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More stuff gleaned by Well of Souls. Government types: Chiefdom: No bonuses. Policy slots: 1 military, 1 economic Classical Republic: Bonus to Amenities and Great People generation. Policy slots: 1 military, 1 economic, 1 diplomatic, 1 wildcard Oligarchy: Bonus to yields in capital and Wonder production. Policy slots: 2 economic, 1 diplomatic, 1 wildcard Autocracy: Bonus to unit melee strength and XP. Policy slots: 2 military, 1 economic, 1 wildcard Policies: Military Survey: Double experience for Recon Units. Maritime Industries: +100% Production towards Ancient and Classical era naval units. Retainers: +1 Amenity for cities with a garrisoned unit. Discipline: +5 Combat Strength when fighting Barbarians. Diplomatic Diplomatic League: The first Envoy you send to each city-state counts as two Envoys. Charismatic Leader: +2 Influence points per turn towards earning city-state Envoys. Economic Meritocracy: Each city receives +1 Culture for each specialty district it constructs. Caravansaries: +2 Gold from all Trade Routes Colonization: +50% Production towards Settlers Urban Planning: +1 Production in all cities. Land Surveyors: Reduces cost of purchasing a plot by 20% God King: +1 Faith and +1 Gold in the Capital. Wildcard Inspiration: +2 Great Scientist points per turn. Literary Tradition: +2 Great Artist points per turn. Revelation: +2 Great Prophet points per turn. Districts and buildings. City Center Buildings: Palace, Monument, Granary, Water Mill, Ancient Walls, (Castle) Granary +1 Food, +2 Housing Cost: 50 production Monument Yield: +2 Culture Cost: 50 production Water Mill Yield: +1 Food, +1 Production Cost: 65 production Rice and Wheat resources are +1 Food each. City must be adjacent to a river. Campus Requires: Writing Adjacency: Standard Science bonus for each adjacent Mountain. Minor Science bonus for adjacent district tiles and adjacent Rain Forest tiles. +1 Great Scientist Point per turn. Cost: 76 Production Buildings: Library, University, Research Lab, Observatory? Notes: When you pillage an enemy Campus, you gain a research credit towards one of the technologies known by the enemy. Holy Site Requires: Astrology Adjacency: Major Faith bonus for adjacent natural wonders. Standard Faith bonus for each adjacent Mountain tile. Minor Faith bonus for adjacent district tiles and unimproved Woods tiles. Yield: +1 Great Prophet point per turn. Buildings: Shrine (+2 Faith, +1 Great Prophet point), Temple, Pagoda/Cathedral/Mosque/Synagogue/Meeting House Project: Holy Site Prayers: Earn Faith for your Civilization equal to 15% of any Production contributed to this project. Earn Great Prophet point upon completion. Notes: Religions are reportedly now founded at the Holy Site (or a religious wonder such as Stonehenge) rather than in the city center. When you found a religion, in addition to choosing various Beliefs, you can choose which type of building is used for worship, which gives distinctive bonuses. Theater Square Adjacency: Standard Culture bonus for each adjacent wonder. Minor Culture bonus for adjacent district tiles. Yield: +1 Great Artist point per turn. Buildings: Amphitheater, Museum?, Film Studio Notes: This is the district for culture buildings. The Film Studio is an American unique building. Encampment Requirement: Bronze Working, Cannot be adjacent to a City Center. Buildings: Barracks OR Stables, Military Academy "A district in your city for military facilities." Notes: If Walls are built in the city, the encampment also gains a ranged attack. New military units appear in the encampment rather than in the city center. The encampment has hit points like a city center, and so must be attacked like a city in order to be destroyed. Barracks +1 Production, +1 Housing, +1 Great General points, +25% combat experience for all melee and ranged units trained in the city. May not be built in an Encampment district that already has a Stable Shipyard Yield: +1 Great Admiral points per turn "+25% combat experience for all naval units trained in this city. Bonus Production questal to the adjacency bonus of the Harbor district. Requires Harbor a district with a Lighthouse." Commercial Hub Buildings: Market, Bank, Stock Exchange? Notes: Gains a bonus for being placed near a river. Industrial Zone Adjacency: Standard Production bonus for each adjacent Mine or Quarry. Minor Production bonus for adjacent district tiles. Yield: +1 Great Engineer point per turn. Buildings: Forge?, Mill?, Workshop?, Factory? Spaceport A district that enables construction of city projects leading to the Science Victory. Cannot be built on Hills. Notes: There appear to be at least 3 different projects that can be built in the spaceport. Wonders! Great Pyramids Yield: +2 Culture "Grants a Free Builder. All Builders can build 1 extra (???) improvement. Must be built on Desert (including Flood Plains) without hills." Oracle Yield: +1 Culture, +1 Faith, +1 of each type Great Person point (Admiral, Artist, Engineer, General, Merchant, Prophet, Scientist) per turn Patronage of Great People costs 25% less Faith. Must be built on Hills. Notes: Unlocked through a civic. Colossus Yield: +1 Gold, +1 Great Admiral points, +1 Trade Route capacity. Grants a Trader unit. Must be built (adjacent to a harbor?) district. Stonehenge Yield: +2 Faith Grants a free Great Prophet. Great Prophets may found a Religion on Stonehenge instead of a Holy Site. Must be adjacent to Stone and on flat land. Great Library Yield: +2 Science, +1 Great Scientist point per turn 2 Great Works of Writing slots "Receive boosts to all Ancient and Classical era technologies. Must be built on flat land adjacent to a Campus district with a Library. Eiffel Tower All tiles in your civilization gain +2 Appeal. Must be built on flat land adjacent to the City Center. Hanging Gardens "Increases growth by 15% in all cities. Must be built next to a River." Colosseum +1 Culture, +1 Amenity, (+1 Amenity and +1 Culture for all your cities). Must be built on flat land adjacent to an Entertainment Complex district. Hagia Sophia +4 Faith, +2 Great Prophet points per turn Missionaries and Apostles can spread Religion 1 extra time. Must be built on flat land adjacent to a Holy Site district, and you must have founded a Religion. Mahabodhi Temple +4 Faith, +1 Great Prophet point per turn Grants 2 Apostles. Must be built on Woods adjacent to a Holy Site district with a Temple, and you must have founded a religion. Terracotta Army +2 Great General points per turn All current land units gain a promotion level. All Archaeologists from the owner may enter foreign lands without Open Borders. Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable. Venetian Arsenal +2 Great Engineer points per turn. Receive a second naval unit each time you train a naval unit. Must be built adjacent to the Coast and adjacent to an Industrial Zone district. Mont St. Michael +2 Faith, 2 Relic slots All Apostles you create gain the Martyr ability in addition to a second ability you choose normally Must be built on Floodplains or Marsh.
