
These two abilities are both at their best when playing aggressively and building a sprawling empire – but are still useful for a tall peaceful empire as well. The main use of this ability is to block off terrain and gain access to resources quickly after building a new city. Considering how important culture is for social policies, building at least one or two culture buildings will negate the need to purchase tiles with gold. The discount for tile purchases is nice, but isn’t usually easy to take advantage of. This still isn’t a terribly good use of the ability though, since it can only be taken advantage of by unescorted siege units, which is always a risky gamble. It is still helpful while engaging in offensive wars, but only really shines by giving extra sight range for siege units. Increasing land unit sight is especially useful for scouting early in the game, but quickly loses its luster once the world has been mapped. Manifest Destiny combines two mediocre abilities into one, with neither of them having game changing impacts on how to play America. The American civilization is one who wants to play aggressively. Minutemen - Replaces musketman, ignores movement terrain penalties, free drill 1 promotion.ī17 - Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus.


Manifest Destiny – All land military units have +1 sight.
