Galgus
Emperor
- Joined
- Aug 22, 2012
- Messages
- 1,705
This would be an optional change to the game geared towards players who would like time to explore before settling their first city.
The Nomadic era would take take place while Agriculture is being researched, and last for roughly 3 turns on standard length and 10 turns on Marathon.
Researching Agriculture unlocks the Nomad's ability to found a capitol, the option to Declare War, and the default ability to produce farms.
Instead of a Settler, players in the Nomadic era start with a Nomad, which has the gold, culture, and science output of a newly founded capitol.
Social Policies still cannot be adopted until the civlization's Capitol is founded, but culture gains from the Nomad store up for when it is.
The Nomad's Science research automatically works to unlock Agriculture, but can also store up for progress in the next technology researched.
Unlike the Settler, the Nomad is a combat unit with strength 5 and the Medic promotion- though it cannot attack.
(The player's only other unit at the time is their starting Warrior: the Medic promotion exists to speed up recovery from a fight with Barbarians.)
Barbarians cannot produce Galleys in the Nomadic era, mostly to make exploring the seas as Polynesia less risky.
The Nomad produces the output of a starting capitol to give players more of an option to wait a brief time to found their city after the Nomadic era ends.
(They may want extra time to move into a newly discovered sweet spot.)
However, they still miss out on some population growth, production, cultural border expansion, and the security of founding the capitol.
The Nomadic era would take take place while Agriculture is being researched, and last for roughly 3 turns on standard length and 10 turns on Marathon.
Researching Agriculture unlocks the Nomad's ability to found a capitol, the option to Declare War, and the default ability to produce farms.
Instead of a Settler, players in the Nomadic era start with a Nomad, which has the gold, culture, and science output of a newly founded capitol.
Social Policies still cannot be adopted until the civlization's Capitol is founded, but culture gains from the Nomad store up for when it is.
The Nomad's Science research automatically works to unlock Agriculture, but can also store up for progress in the next technology researched.
Unlike the Settler, the Nomad is a combat unit with strength 5 and the Medic promotion- though it cannot attack.
(The player's only other unit at the time is their starting Warrior: the Medic promotion exists to speed up recovery from a fight with Barbarians.)
Barbarians cannot produce Galleys in the Nomadic era, mostly to make exploring the seas as Polynesia less risky.
The Nomad produces the output of a starting capitol to give players more of an option to wait a brief time to found their city after the Nomadic era ends.
(They may want extra time to move into a newly discovered sweet spot.)
However, they still miss out on some population growth, production, cultural border expansion, and the security of founding the capitol.