Tips for DLC civs in BNW

joncnunn

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Continuation of my series; just like the BNW civs there's not enough for a separate article on these of these.

Mongolia is technically DLC, but I won't be covering them since it was free.

Babylon: Just like in G&K, as Babylon your first two techs should always be Pottery & Writing to get your free Great Scientist. And as before, you should always make an academy out of this free one. (Massive number of turns remaining + all academies increase value of future bulbing means you'll always get more science if you turn this one into an academy.) The big difference is that in G&K, you were pretty much locked to Science victory with this civ. In BNW, you can still do that, but you also have the additional options of going for cultural or diplomatic victory. (With a tech lead you have a better shot of the theming wonders for cultural or just reach Globalism faster for diplomatic)

Polynesia: As before they have early exploration bonuses. What's new is that they lean towards Cultural victory in BNW. (Their UI also produces tourism as soon as you build Hotels & Airports)

Incas: Just like in G&K, still in first tier between the terrace farm (food from hills even if they aren't fresh water; extra with mountains) and reduced road maintenance. They are still very suitable for all victory conditions.

Spain: They were initially released with Incas but included in G&K, so see that article.

Korea: Just like in G&K, still a strong science power; but unlike Babylon their ability still worked for old cultural victory and so they could go for any victory condition. With BNW, they can still go for both, and with the science bonus from specialists working for all types including guilds, even when not going for cultural victory they should still build the guilds and run them.

Denmark: Still no better than mid tier. Nothing really changed with regards to BNW

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DLC Wonders in BNW:

The statue of Zeus was given to everyone with BNW so I won't cover that other than to mention it's the one that requires opening Honor.

Temple of Art: If your using internal sea food cargo routes, this is actually a better wonder for you in BNW than Hanging Gardens. It still requires that your production be good enough for your difficulty level to go after; it's really popular with the AI on Immortal+.

Mas: The split out of guild specialists into their own groups means this produces much more gold than before. But unless you have a local source of either Marble or Stone, it's probably not worth going after (the most gold in the useful part of the game will still be from the per turn part). Even if you do have the source you need sufficient hammers for your difficulty level to have a shot at building it. But at least in this case even if you fail you still get some gold.
 
Incas: Just like in G&K, still in first tier between the terrace farm (food from hills even if they aren't fresh water; extra with mountains) and reduced road maintenance. They are still very suitable for all victory conditions.

Don't forget their major advantage of half movement in hills. As with Scouts and Minutemen, I believe this actually stacks with the promotion granted by Mt Kilimanjaro allowing you to move even faster. (Though some might feel that the availability of Kilimanjaro makes the Incans less special).

Temple of Art: If your using internal sea food cargo routes, this is actually a better wonder for you in BNW than Hanging Gardens. It still requires that your production be good enough for your difficulty level to go after; it's really popular with the AI on Immortal+.

Why would the usage of internal sea food cargo routes be a factor? From what I can see, food/production from trade routes do not get the +% modifiers from a city. The bonuses from trade routes are added on afterwards.
 
Why would the usage of internal sea food cargo routes be a factor? From what I can see, food/production from trade routes do not get the +% modifiers from a city. The bonuses from trade routes are added on afterwards.

ToA should work on trade routes because it applies to base food rather than excess food.
 
Excess food modifiers is long after food cargo ships /carvans have been added (indeed all food has been added up and then the cities needs subtracted), so they count there as well.
 
What are your thoughts on toa vs gl? Ive been experimenting with starting with the toa rather than the gl, and I think it gives a better science boost overall due to the increased growth. Its also somewhat easier to get on emperor difficulty at least. My initial results argue that it is somewhat overpowered.
 
Don't forget their major advantage of half movement in hills. As with Scouts and Minutemen, I believe this actually stacks with the promotion granted by Mt Kilimanjaro allowing you to move even faster. (Though some might feel that the availability of Kilimanjaro makes the Incans less special).

I remember testing this and the two don't stack.
 
What are your thoughts on toa vs gl? Ive been experimenting with starting with the toa rather than the gl, and I think it gives a better science boost overall due to the increased growth. Its also somewhat easier to get on emperor difficulty at least. My initial results argue that it is somewhat overpowered.

I think GL definitely gives the better science boost due to path towards Philosophy and the National College. The free tech lets you instantly bulb Philosophy and the free library helps in being able to start the National College that much sooner.
 
What are your thoughts on toa vs gl? Ive been experimenting with starting with the toa rather than the gl, and I think it gives a better science boost overall due to the increased growth. Its also somewhat easier to get on emperor difficulty at least. My initial results argue that it is somewhat overpowered.

GL: Is arguably the most powerful Great Wonder in the game, but its definitely the most popular for the AI to build as well. Extremely level specific:
Prince : You can almost always beat the AI to it
King: With a good hammer start you can beat the AI to it (Likely to be gone before turn 40)
Emperor: A very good hammer start is needed (It's likely to be gone before turn 30)
Immortal+: Forget about it. (Likely to be gone before turn 25)

TOA: As I mentioned above, it's extremely popular with AI on Immortal+ so don't bother at that level. (The reason is it starts with Archery on Immortal+)
 
TOA: As I mentioned above, it's extremely popular with AI on Immortal+ so don't bother at that level. (The reason is it starts with Archery on Immortal+)
From my experience on Immortal, ToA is similar to Mausoleum: sometimes it's gone fast, sometimes it lingers for a long time. Depends on the map and AI placement I guess, but it's not on GL level of "gone immediately".
 
My experience with the Gl on emperor has it going between turn 40 and 50, i rarely see any wonder taken by turn 30. ToA is usually between 50 and 80.

The problem with the Gl is that it basically forces you to build two wonders in a row, at the time when expansion and early military become important. I have had better results building the ToA, and then cranking out four or five settlers and waiting a while for the college.
 
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