Funnily, I don't really think this bothers me at all. I know Norman England is deeply distinct from its successors (very much so with Tudor England, with a hefty cultural/time period difference from even Plantagenet England), but I feel perfectly fine with suspending disbelief/delaying my internal "well ackshually" and just treating them as Exploration England. Maybe if the civ design made more of their settling in Sicily, etc (there are a couple of Sicilian city names right down in the Norman list iirc), I'd be a little more put out.Between the Normans in the base game, and now the Pirate Republic, I'm fairly convinced now the game is not going to get a proper Exploration Age England, though to me that would have been preferable to me over these two initially. The Dutch are likely to appear and usually saved for the first expansion.
It seems like they just wanted to focus on the Modern Age for Great Britain.
Tbh, having a whole "Exploration Era" with mechanics centred around the European exploration of the New World is definitely much more eurocentric than having a Medieval or "Middle Ages". After all, a second age within a group of three ages would still be the "Age in the Middle", right?Weird intersections (or lack of) are inevitable for any age split. Also, separating medieval era would be quite eurocentric.
So, I think I'm ok with pirates at least being in the same age with Spain and, potentially, Dutch and Portugal.

I felt the same, but the Bucaneer UU sounds interesting and you'd get to rename them to the renowned pirates.They missed the opportunity to include pirates as unique Great People.
Tbh, having a whole "Exploration Era" with mechanics centred around the European exploration of the New World is definitely much more eurocentric than having a Medieval or "Middle Ages". After all, a second age within a group of three ages would still be the "Age in the Middle", right?![]()
It is clearly seaborne civ. made a living by robbing any lawful empires.Introducing the Republic of Pirates, a new Exploration Age Civilization!
(Reminder: this will be free to claim until January 5, 2026 for all Civ VII owners with the new Tides of Power DLC!
We'll share details on how to claim with the update next week).
Where there is wealth, there is greed. The scramble for new world riches in the early 18th century brought English, Spanish, French, and Dutch fleets – but the prospect of quick riches also brought pirates. These were rarely organized, but in 1706, one band, the Flying Gang, took over the island of New Providence in the Bahamas and set up a short-lived republic for all who sought fortune... and came with few scruples.
Unique Ability
Flying Gang: Increased Yields from Pillaging and Coastal Raiding with Naval Units. Settler Units cannot be trained or purchased, but you can capture other civilizations' Settlers. Naval Units, Treasure Convoys, and Buccaneer Units can move into other civilizations' borders without being at war or having Open Borders.
Attributes
- Economic
- Militaristic
Civic Trees
Articles of Agreement
Ports of Call
- Tier 1: Unlocks the Naval Station Unique Building. Unlocks the 'Press Gangs' Tradition.
- Tradition - Press Gangs: Increased Production by a set percentage toward Naval Units for every Fleet Commander you have.
- Tier 2: Buccaneers gain the Looting Promotion.
Enemy of All Nations
- Tier 1: Unlocks the Naval Arsenal Unique Building. Unlocks the 'Merry Life and a Short One' Tradition.
- Tradition - Merry Life and a Short One: Receive Gold equal to the Unit’s Production cost every time you defeat a Support Unit. Receive Gold equal to a set percentage of the Unit’s Production cost every time you defeat a Naval Unit.
- Tier 2: Increased Settlement Limit. Unlocks the Havana Harbor Wonder. Buccaneer Unique Commander Units gain a charge to create a new Settlement.
- Tier 1: Increased Combat Strength against Treasure Convoys. Unlocks 'Black Flag' Tradition.
- Tradition - Black Flag: Increased Gold from Plundering Trade Routes by a set percentage.
- Tier 2: When you capture a Treasure Fleet Unit, it is worth an additional Treasure Fleet Point.
Unique Infrastructure
Haven: Unique Quarter. Increased Gold for every Treasure Resource. Friendly Naval Units and your Naval Units receive increased Healing on this tile.
Naval Arsenal: Unique Building. Must be built on a Coastal tile. Gold Base. Gain Gold adjacency with Resources. Has no Gold maintenance.
Naval Station: Unique Building. Must be built on a Coastal tile. Production Base. Gain Production adjacency bonus with Military Buildings and Gold Buildings.
Unique Civilian Unit
Buccaneer: Unique Commander Unit. Gains a set number of charges to use the 'Raiding Party' Action every set number of Promotions.
- Action - Raiding Party: Targets an adjacent Treasure Resource. This Settlement instantly spawns a Treasure Convoy under your control equal to the number of Treasure Resources; this does not reset until another Treasure Convoy is available.
Unique Military Unit
Sloop: Unique Naval Unit (replaces Privateer). Can cross other civilizations' borders, Pillage Trade Routes between non-Allied civilizations, and attack Units of non-Allied civilizations without going to war. Can move after attacking and has a set amount of Movement.
