is typical with Civ 7 I'm always at a loss to see a civ's abilities fully harmonize. I suppose there's a version of the Pirates where I don't fully build out a gold base to support a navy capable of true colonial dominance, but where selective use of plundering against weaker foes, playing nice with big boys, would be a useful strategy. Maybe that's the path and you always wait to see if the "shoot the moon" path fully opens.
Of course, if it doesn't, then you would not fully research the unique civ tree, a trade-off decision that never fully feels vitally meaningful.
If you are already strong before Exploration, then a lot of these strategic considerations are moot. And if you dominate Exploration, Modern is trivialized. An ongoing design concern with the age structure (where civs are calibrated for each age alone - a situation only ameliorated by the more aggressive hard reset each age, which players tend to hate).
The Pirates work better if Distant Lands are better calibrated to be usually mostly empty, something some mods accomplish, something long discussed on oft preferred, but something contrary to other intentions of the game and general political correctness (not even politics, but just rendering non-European civs less relevant which design wise just isn't preferred).
With empty distant lands, Pirates are set to be able to not only dominate the economic victory, but specifically suppress 3 victory paths for other civilizations. This leans into a premise for the victory paths where you not only want to win them to gain bonuses associated with them, but strategies where you limit the points accumulated by everyone else.
While I see the marketing need for a classic mode going forward, I know devs have talked about an even more brutal crisis system to be experimented with. If there was some way to do victory path points a little more cleverly that might make it work. I know the goal is simplicity, but Vital Lacerda style victory point accumulation methods might be the key. Sort of like how great people worked in Civ 6 where there's a set of victory points to claim via a variety of means and you kind of have to reference the menu and pursue them as you go. The devs said they're going to experiment with different victory paths and I think a "hard age mode" with brutal resets and varieties of way to gain victory points and block others from getting them would add texture to the game.
EDIT: I also want to add that comments to the effect of the Pirates Republic not being a reals civ I don't think hold up in context. First, the archetype of the Pirate was created by British civilization to define itself through its opposite. The existence of one upholds the existence of the other. The Pirate archetype was invoked by Britain to rationalize the conquest of India. This is less understood as colonialism matured, but initially the impetus for conquest was that the Indians were discursively treated as "Pirate-like" with specific invocations in British media of the Buccaneers to qualify the "evil" of the subcontinent, where the historical moral imperative for British civilization to prevail against piracy was invoked directly to explain the need to subdue the Hindu "Thug".
This is historically profound. For instance, Islamic civilization emerged from theological controversies within Roman Christianity whereby Chalcedonian theology was developed to qualify oriental and Arab Christians as "other" to Roman civilization, consequently, Arab Jewish Christianity developed reactionarily into Islam to qualify Rome, the Zoroastrians and the Jews as "other".
If you watch the show Black Sails, the final seasons portray an aspirational Pirates' empire where liberated slaves and the working poor combine forces to overthrow the imperialistic, exploitative, morally authoritarian British Empire and establish a confederacy of free ports that provide mutual defense.
The potential at least sociological (if not in actual pragmatic reality) for the Pirates' Republic of Nassau to have become an anti-European, anti-White Supremacy, anti-Christian regional power was definitely there.
The Buccaneer power Ports of Call II with the settlement ability completely supports the transition from a nascent micro-nation to a developing civilization. While this is ahistorical, it's a sophisticated application of historical theory and consistent with how many civilizations came into being. The Abbasids, for example, being mature desert pirates merged with Persian civilization.