Sid Meier's Civilization VII

Sid Meier's Civilization VII

Egypt Tweak
3 Comments
Rad_ish  [author] 11 Aug @ 11:33am 
We would love to do that, but currently the way the game is coded is for certain Civics to unlock specific 'warehouse yields' which are tied to the Civ and therefore can't persist between ages. (I believe, someone smarter can correct me)
Renouf 8 Aug @ 5:00am 
Their unique district is a little nothing compared to others, where you typically only want to build one in the capital to get Tjaty. Compare with Rome, Greece, Maya which scale off the amount you have, or Carthage or Assyria which powerful adjacencies. Egypt has neither, just 100 nonscaling gold for 10-15 turns of production building a wonder. It only counts wonders built in that city and doesn't even scale per era. Compare to Aksum who get that effect double strength in one city from their wonder Great Stele. It's weird as that EGYPT you're incentivized to not build your unique tombs.

A lot of the 'Egypt is boring' stuff actually comes from Hatshepsut, who has two completely passive abilities which is super unengaging as a player. Even if it was 'Settlements on Navigable Rivers get X production from slotted resources' instead of the passive +15%, that would go a long way into making you feel like you're actually DOING something besides settling in the right spot when you play her.
Renouf 8 Aug @ 5:00am 
Do you think you could make a version of Egypt that keeps the production bonus on navigable rivers as a tradition? The food one is just terrible, especially as it doesn't even scale per era- you literally get less than 1 farms worth of food in most river cities.