I also remembered that iron, as well as coal, was needed to build railroads in Civ 6. Since we've seen railroads available in the base game maybe iron could be used for that 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.
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.
They also have a Happiness bonus in the Motte, good for warmongers*, a tradition that helps them get culture from captured cities, a tradition that helps them get culture from having traditions (a side bonus, since traditions make their Chevalers stronger), another Happiness source in city halls with another Tradition.
These are all helpful for warmongery.
*Surplus Happiness fends off penalties from war weariness and going over your settlement cap, useful for going on a conquering spree.
They also have a Happiness bonus in the Motte, good for warmongers*, a tradition that helps them get culture from captured cities, a tradition that helps them get culture from having traditions (a side bonus, since traditions make their Chevalers stronger), another Happiness source in city halls with another Tradition.
These are all helpful for warmongery.
*Surplus Happiness fends off penalties from war weariness and going over your settlement cap, useful for going on a conquering spree.
Yep, but all this works for a purely defensive civ as well. If you compare Normans to Persia, Normans are pretty peaceful - Persia has more than half of all features related to war, including direct war support increase and bonuses from conquered cities.
I think it's preferable for each civ to be flexible enough for different playstyles, no? Yes, Normans have lots of synergies with being a warmonger, but they also have enough bonuses that aren't exclusively aggressive that they could still be played by a builder/trader/etc. IMO all the civs should support multiple playstyles and so I hope we don't see a 100% anything civ.
I think it's preferable for each civ to be flexible enough for different playstyles, no? Yes, Normans have lots of synergies with being a warmonger, but they also have enough bonuses that aren't exclusively aggressive that they could still be played by a builder/trader/etc. IMO all the civs should support multiple playstyles and so I hope we don't see a 100% anything civ.
Each civilization can be played with any playstyle, but some, like Persia have abilities which just don't come into play unless you do conquest. You still could play them peacefully, just without any bonuses from those abilities. On the other hand, all Normans bonuses are useful if you play peacefully - you could build strong defense with much less investments than other civs.
The initial discussion was about whether iron should be required for Normans unlock and my point is what if it's used, it should be reserved to more aggressively focused civ, at the level of Persia. Normans seem to be more focused on fortification, that's how they could be unlocked.
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.
Well I think the gameplay unlocks shouldn't be Too easy, they should require a particular gameplay (ie 4 Libraries shouldn't unlock anything... since you can get 5/6 settlement cap in ancient age.. it should be 5 or 6 Libraries to unlock a civ that Libraries unlock)
so I see no reason that adding 1 or 2 Iron to the gameplay unlock requirement for the Normans wouldn't be reasonable, to distinguish them from say Byzantines (who might also need some walled cities to unlock)
"well I guess I'd pick the Mayans for a Normans game, because their weakness is science and you need science to get to your unique unit".....
Logic will probably apply to most exploration factions.
Not all unique units replace regular units in Civ7, but even those that do don't always replace it for the entire Age. Rome has the Legion but still starts with Warriors and doesn't unlock the Legion until Bronze Working.
Not all unique units replace regular units in Civ7, but even those that do don't always replace it for the entire Age. Rome has the Legion but still starts with Warriors and doesn't unlock the Legion until Bronze Working.
Not all unique units replace regular units in Civ7, but even those that do don't always replace it for the entire Age. Rome has the Legion but still starts with Warriors and doesn't unlock the Legion until Bronze Working.
Except Iron isn't needed for the Legion... (it isn't needed for anything anymore)
There does seem to be evidence that UU have several "Levelling up" forms. So it is quite possible that you have Legion I available with Bronzeworking and Legion II (bonus base stats) available with Iron Working.
And it also seems that there is only one each Melee/Ranged/Mounted line.. some UUs may be their own line, but they could also just replace others. So it would be quite reasonable for Rome to get Warrioir>LegionI->LegionII
Conquistador, a sea commander that can turn into a land commander upon getting on the shore?
The Normans feel a bit line "Generic medieval European" to me, so I hope we will soon get the Holy Roman Empire or Bohemia or Flanders or Tuscany or... as well.
More likely to be "Mastery" of the base tech that gives the improved version of the unit IMO. I don't see what else Mastery could do really considering we've been told (IIRC) that it doesn't unlock anything brand new.
More likely to be "Mastery" of the base tech that gives the improved version of the unit IMO. I don't see what else Mastery could do really considering we've been told (IIRC) that it doesn't unlock anything brand new.
In past titles, it didn't even make sense to improve specific resources in order to gain access to units. The Horseman needs Horses, but the Heavy Chariot that is unlocked earlier doesn't. The Swordsman needs Iron, but the Spearman that uses iron weapons again doesn't. I'm glad they removed this, and each strategic resource in your empire now adds +1 combat strength. Iron boosts Infantry, Horses presumably boost Cavalry.
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