Just thought, you need a harbour to set up a trade route? Slow start then...
I wonder if other civilisations can remove feitorias? Because if not, I can imagine they'll be really annoying when it comes to wonder/harbour placement.
This is a good question. I imagine as they are simply improvements, a builder charge can be used to remove them.
Ah I missed the qualifiers "international". OK, maybe it's not so terrible at Highlands, and the start is fine...The target city needs to be on a coast or have a harbor to start an international route. You will get several free route slots at the beginning just for meeting civs. And you can still run unrestricted domestic routes too.
Just thought, you need a harbour to set up a trade route? Slow start then...
As @Eagle Pursuit said, you can't. As @AntSou said, TROLLING TIME!I wonder if other civilisations can remove feitorias? Because if not, I can imagine they'll be really annoying when it comes to wonder/harbour placement.
I don't think Portugal had any colonies in the area except Brazil.Hmm, should they add Portugal as an enemy in the Pirates scenario?
True. But the flavor potential is fair if they added it to the bottom of the map.I don't think Portugal had any colonies in the area except Brazil.
Hmm, should they add Portugal as an enemy in the Pirates scenario?
Two things:
88(!) Gold on a single route! That’s obscene. Sea Mali indeed.
Also, the navigation school is also nuts. It means if you can find a 2+ tile island, you could generate some seriously high amounts of science in cities anyone else would just get the population science and culture.
I love the fact we're getting one more unique unit that's focused on exploration and trade rather than just military dominance.
Shame we never got to see a unique civilian unit, though...