- The basics, they exploit industry and money, and create their own +2 Money on adjacent tiles (good for exploitation but lost if you build non-money quarters there)
- More interesting, they halve the production cost of adjacent quarters, so despite not being a Makers Quarter, they can potentially save you hundreds/thousands of production in building adjacent districts. Placement of a Sacred Mound is key, and is an interesting new problem to solve each time. What's optimal placement? The Sacred Mound is more than just its FIMS yields...
- The secret surprise, the Sacred Mound gives +3 Industry and +3 Faith to all of your religious districts. I'd assumed this was Holy Sites and Holy Wonders only, but no, it affects your emblematic, faith-based districts too! Just as the Nazca lines prep your EQs to be more powerful for the rest of the game, the Sacred Mounds buff your faith EQs with an impressive amount of faith and production, turning faith EQs a little bit into Makers Quarters, too.
I just discovered this tonight (because my first three eras were secular cultures), so I haven't tried to combo this together with something else: Does anyone know if Nazca Lines convert all EQs into "Religious Districts" by adding faith to them, allowing all EQs to be buffed by the Sacred Mound?
Side Note: Religious EQs are also buffed by the "Communal Rights" Civic, meaning EQs like Nemetons, Stupa, Kaiserdoms, Camii et al. have their production costs reduced by 30%. It's not just for Holy Sites.
Faith production is a good indicator of a Quarter being a religious district, but it has to be innate faith production. Adding faith production another way, like Nazca Lines or the Literalism Civic, will not turn quarters into Religious Districts.
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Faith production is a good indicator of a Quarter being a religious district, but it has to be innate faith production. Adding faith production another way, like Nazca Lines or the Literalism Civic, will not turn quarters into Religious Districts.
Thanks for the quick feedback! That's what I suspected, but I wasn't positive, and I was going to make my next playthrough purposefully Nazca->Mississippians so thanks for saving me that.
DNLH wrote:
RedSirus wrote: Religious EQs are also buffed by the "Communal Rights" Civic
Aww, and here I was reading your post thinking whole time 'I'm gonna blow that dude's mind with religious districts civic' :D
Haha! :D Yeah, I discovered that on my own a few months ago and was surprised. I don't know why I didn't think the Sacred Mounds would affect the same districts though.
Dayvit78 wrote:
This is why I still haven't tried the Taino yet. Missippians are too attractive - it's a long-term planning thing.
Maybe next time...
DNLH wrote:
Mechanically Taino are quite firmly in the middle of the pack, imo, but their cities look really amazing and unique.
I did a dedicated "DLC run" when Cultures of Latin America first released, and I loved the Taíno! Their legacy trait can generate tons of food if you're doing well culturally, their EQ generates +10 Stability — so if you put them in all of your territories, it functionally halves the stability cost per territory (net -10 instead of net -20) — and it generates good influence if you keep your stability under control, and I really liked using their archer EU. CS31 is a crossbowman but with the flexibility of indirect fire (even though the unit doesn't say it, I'm 90% sure I remember them being indirect fire), and their "No penalties on rivers" means not only do they keep their combat strength on those tiles, but they can move onto river tiles without ending their turn. Very useful in combat, and an army made entirely of them can move through rivers without penalty on the main map.
They really saved my bacon when I played them too: Stuck on a small continent with angry Carthaginians who declared war on my early on and whose War Elephants trounced my Classical units. The Taíno's Baira Hunter EQ requires no technology to unlock, so I was able to field archers quickly, and my LT and Agrarian Power made sure I had plenty of population to create more of them. The biggest challenge was that as medieval units their upkeep was a challenge to pay for, but they 100% saved my bacon and I love them for it.
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