Nic@Melbourne
Chieftain
- Joined
- Sep 11, 2020
- Messages
- 80
Seems like one of the most popular based on the chat length
Horse = MongolsOne of their starting bias is Iron. I wonder if that means they could be unlocked by having 3 Iron resources (Mongolia mode)?
I'd much rather them ditch the first one and just name them for the people like past civ games: Greeks, Romans, Egyptians, Aksumites etc.Inconsistency is something that bothers me in this kind of naming situation, Civ 7 is using at least 3 types of patterns, country name (classical use of Greece, Rome, Egypt, Aksum, etc), people or period names (Shawnee, Khmer, Mississipian, Abbasid, etc) and compound names (a mixture of the 2 above giving Maurya India, Han China, etc). Obviously not all civs have the option of using the name of a country, but it is preferable to the others. "Norman" strangely deviates from the pattern by not going with Normandy, but on the other hand it is more obvious that it also encompasses Norman England and perhaps Norman Sicily as well.
Isn't it already known that you just have to play the game as Amina to unlock them?Navigable rivers = Songhai
Boring but also possibly a little out of the player's control depending on spawn...Horse = Mongols
Camels = Abbasid
Iron = Nornans
Navigable rivers = Songhai
Please, not! That would be, oh, so boring. But sadly, I would say chances are high that this is exactly what happens in the game.
I assume that there are ways to unlock each civ regardless of leader and previous civ.Isn't it already known that you just have to play the game as Amina to unlock them?
Unless you can trade for the resources (which, obviously, wouldn't work for terrain based unlocks).Boring but also possibly a little out of the player's control depending on spawn...
yeah, trading eases some spawn problems, but I'd hope it's more like "build 4 libraries" or " have only a single city" that are very plannableI assume that there are ways to unlock each civ regardless of leader and previous civ.
Unless you can trade for the resources (which, obviously, wouldn't work for terrain based unlocks).
I could see it being a little more complexHorse = Mongols
Camels = Abbasid
Iron = Nornans
Navigable rivers = Songhai
Please, not! That would be, oh, so boring. But sadly, I would say chances are high that this is exactly what happens in the game.
I hope FXS sees this more akin to your ideas than my fears.I could see it being a little more complex
ie Mongols 3 horses
Normans Iron and Coastal settlement with 3 walls
Abbasids Camels and a 30 pop city or 5 Altars
I don't think starting bias are linked to unlock conditions. Based on civ focus, I'd expect Normans to be unlocked with building enough walls and/or fortifications.One of their starting bias is Iron. I wonder if that means they could be unlocked by having 3 Iron resources (Mongolia mode)?
Starting Bias should be part of unlock conditions. Especially if it is something specific like a a resource. (But it shouldn't be the only part of the unlock... unless it is massively important like I imagine Mongol-Horses / Inca-Mountains would be)I don't think starting bias are linked to unlock conditions. Based on civ focus, I'd expect Normans to be unlocked with building enough walls and/or fortifications.
Starting bias should match unlock conditions only if they are tied to the large part of the gameplay. For example, Mongols are heavy focused on cavalry, so it makes sense to have horses in both unlock and start. On the other hand, have no significant connection to iron. So I don't see any reason to use it for unlock.Starting Bias should be part of unlock conditions. Especially if it is something specific like a a resource. (But it shouldn't be the only part of the unlock... unless it is massively important like I imagine Mongol-Horses / Inca-Mountains would be)
If starting as Abbasid guarantees you Camels than gameplay unlocking Abbasid should require Camels (in addition to other things)
Probably for Resources, Coast, Nav. River, and maybe some less normal Terrains (Desert/Tundra/Mountain)
While it's not a core component of their gameplay, Iron has an empire-wide combat strength bonus that stacks, so starting near multiple Iron tiles would be advantageous for warmongers.Starting bias should match unlock conditions only if they are tied to the large part of the gameplay. For example, Mongols are heavy focused on cavalry, so it makes sense to have horses in both unlock and start. On the other hand, have no significant connection to iron. So I don't see any reason to use it for unlock.
P.S. I also don't see the reason to make iron part of Normans' starting bias, but starting biases are not always linked to civ specifics, so it's ok.
Yeah, but Normans seem to be more focused on defense than on traditional warmongering.While it's not a core component of their gameplay, Iron has an empire-wide combat strength bonus that stacks, so starting near multiple Iron tiles would be advantageous for warmongers.
P.S. I also don't see the reason to make iron part of Normans' starting bias, but starting biases are not always linked to civ specifics, so it's ok.
As far as resources go, are some required for units like the Chevaler needing iron?While it's not a core component of their gameplay, Iron has an empire-wide combat strength bonus that stacks, so starting near multiple Iron tiles would be advantageous for warmongers.
I wouldn't say so. Yeah, the buildings are defensive, but everything else says offense.Yeah, but Normans seem to be more focused on defense than on traditional warmongering.
There's no indication that units have a resource requirement in Civ 7 that we have seen so far. Maybe in the Modern?As far as resources go, are some required for units like the Chevaler needing iron?
It could also be a precursor for those wanting to go into a hypothetical Modern Age Britian civ?
I thought they said that requirements don‘t exist anymore in one of the early videos.There's no indication that units have a resource requirement in Civ 7 that we have seen so far. Maybe in the Modern?
We need to see how other exploration conquest civs look like. Normans have unique ability and a civic to increase Chevaler combat strength, plus reduced maintenance for cavalry and additional Chevalers from unique district. On the other hand, the rest of the features are either not related to military or totally defensive. We may see more aggressive civs with unique commanders and military buildings.I wouldn't say so. Yeah, the buildings are defensive, but everything else says offense.
It looks designed to play like how the Normans really operated. Take land and build a Motte and Bailey there to secure it.