One tip for each CIV

Morroco: Restart the game because I swear this UA doesn't even work, or at least it doesn't work for sea trade routes. It definitely benefits other civs with the +2 :c5gold: per:trade:, but not me. Unless you're in desert mainly, UU will put you in safe hands. And obviously get Petra ASAP.

It work fine!

You see the 3 gold and 1 culture pr Troute when you point the mouse on the main gold/cultur indicator in the top of the screen.
 
Usa
Get the brandenburg gate and barr, amory, mili academy i main produce-city.
Produce march minutemen.
Upgrade them when possible.
They ROCK!
 
Usa
Get the brandenburg gate and barr, amory, mili academy i main produce-city.
Produce march minutemen.
Upgrade them when possible.
They ROCK!

Or, a simpler way to achieve basically the same effect: Play Sweden. Build Caroleans.
 
Or, a simpler way to achieve basically the same effect: Play Sweden. Build Caroleans.

Or, to rephrase the original tip:

Sweden
Get the Brandenburg Gate, Barracks, Armory, and Military Academy (and Alhambra if you somehow can nab it) in one city.
Produce Caroleans
Game over for everyone else.
 

England: Play on a watery map, hope for / grab / trade for iron, beeline naval techs, steal the tech paths you neglect, use Ships of the Line to conquer every capital, getting +1 range promotion as soon as possible, ideally have the Great Lighthouse too.
 
Morroco: Restart the game because I swear this UA doesn't even work, or at least it doesn't work for sea trade routes. It definitely benefits other civs with the +2 :c5gold: per:trade:, but not me. Unless you're in desert mainly, UU will put you in safe hands. And obviously get Petra ASAP.

It does work, but the phrasing is obfuscatory.

"Each different civilisation" doesn't just mean different to you, it also means different to other trade routes you've established.

So if you get 3 trade routes to England, and 1 to France, you'll only get the bonus twice total.

Its tricky to track, unfortunately, but you can check the trade route screen carefully first, or for an easier time, just always send them out from the same city, and favour city states.
 
Last time I played Morocco I thought so, too.
But then I found out the bonus only works ONCE PER CIV. So, if you have 3 traderoutes to one Civ, you only get the bonus once. If you send them to 3 different civs you get 3 times the bonus.
AND since it is therefore not a direct per-route-bonus it isn't listed in the traderoute screen. If you hover over your gold and culture values at the top THERE you will see "+# gold/culture from attributes".

So: Once per Civ bonus, visible in details of gold/culture instead of traderoute screen.
Intuitive much! :p


And note that it works on City-States as well. Right now I'm cruising to a diplomatic victory with that Freedom policy that makes you gain influence every turn with CS trade partners.

I'll be honest, I haven't checked here very often lately, and assumed that everyone else thought Morocco was one of the most powerful and fun new civs too. Everything just seems to "work."
 
England: Play on a watery map, hope for / grab / trade for iron, beeline naval techs, steal the tech paths you neglect, use Ships of the Line to conquer every capital, getting +1 range promotion as soon as possible, ideally have the Great Lighthouse too.

You want Logistics (attack twice) first, not +1 range. With Logistics you can move, attack twice, and then move out of range of the counter attack.
 

England: Look at your UUs.

No further tips needed.

I'll be honest, I haven't checked here very often lately, and assumed that everyone else thought Morocco was one of the most powerful and fun new civs too. Everything just seems to "work."

I find Morocco fun because I like the trade mechanics and desert starts, but I wouldn't place it among the most powerful civs by any means (new or otherwise, although granted, most of the BNW civs aren't top tier).
 
Venice go tradition
:woohoo:

Another Venice tip:

Don't puppet city states too early.

1) They need to have a granary before you can run a food trade route from them, which is their main purpose.
2) Even more important, once you puppet a city state, it only generates 1 culture per turn (Monument - 25% puppet penalty, rounded down), and border expansion slows to a crawl. And you can't buy tiles in puppets. Wait until the city state has expanded to all the resources you want, and definitely to any Natural Wonder that might be nearby.
3) When you puppet them too early, they'll start building Walls and Shrines, which are not that important usually. If you have Currency, they will be building a market and running a Merchant specialist.
 
It does work, but the phrasing is obfuscatory.

"Each different civilisation" doesn't just mean different to you, it also means different to other trade routes you've established.

So if you get 3 trade routes to England, and 1 to France, you'll only get the bonus twice total.

Its tricky to track, unfortunately, but you can check the trade route screen carefully first, or for an easier time, just always send them out from the same city, and favour city states.

I don't think it's obfuscatory at all -- if it merely meant trade routes to civilizations other than your own, the word "different" in the original phrasing would instead be "another."

It would be far too simple a UA if it were otherwise. You're meant to seek out as many unique trade partners as possible and to refrain from internal trading.

Needs a bit of a buff though.
 
Arabia: Be careful to build East India Company in whichever of your cities is closest to the maximum number of other civs. It's always a good principle to observe, but especially lucrative with Arabia.
 
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