Reworked Civs

in the now

Chieftain
Joined
Apr 23, 2013
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40
So yesterday I was reading some thread, and a user said something along the lines "considering the changed civ abilities we know so far" but I cant find any information on changed up civs except for France, so maybe someone could help me out? How much do we know?
 
Arabia: "Trade caravans"- land trade route's can be +50% longer. X2 religious spread from trade routes.
India's fort got tourism boost rather than gold. That's all i got.
 
Oh wow, but i thought india's fort boosted culture anyway?

also, can you help maybe explain a little more as to what that exactly means for Arabia?
 
Oh wow, but i thought india's fort boosted culture anyway?

also, can you help maybe explain a little more as to what that exactly means for Arabia?


Yeah, but tourism is sorta offensive culture.

On Arabia, it means they can trade with more lucrative civs/city states which are further away. And spread their religion twice as fast to their trade partner over said trade routes.
 
Specifically India gets 2 tourism from mughal forts after flight instead of gold.

Arabia UA has +5 range to trade routes, x2 religion spread through trade routes and double resources for oil.

France gets double "theming bonuses" from great works and the ability to build the unique improvement chateau replaces the foreign legion.

There doesn't seem to be any other change to any other civ.
 
Iroquois retain their forest ability but they also gained the ability of "caravans using jungle and forests as roads" (which seems to suggest that they use it outside of forests as well)
 
Will Arabia keep it's old perks as well as the new, or do we not know?

The change basically reflects the old perk adjusted for the new mechanic - being able to trade with more lucrative cities = more gold from trade routes (i.e. what it does now), plus extra bonuses to domestic trade and religion spread.

The new UA, incidentally, is called Ships of the Desert - which I prefer to "Trade Caravans".
 
Originally Posted by Viregel
Iroquois-Caravans treat forests as road, or something like that, on top of the rest of their current UA.

so they're still useless, great.

I don't see how that is useless. Roads increase the range of potential trade routes, so the Iroquois could have much longer trade routes in the early game than other civs just by being situated in the middle of a jungle or forest.
 
so they're still useless, great.

Not useless. Roads costs 1 gold/turn in maintenance. So, every forest in place of a road is like +1 gold/turn, and it's available immediately, so you don't have to spend precious early turns having a worker construct the road. Now that roads increase the distance of caravans, the Iroquois UA is improved, since they'll be able to have longer trade routes earlier than the average civ.

Agree with Chazzycat.
 
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