Find fortune on the high seas with the Republic of Pirates!
This civ is available to claim FREE as part of the Tides of Power Collection DLC bundle, featuring two leaders, four civilizations, and four Wonders.
Add the Republic of Pirates civilization to your collection for the Exploration Age today in Civilization VII!
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HISTORY
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Where there is wealth, there is greed. The scramble for new world riches in the early 18th century brought English, Spanish, French, and Dutch fleets – but the prospect of quick riches also brought pirates. These were rarely organized, but in 1706, one band, the Flying Gang, took over the island of New Providence in the Bahamas and set up a short-lived republic for all who sought fortune… and came with few scruples.
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ABILITY
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Flying Gang: Increased Yields from Pillaging and Coastal Raiding with Naval Units. Settler Units cannot be trained or purchased, but you can capture other civilizations’ Settlers. Naval Units, Treasure Convoys, and Buccaneer Units can move into other civilizations’ borders without being at war or having Open Borders.
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ATTRIBUTES
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– Economic
– Militaristic
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CIVIC TREES
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Articles of Agreement
– Tier 1: Unlocks the Naval Station Unique Building. Unlocks the ‘Press Gangs’ Tradition.
– Tradition – Press Gangs: Increased Production by a set percentage toward Naval Units for every Fleet Commander you have.
– Tier 2: Buccaneers gain the Looting Promotion.
Ports of Call
– Tier 1: Unlocks the Naval Arsenal Unique Building. Unlocks the ‘Merry Life and a Short One’ Tradition.
– Tradition – Merry Life and a Short One: Receive Gold equal to the Unit’s Production cost every time you defeat a Support Unit. Receive Gold equal to a set percentage of the Unit’s Production cost every time you defeat a Naval Unit.
– Tier 2: Increased Settlement Limit. Unlocks the Havana Harbor Wonder. Buccaneer Unique Commander Units gain a charge to create a new Settlement.
Enemy of All Nations
– Tier 1: Increased Combat Strength against Treasure Convoys. Unlocks ‘Black Flag’ Tradition.
– Tradition – Black Flag: Increased Gold from Plundering Trade Routes by a set percentage.
– Tier 2: When you capture a Treasure Fleet Unit, it is worth an additional Treasure Fleet Point.
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INFRASTRUCTURE
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Haven: Unique Quarter. Increased Gold for every Treasure Resource. Friendly Naval Units and your Naval Units receive increased Healing on this tile.
Naval Arsenal: Unique Building. Must be built on a Coastal tile. Gold Base. Gain Gold adjacency with Resources. Has no Gold maintenance.
Naval Station: Unique Building. Must be built on a Coastal tile. Production Base. Gain Production adjacency bonus with Military Buildings and Gold Buildings.
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CIVILIAN UNIT
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Buccaneer: Unique Commander Unit. Gains a set number of charges to use the ‘Raiding Party’ Action every set number of Promotions.
– Action – Raiding Party: Targets an adjacent Treasure Resource. This Settlement instantly spawns a Treasure Convoy under your control equal to the number of Treasure Resources; this does not reset until another Treasure Convoy is available.
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MILITARY UNIT
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Sloop: Unique Naval Unit (replaces Privateer). Can cross other civilizations’ borders, Pillage Trade Routes between non-Allied civilizations, and attack Units of non-Allied civilizations without going to war. Can move after attacking and has a set amount of Movement.
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WONDER
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Havana Harbor: Gold Base. This Settlement generates Treasure Convoys worth a set amount of Treasure Fleet points in the Exploration Age (effect scales based on game speed). Increased Economic Attribute. Must be built in Distant Lands on Coastal Tiles adjacent to non-Lake tiles.
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STARTING BIAS
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– Coastal
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GAMEPLAY TIP
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Since the Republic of Pirates are unable to train Settlers, unlock the Ports of Call Civic to give the Buccaneer Unique Commander a charge to create a new Town.
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