Old Civs Indirect Buffs/Nerfs

i have to disagree with population = delegates. UN doesn't work that way, NATO doesn't that way etc. in that case, world congress would improve position of strong players, but i think it'll be more like colective rule with everyone on the map (or with an original capital) with the same vote as other civs. (with the fact, that powerful player will have easier time getting away with sanctions.) also as you say, this will be another blow for tall civs, so i don't think that this will be the case.

The UN and NATO aren't the right comparisons. Compare the World Congress more to the Congress of Vienna, where everyone and his dog in Europe attended, but all the decisions were made by Austria, Great Britain, Prussia and Russia, with a bit of input from France.
 
THough it was mentioned earlier, I'll dare to repeat that England will get a nice buff in my p.o.v.
Their UA: +2 moving to all Naval units affects caravans and the speed of discovering.
Second makes them closer to the league of most-likely-to-found-World-Congress civs.
The First one increases speed of Trade Ships that certainly increases gold-per-time outcome (since ships moves faster) from sea trade routes (and sea trade routes are most profitable, I must point).
 
The value of the trade route is x gold/turn. It doesn't cash in when the trade unit reaches its destination or returns home. It produces gold continuously. So its speed has no effect on profit. It is a lure to barbarians and rivals that you must protect to keep the trade route operating.
 
The UN and NATO aren't the right comparisons. Compare the World Congress more to the Congress of Vienna, where everyone and his dog in Europe attended, but all the decisions were made by Austria, Great Britain, Prussia and Russia, with a bit of input from France.

oh well, you were right, i just looked at well-of-souls compilation. fair enough ;)
 
The value of the trade route is x gold/turn. It doesn't cash in when the trade unit reaches its destination or returns home. It produces gold continuously. So its speed has no effect on profit. It is a lure to barbarians and rivals that you must protect to keep the trade route operating.

This is true, but do we know if Englands +2 movement for ships affects trade caravals? If so, as you said, it won't bring extra income, but could potentially help outrun barbarian galleys.
 
And Polynesian cargo ships will be able to sail in the safe (to them) deep waters for their trade routes, where no galley can chase them.

The Polynesians are one of my favorite civs to play as. So with that, and all the other goodies for them that have already been mentioned, I'm looking forward to this.
 
And Polynesian cargo ships will be able to sail in the safe (to them) deep waters for their trade routes, where no galley can chase them.

The Polynesians are one of my favorite civs to play as. So with that, and all the other goodies for them that have already been mentioned, I'm looking forward to this.

Also, this early ability to cross oceans is good for early gold generation, since the further the ship goes the more yield it brings.
 
The trade routes still have maximum limits on their range. I believe the earliest trade ship has 45 tiles maximum. So even if it crosses the ocean it can only go 45 tiles (on whatever map size they were playing on at PAX). Hopefully there is a modifier for trading intercontinental goods.
 
The trade routes still have maximum limits on their range. I believe the earliest trade ship has 45 tiles maximum. So even if it crosses the ocean it can only go 45 tiles (on whatever map size they were playing on at PAX). Hopefully there is a modifier for trading intercontinental goods.

45 wasn't for the earliest trade ship, it was for a civ that was in the Renaissance and already had Navigation and the Great Lighthouse.

I don't think that cargo ships and caravans will have upgrades, it's just that they will get bonuses from certain techs and maybe wonders, and that the graphics change with certain eras, just like embarked land units.
 
Buff to the Netherlands: Trade routes seem to be more profitable if the other civilization has luxuries that you do not own, but the Netherlands can happily trade away their luxuries and still benefit from them. I like that this makes the Netherlands appealing as a very profitable trade-based nation (if this actually works the way I think it does)
 
The trade routes are more profitable when the sending city has resource tiles that the destination does not, but they do not actually trade the resources. You still do that via diplomacy. So the Netherlands' UA will not interact with International Trade Routes.
 
The trade routes are more profitable when the sending city has resource tiles that the destination does not, but they do not actually trade the resources. You still do that via diplomacy. So the Netherlands' UA will not interact with International Trade Routes.

Ah. I knew that trading was still done via diplomacy, but I thought trade routes gained value based on your civ's luxuries rather than the city's surrounding tiles. Gotcha now.
 
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