Associated Wonder
Havana Harbor: Gold Base. This Settlement generates Treasure Convoys worth a set amount of Treasure Fleet points in the Exploration Age (effect scales based on game speed). Increased Economic Attribute. Must be built in Distant Lands on Coastal Tiles adjacent to non-Lake tiles.
Starting Biases
- Coastal
Gameplay Tip
Since the Republic of Pirates are unable to train Settlers, unlock the Ports of Call Civic to give the Buccaneer Unique Commander a charge to create a new Town.
Captain FlintI can't be the only one who was hoping that they would have gotten unique Great People.
I feel like there is an overabundance of unique commanders.
Doesn't Teach have a raid without war thing? How is that different than this?Pillaging trade routes and attacking naval units without a declaration of war is the Privateer kit, which the Sloop replaces (Pirates don't need anyone's permission, yar!). The thing that makes the Sloop special is the extra movement and moving after attacking. Teach grants the Privateer kit to all his naval units.
Anachronism? 18th Century garments and 16th Century vessels.. Here. Carracks with gun ports. Which made clear that Exploration Age should be the Third Age.View attachment 746172
Pirate's Background Art
I created oneBetween the Normans in the base game, and now the Pirate Republic, I'm fairly convinced now the game is not going to get a proper Exploration Age England, though to me that would have been preferable to me over these two initially. The Dutch are likely to appear and usually saved for the first expansion.
It seems like they just wanted to focus on the Modern Age for Great Britain.
I had an idea of an Edo Japan that if you enact Sankoku will lose all distant lands settlements and not spawn treasure fleets but the wonder which is the dutch trading port, will spawn treasure fleets per culture yield. The idea was gold production in farming towns was going to be food, and ONE building in one city would convert food to gold (Osaka) and then in another city a unique building could convert gold into culture at a rate (Edo) with happiness bonuses between them in their connection (Tokaido).It is kind of an odd choice, particularly with regards to English pirates. Havana was captured and looted by French pirate de Sores, who then burned it down. This attack prompted Spain to fortify Havana. De Sores didn't find any of the purported treasure he was looking for and only received a small ransom for the population of townsfolk that he took hostage. But what the wonder does mechanically is similar to what de Sores thought would happen when he attacked it.
Yep, these little blurbs are us situating who the Civ is referring to, historically.Those excerpts are historical info and often include groups of people who aren't in the game, at least yet.
For example, I think Silla referenced Goryeo.
And it shares timeframe with Normans. no... unless there's another Age for England. and this England is clearly 'Between Norman Rules and British Empire).I created one
After Tides comes out I'll fix it to work with Oliver Cromwell and TeachEngland from Elizabeth to George II. Focus on naval and colonization, as well as religion/culture.
Cromwell is happiness nerf for production bonus and my England has free temples in colonial settlements and a "Truth to power" policy that boosts happiness.
There's a naval tree parallel to the religion tree (which favors domestic religion compared to foreign conversion). It's very powerful (mobility, sight, adjacency, fire effect on water). It should go well with Teach.
It's split between PR and Blackbeard. PR raids settlements, while Blackbeard could raid ships and treasure fleets without declaring war. Together they provide full pirate experience.I see they’ve got multiple ways to generate treasure, plus one bonus for stealing treasure fleets that gives extra gold — which is nice — but I was hoping they’d lean more into the stealing side of things (the piracy). It would’ve been cool to see a reworked economic victory path (à la Mongols) that really fits the pirate fantasy of plundering and raiding rather than just wealth generation. Perhaps the economic victory path would be too difficult if you gained points only by stealing treasure fleets, but this is more in line of what I was expecting.
Sorry, I don't understand your meaning. My main point was that I was hoping they had a unique play style / victory paths. In a way, you are basically going to be playing them similarly to other civilzations when it comes to exploring and colonizing the new world, spreading religion, placing specialists, etc.It's split between PR and Blackbeard. PR raids settlements, while Blackbeard could raid ships and treasure fleets without declaring war. Together they provide full pirate experience.
I think a mode where each civ is unlockable in the earliest age that they’re historically from could be a cool solution without adding any new ages. Chola and maybe Dai Viet would be the only civs to bump up to antiquity, but most of the modern civs should historically be available in exploration. Only America, Mexico, Meji Japan, and maybe Great Britain would be held all the way back to modern only unlocks in “historical” mode. The Imperial French and Qajar could be renamed France and Iran. Most of civs uniques would still be tied to one age but a few could overlap: the Kalam could be unlocked with navigation and the Garde Imperiale with gunpowder for example (allowing it to not replace 20th century infantry too).
