New Civ Game Guide: Republic of Pirates (Tides of Power)

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 would be weird for some civilization to have completely different gameplay mechanics, especially at this early stage of the game. Still they have a lot of uniqueness, like inability to build or buy settlers is already really big.
 
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.
I guess you could always found a religion and name it "Pirates Life" and try to spread that to other civs. :)
 
Excuse my ignorance, but which harbor is arguably more famous/prominent/historically influential: Havana Harbor or Port Royal? I am just wondering if the inclusion of Havana has more to do with what Firaxis deems as 'wonder worthy' than what best ties to a civ? I know I am going out on a limb here, just trying to make sense of the decision.
 
Mongolia has a unique LP. What is the unique LP for Republic of Pirates?
Enemy of All Nations
  • Tier 2: When you capture a Treasure Fleet Unit, it is worth an additional Treasure Fleet Point.

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.

Get Treasure Convoys from Other Civs Settlements (possibly even Homeland)... and a bonus for capturing them after the other civ made them.
 
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.
They have the Raiding Party action on the Buccaneer and that aspect of the game might be changing in general according to the October update:

1761853304429.png
 
Excuse my ignorance, but which harbor is arguably more famous/prominent/historically influential: Havana Harbor or Port Royal? I am just wondering if the inclusion of Havana has more to do with what Firaxis deems as 'wonder worthy' than what best ties to a civ? I know I am going out on a limb here, just trying to make sense of the decision.
I would argue Port Royal, at least for most of the Caribbean it was the largest and most prosperous. Of course, it was destroyed in an earthquake in 1692, which was before the official "Pirate Republic" happened, which maybe that's the reason why?
This also goes back to my problem of requiring every civ to have an associated wonder, because of instances like this will happen because they have to find something remotely related.
 
Maybe the reasoning has more to do with its effect of creating treasure fleets? But if true, why force the association?
 
I would argue Port Royal, at least for most of the Caribbean it was the largest and most prosperous. Of course, it was destroyed in an earthquake in 1692, which was before the official "Pirate Republic" happened, which maybe that's the reason why?
This also goes back to my problem of requiring every civ to have an associated wonder, because of instances like this will happen because they have to find something remotely related.

Other civs have wonders that predate them, like Majapahit and Borobudur, so Port Royal could’ve worked.
 
Enemy of All Nations
  • Tier 2: When you capture a Treasure Fleet Unit, it is worth an additional Treasure Fleet Point.

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.

Get Treasure Convoys from Other Civs Settlements (possibly even Homeland)... and a bonus for capturing them after the other civ made them.
That's not a unique path. That's just a bonus to compete on an established path. Especially considering their wonder just produces treasure fleets, and you gain military points by settling on distant lands, I am not seeing unique gameplay comparable to what Mongolia has.
 
They have the Raiding Party action on the Buccaneer and that aspect of the game might be changing in general according to the October update:

View attachment 746220
This is just a tool to create treasure. Pirates steal treasure.

I would have liked to have seen the Pirates actually unable to generate treasure fleets but have significant bonuses to stealing them, or a rework of the economic path entirely. Again, like the Mongols have with the military path.
 
  • Like
Reactions: j51
This is just a tool to create treasure. Pirates steal treasure.

I would have liked to have seen the Pirates actually unable to generate treasure fleets but have significant bonuses to stealing them, or a rework of the economic path entirely. Again, like the Mongols have with the military path.
It's actually stealing treasure, because you go to foreign settlement and generate this treasure fleet instead of them.
 
It's actually stealing treasure, because you go to foreign settlement and generate this treasure fleet instead of them.
It doesn't indicate that it's a foreign settlement. And it's not stealing, because it doesn't seem to prevent a foreign settlement from generating treasure.

Stealing a treasure fleet is already a feature in the game (attacking a treasure fleet until it switches control), so I don't understand what the confusion is around the concept of stealing a treasure fleet, or even why I have to be so specific as I am being right now.
 
This is just a tool to create treasure. Pirates steal treasure.

I would have liked to have seen the Pirates actually unable to generate treasure fleets but have significant bonuses to stealing them, or a rework of the economic path entirely. Again, like the Mongols have with the military path.
Mongolia doesn’t really have a “reworked” or “unique” path, though - just an additional source of the points. They can do the traditional path just fine, in fact it remains more efficient per settlement compared to their civ ability (assuming they invest into religion).
 
Mongolia doesn’t really have a “reworked” or “unique” path, though - just an additional source of the points. They can do the traditional path just fine, in fact it remains more efficient per settlement compared to their civ ability (assuming they invest into religion).
But this is what I mean -- they have a unique way to accrue military points which change your priorities. Instead of colonizing the new world to gain points, you focus on conquest.

I just see the pirates as focusing on generating treasure fleets. Yes, they have a small bonus to stealing them, but I would have preferred more differentiated gameplay.
 
It doesn't indicate that it's a foreign settlement.
You could use it on your own settlement and that's quite piraty behavior, but using on foreign is more effective, see below.

And it's not stealing, because it doesn't seem to prevent a foreign settlement from generating treasure.
It's not stated well, but as I understand, it generates treasure fleet for you instead of the settlement owner, so treasure fleet generation counter is reset for the owner.

If my interpretation is correct (and clearly fits the intention), that's actually stealing.
 
You could use it on your own settlement and that's quite piraty behavior, but using on foreign is more effective, see below.

It's not stated well, but as I understand, it generates treasure fleet for you instead of the settlement owner, so treasure fleet generation counter is reset for the owner.

If my interpretation is correct (and clearly fits the intention), that's actually stealing.

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.

I think it's just a cooldown effect on the button so you can't "raid" every turn?

Hitting an action button which generates treasure which didn't exist previously is a very vague, opaque, and frankly boring way to steal treasure as opposed to the version which already exists in the game which is actually stealing a treasure fleet. I hold my position that it would have been a much more interesting mechanic for pirates to be unable to produce treasure fleets but exceptionally good at stealing treasure fleets.
 
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.

I think it's just a cooldown effect on the button so you can't "raid" every turn?

Hitting an action button which generates treasure which didn't exist previously is a very vague, opaque, and frankly boring way to steal treasure as opposed to the version which already exists in the game which is actually stealing a treasure fleet. I hold my position that it would have been a much more interesting mechanic for pirates to be unable to produce treasure fleets but exceptionally good at stealing treasure fleets.
I'm only guessing here but I wonder if this part "this does not reset until another Treasure Convoy is available." in addition to the statement for treasure convoys generation changing means that a player has to choose when the convoy generates going forward. Maybe it goes up in value the longer you wait but in the period of having it available and it setting sail there is a chance for a Pirates player to snatch it?
 
Back
Top Bottom