pre-release info Norman - Exploration Age Civilization Discussion

pre-release info

Laurana Kanan

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From stony shores, the Normans sailed with conquest on their minds. The name "Normans" reflects their origin in Scandinavia, but upon settling in France, they adopted much of its language and culture before setting out yet again, to seize control of England in 1066. Norman knights rode out from stone castles, pursuing the values of chivalry. The Normans became the ruling class of England, and eventually blended into the population.

Unique Ability​

Normannitas: Land Units receive increased Movement when Embarked, and Land Units adjacent to Coast receive increased Combat Strength.

Attributes​

  • Diplomatic
  • Militaristic

Civic Trees​

Consuetudines et Justicie
  • Tier 1: Unlocks the Motte Unique Building and 'Palisading' Tradition.
  • Tradition - Palisading: Increased Production towards Fortifications.
  • Tier 2: Unlocks the Bailey Unique Building. Increased Combat Strength to the Chevaler Unique Cavalry Unit for every Tradition slotted in your current Government.
Common Law
  • Tier 1: Receive a free Social Policy slot. Unlocks 'Juré' Tradition.
  • Tradition - Juré: City Halls receive increased Happiness and Palaces receive increased Culture.
  • Tier 2: Increased Settlement Limit. Unlocks the 'Servitium Debitum' Tradition and 'Familia Regis' Tradition.
  • Tradition - Servitium Debitum: Unit Maintenance cost reduced for Cavalry Units.
  • Tradition - Familia Regis: Increased Culture for every Tradition slotted in your current Government.
Domesday Book
  • Tier 1: Adds Gold to Farms, increased during Celebrations. Unlocks 'Bayeux Tapestry' Tradition.
  • Tradition - Bayeux Tapestry: Increased Culture in Conquered Settlements.
  • Tier 2: Increased Settlement Limit. Unlocks the White Tower Wonder.

Unique Infrastructure​

Donjon: Unique Quarter. Receive a free Chevaler Unique Cavalry Unit when completed.

Motte: Unique Building. Gains Happiness if placed on Rough Terrain. Counts as a Fortification.

Bailey: Unique Building. Culture adjacency with Walls. Counts as a Fortification.

Unique Civilian Unit​

Sokeman: Unique Settler Unit. When a Town is created, it receives a Wall in the City Center.

Unique Military Unit​

Chevaler: Unique Cavalry Unit. Has increased Combat Strength against Units with less Movement.

Associated Wonder​

White Tower: Adds Happiness. Increased Happiness in this Settlement for every Unique Tradition slotted in your Government. Must be built adjacent to a City Hall.

Starting Biases​

  • Coast
  • Iron
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I still don't understand the choices. Can Greece and Rome become Norman? And the "hidden" is a leader or something?

And ok, Normans becoming French makes sense, no objections.
 
I still don't understand the choices. Why is there Greece in the list? Can Greece and Rome become Norman?

Yes, that is the case.
 
Ed Beach's favorite Civ
 
Yes, that is the case.
I assume then that the choices are there as a placeholder then unless you can play as rome in the antiquity age and then decide to play as the normas as greece in the exploration age which would be very confusing
 
So there is either a third civilization (likely Norse or Celti-Gallic in origin, outside chance of Goths) that is a regional choice leading into the Normans, or there is an associated leader that can always unlock Normans in the Exploration Age.

This is only the second switch screen we’ve seen, so we cannot confirm if all Civs have at least 2 civs + a leader like Songhai, or if a civ can have three potential prerequisitie civs if no associated leader (at least on release), but we’ve now seen two Exploration Age civs have three total entry points, so it may be standardized across the civs (implicating the former).

Charlemagne may very well be on the menu, or a Norse leader.

Snorri Snurlson?
 
Little bit of speculation, as Antiquity civs were ordered alphabetically too
But the three we can see revealed there - Norman, Abbasid, Chola - aren't in alphabetical order.
 
What confuses me in this screen are the "Play as Greece, Play as Rome" etc. checkboxes. We're at the Exploration Age transition, so I don't get the significance of choosing a different Antiquity civilization at this point.

Maybe there isn't a choice, but in that case I don't see why the user would be presented with checkboxes.
 
Little bit of speculation, as Antiquity civs were ordered alphabetically too
Makes sense though. So no Austria in Age 2.
What confuses me in this screen are the "Play as Greece, Play as Rome" etc. checkboxes. We're at the Exploration Age transition, so I don't get the significance of choosing a different Antiquity civilization at this point.

Maybe there isn't a choice, but in that case I don't see why the user would be presented with checkboxes.
I think it‘s just a strange way to present information how you unlocked the civ and what other options there would have been.
 
What confuses me in this screen are the "Play as Greece, Play as Rome" etc. checkboxes. We're at the Exploration Age transition, so I don't get the significance of choosing a different Antiquity civilization at this point.

Maybe there isn't a choice, but in that case I don't see why the user would be presented with checkboxes.
Those are qualifications to choose Norman. You can access the Normans either by playing as Rome, Greece, or the third thing.
 
The Norman bonuses seem kind of niche, though I can see them being useful for invasions on archipelago maps. I wonder what other bonuses they have (units, buildings, civics, etc).
 
I find the icon in the top right of Abbasids and the 3rd mystery faction confusing. Without other context, I would have assumed these are unlocked by choosing Augustus, but obviously the Abbasids are locked. So I guess it's like a "recommended pick to Augustus" or something, probably like they have the same/similar designation (Cultural, Expansionist for Augustus).

Probably implies the Abbasids can be unlocked in a similar way to the Mongols ? Otherwise why would the game recommend changing into the Abbasids ?
Or some other reason for the icon being there.....
 
The Norman bonuses seem kind of niche, though I can see them being useful for invasions on archipelago maps. I wonder what other bonuses they have (units, buildings, civics, etc).
Their unique civics were shown back at the dev panel. They have one for reducing cavalry maintenance. It probably means they are going to be all about knights.

I'd also guess that they have a Motte and Bailey as unique infrastructure.
 
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