[NFP] Vietnam Discussion Thread

Curious to try them out tho. None of these bonuses particularly read Vietnamese to me, but whatever. I cannot wait for her to hate me for owning woods, rainforest and jungle tiles :)
Lol that is going to be her agenda isn't it?
Poor Kongo. :lol:
 
That UA seems extremely bad to me, like the whole UA is a malus. You have to forgo any bonus from chopping the woods, and you don't get any bonuses for working the woods. You get a tiny benefit but only when you build a build. It's like you are forced to sacrifice your best tiles for the least benefit. I thought they were going to incorporate the actual food/production from the underlying tile into the district output somehow, but it doesn't appear so.
 
Lol that is going to be her agenda isn't it?
Poor Kongo. :lol:
speaking of kongo, if vietnam captures a kongolese city with a mbanza district (which would become a neighborhood in woods) and then builds a shopping mall or food market, will it also get +1 culture? :think: not that itd matter at that point in the game lol
 
That UA seems extremely bad to me, like the whole UA is a malus. You have to forgo any bonus from chopping the woods, and you don't get any bonuses for working the woods. You get a tiny benefit but only when you build a build. It's like you are forced to sacrifice your best tiles for the least benefit. I thought they were going to incorporate the actual food/production from the underlying tile into the district output somehow, but it doesn't appear so.

We'll see how it plays out, but not everyone chops (I personally just don't like that mechanic) so it might be more appealing to some. At worst you can plant new forests (that you wouldn't chop anyways) and put your districts there.
 
Assuming that Vietnam gets a hefty starting bias for Marsh/Woods/Rainforest, they are going to be a PAIN to go to war with - invading will obviously be a no-go: tough terrain to move through that strengthens and uh, hastens? Vietnam units, cheap unique encampment that doesn't require population and will wreck you once they have walls up - yikes. But the strength + movement bonus also applying at 50% effectiveness outside of Vietnamese territory is still pretty good for offensive wars. Would be interesting to see how this pairs with the Logistics policy card. And the UU is pretty sweet - bonus strength and movement, plus stronger when defending so it should be able to soak up more damage from an enemy city/ unit.
* edited for spelling
 
I really like this. I'm sure others will unpack this better than I but one thing which stood out is that the Tranh not needing population seems like a subtle but impactful change. I presume that means you don't miss out on other districts by going for Great Generals early. That's going to be pretty interesting for early warfare!

They're going to be very curious in how to play. I mean, you're definitely going to want one in every city, since it's cheap GG points, and if you get it next to a couple other districts, then it helps their adjacency and gives you lots of bonus culture.

Not sure the +1 yield per building will really be all that impactful, especially if it means a lack of chopping. But if you want to play a non-chopping game, they could be a lot of fun. Especially with early woods planting, I could see that being absolutely insane combined with preserves.

Going to be burning through builders I think, and since you want to avoid desert you probably won't get Pyramids to help with that. I know what governor I'm taking...

It's going to be very curious to figure out if I'm better to chop+replant, or simply not chop in the first place. But I can also imagine they're going to be a pain to play at times too since I'm going to have an early game farm on some tiles, and instead of just slapping a district on top, now I need to get a builder over, remove the farm, harvest the wheat, plant a forest, all before I can throw the district on top of it.
 
Is it safe to proclaim Vietnam as the anti-Magnus civ?
 
I'd say the yield bonuses are way too small to be significant, but maybe there's more to it than we see at face value.

If a rainforest retains its science adjacency when a district has been built in top of it, then you can have some really decent campuses because you get the terrain bonus AND the district adjacency bonus, plus some extra science from the buildings built in the rainforest district.

It gets even better when you look at Culture. Thahns help with that, plant forests around them, then get up to 5 culture per tile by building tiles around them.

Enemy tries to stop your culture victory? You viciously retaliate on your own soil with your souped-up x-bows.

Now that I've thought about it, it doesn't seem too bad. Tricky, but not 'A Negative Civ'

Cue to Lily_Lancer in 3, 2, 1...
 
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Oh also! i usually have my scouts get the hills promotion but it looks like as vietnam if i wanna explore the map quickly ill wanna get the woods promotion and end turns in woods as often as possible, since theyll always get that +1 movement. yeah i love this civ!!!
 
That UA seems extremely bad to me, like the whole UA is a malus. You have to forgo any bonus from chopping the woods, and you don't get any bonuses for working the woods. You get a tiny benefit but only when you build a build. It's like you are forced to sacrifice your best tiles for the least benefit. I thought they were going to incorporate the actual food/production from the underlying tile into the district output somehow, but it doesn't appear so.
Eh, with the ability to plant forests coming relatively early you should still have plenty of original growth to chop. Plus, gaining culture/science/production from districts which don't usually provide those yields, you can be a bit more flexible in which districts you place. Vietnam should also benefit quite nicely from synergies from maintaining appeal through keeping forests and the new Grove Preserve district.

Besides, you'll be rolling through the Civics tree quite quickly with the UD to unlock planting forests, and that's not limited by feature or population. The Encampment buildings also provide additional production, so I think you're missing the extra production gains from those buildings.
 
It honestly doesn't sound too strong to me? With the exception of the defensive bonuses. Still, Medieval Faires is half-way through the Civics tree.

Curious to try them out tho. None of these bonuses particularly read Vietnamese to me, but whatever. I cannot wait for her to hate me for owning woods, rainforest and jungle tiles :)

My assumption is that she will have a pretty solid start bias to those three so she can found her early cities using them and by the time she’s ready to expand out, she can start making her own woods.

I’ll never say no to early production and science, but I think the UD is what has me most piqued. A half priced encampment that doubles as a theatre square and doesn’t go against your district limits sounds very strong indeed.

Loooove her look too, swooning!
 
Since Thanh is not a specialty district, it is not bound to the Terrain feature only rule, which means you can surround it with districts and earn a lot of culture.
After thinking about it I wonder if this is the inspiration behind the UD being a walled citadel and surrounded by districts that give it culture and later tourism? It seems likely.
https://en.wikipedia.org/wiki/Imperial_City_of_Huế
The Imperial City in Ha Noi still stands as well, but it is a lot smaller than this one. Most of the Thang Long imperial city was destroyed.

BTW, if you plant woods on the border, your unique crossbowman will start their turn with 5 movements, kinda like in the video, so they can roll from conquest to conquest quickly.
 
The unique district Thành is NOT considered a specialty district so it is not restricted to the terrain feature requirements of placing a specialty district for Vietnam. Interesting!

Awesome! Didn't notice that.

Is it safe to proclaim Vietnam as the anti-Magnus civ?

It seems to be on purpose with the Preserve district, making Reyna a much more interesting option.
 
Looking at the wording, the Thanh just seems to get culture from adjacent districts, of any kind. Do you think that means they let it get an adjacency bonus from itself? If so, that'd be utterly ridiculous, but it's the kind of "geez, that's stronk" that's become the trademark of NFP Civs...
 
I agree, the best leader model since Lady Six Sky. Simple but effective.
And it doesn't go into the uncanny valley while also not making her breasts look like... I don't even know how to describe it.
 
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