I didn't see any threads about this so I guess I'll start one.
There are lots of features that are different in this conquest compared to the main game, but I won't go into them into detail, but instead concentrate on how they affect strateges.
Religion
The main religious difference is that your "blood line" is being used similar to how religions are in the main game.
Diplomaticly, this makes this quite similar to a standard game where both you and your neighbors each found an early religion.
The same principles apply, if you want good relations with your neighbors, kick your blood line out of office.
In addition, blood line spreads at a much faster rate than normal, and there may be somewhat of a preference for your "state bloodline" based on what I saw.
A second difference is that there is no religious shrine associated to your blood line, so Great Prophets are much weaker than normal.
A third difference is that there are only two civics that care about bloodline at all. Ad only one is positive (Pacifism). Legalism is the anti-Free religion. One unhappy for every bloodline in each city.
So should you notice someone in Legalism, send them your bloodline just to make them unhappy!
Civics
The Civics are highly situational dependant. You can easily play one civ and see no point in one of the civics only to start with another and find that same civic highly useful.
Galleys
I'm not sure if this is a bug or a feature but the cities forming canals block Galleys from being built in further upstream. Existing Galleys can however move across them.
In a related issue, cities that are upstream that don't have a fish type of resource in their inland bodies of water can not build Lighthouses nor Harbors but those with resources can.
Consequntely, empires starting with coastal cities can succesfuly attack upstream cities at lower cost much earlier in the game than those upstream attacking downstream. (Galleys are adviable much earlier than Catapults)
Civ choices
The Chu is perhaps the easist for the non war path to victory. Good resources, several barb cities near them, one in fact is spliting their empire. Post Court houses, lots of productive city sites, particularly west.
In addition in at least my game the neighboring northern civ let a barb city form between our empires in a very productive city site.
For those more offensive minded, I would again pick the Chu as perhaps the easiest. You only start with your northern border to defend as opposed to other civs starting with several.
After clearing barbs, attack the coastal red civ, sending up a few Galleys to bombard his defenses down to 0. Rinse, repeat.
Then attack upstream along those rivers. Rinse, repeat.
The second easist is perhaps that coastal red civ. Bulid military units, build galleys, attack upstream to secure your river valleys. Rinse, repeat. Attack the Chu from the coast. Rinse, repeat.
There are lots of features that are different in this conquest compared to the main game, but I won't go into them into detail, but instead concentrate on how they affect strateges.
Religion
The main religious difference is that your "blood line" is being used similar to how religions are in the main game.
Diplomaticly, this makes this quite similar to a standard game where both you and your neighbors each found an early religion.
The same principles apply, if you want good relations with your neighbors, kick your blood line out of office.
In addition, blood line spreads at a much faster rate than normal, and there may be somewhat of a preference for your "state bloodline" based on what I saw.
A second difference is that there is no religious shrine associated to your blood line, so Great Prophets are much weaker than normal.
A third difference is that there are only two civics that care about bloodline at all. Ad only one is positive (Pacifism). Legalism is the anti-Free religion. One unhappy for every bloodline in each city.
So should you notice someone in Legalism, send them your bloodline just to make them unhappy!
Civics
The Civics are highly situational dependant. You can easily play one civ and see no point in one of the civics only to start with another and find that same civic highly useful.
Galleys
I'm not sure if this is a bug or a feature but the cities forming canals block Galleys from being built in further upstream. Existing Galleys can however move across them.
In a related issue, cities that are upstream that don't have a fish type of resource in their inland bodies of water can not build Lighthouses nor Harbors but those with resources can.
Consequntely, empires starting with coastal cities can succesfuly attack upstream cities at lower cost much earlier in the game than those upstream attacking downstream. (Galleys are adviable much earlier than Catapults)
Civ choices
The Chu is perhaps the easist for the non war path to victory. Good resources, several barb cities near them, one in fact is spliting their empire. Post Court houses, lots of productive city sites, particularly west.
In addition in at least my game the neighboring northern civ let a barb city form between our empires in a very productive city site.
For those more offensive minded, I would again pick the Chu as perhaps the easiest. You only start with your northern border to defend as opposed to other civs starting with several.
After clearing barbs, attack the coastal red civ, sending up a few Galleys to bombard his defenses down to 0. Rinse, repeat.
Then attack upstream along those rivers. Rinse, repeat.
The second easist is perhaps that coastal red civ. Bulid military units, build galleys, attack upstream to secure your river valleys. Rinse, repeat. Attack the Chu from the coast. Rinse, repeat.
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