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# ? Jun 19, 2016 14:46 |
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# ? May 14, 2024 18:54 |
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Super hyped
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# ? Jun 19, 2016 14:59 |
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lol at the terracotta archeologist bonus
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# ? Jun 19, 2016 15:12 |
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Davincie posted:lol at the terracotta archeologist bonus Guarantee any civ that likes to rush it will be hated.
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# ? Jun 19, 2016 16:45 |
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Tree Bucket posted:Well, officially hyped for the game now. The implications for pillaging science / culture / food are huge. It means warmongers can be small, teched up and vicious instead of huge, sprawling and dumb. Hopefully. I feel like every game they try to make pillaging worth it, but in the end it is never a better idea than just taking the city.
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# ? Jun 19, 2016 17:25 |
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Tuxedo Gin posted:I feel like every game they try to make pillaging worth it, but in the end it is never a better idea than just taking the city. Could be super useful for lazybones like me I mean civs/players who want to occasionally jump into a country and pillage without needing to wait to pull together all the catapults and infantry you need to take a city.
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# ? Jun 19, 2016 17:56 |
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And it would be great if you could do that without entering a diplomatic state that can only end with the utter and complete destruction of one of you.
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# ? Jun 19, 2016 18:05 |
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I think they're building up to "Raid" as an option instead of war
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# ? Jun 19, 2016 18:37 |
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If holy sites require astrology, how do you get early shrines and temples if one needs the district first?
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# ? Jun 19, 2016 18:44 |
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Maybe Astrology is first-tier tech? I mean, it's an entirely new game, not a modification on Civ 5's existing tech tree.
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# ? Jun 19, 2016 18:47 |
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More Well info: Great Lighthouse, Big Ben, and Forbidden City have all been seen, no info about what they do yet. Warriors get a unique promotion for bonus attack and damage vs Spearmen and Pikemen. Settlers have 2-tile vision range. Battering Ram is a support unit, allows melee units to damage an adjacent city's walls (melee units can't attack walled cities by default?) Apostles appear to be a middle ground between Missionaries and Great Prophets and have abilities which can be customized. Tank unit is a Sherman this game. Bomber unit is a B-24 Liberator. Tea is a new bonus resource, gives +1 Science.
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# ? Jun 19, 2016 19:01 |
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It sounds like Great People generation may be civilization-wide instead of per city now, which is an interesting change if true. I'm also interested in the Oracle's ability of reducing the faith cost of patronizing great people, is that just a decrease in the cost for faith-buying great people or is there another new mechanic I've missed?
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# ? Jun 19, 2016 19:18 |
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Cythereal posted:Battering Ram is a support unit, allows melee units to damage an adjacent city's walls (melee units can't attack walled cities by default?) This seems unlikely. If I'd have to guess I'd say it's probably more akin to a hard counter against walls that bypasses them or gradually reduces their effectiveness.
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# ? Jun 19, 2016 19:20 |
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Cythereal posted:Tank unit is a Sherman this game. Very good choice, considering how cartoony the art direction is.
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# ? Jun 19, 2016 19:26 |
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Wait. Its a SHERMAN?! goty 2016.
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# ? Jun 19, 2016 19:28 |
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kvx687 posted:It sounds like Great People generation may be civilization-wide instead of per city now, which is an interesting change if true. I'm also interested in the Oracle's ability of reducing the faith cost of patronizing great people, is that just a decrease in the cost for faith-buying great people or is there another new mechanic I've missed? From what I've seen, the mechanics for Great People are that they work sort of like the Founding Fathers of Colonization. Your Great Person Points get banked civilization-wide, and you can buy the appropriate GP at any time once you have enough points - but it's a shared pool of GP that any Civ can buy, and the price goes up universally in a category once the current GP is purchased. That is, there's a specific (random) Great Admiral, Artist, Engineer, General, Merchant, Prophet and Scientist listed at any one time. You aren't forced to buy the latest GP if you don't want to, though; each GP has their own special effects beyond the general use of their type, so, like, if El Cid is the current Great General up for grabs, but you really wanted Cao Cao, you could wait and see if he pops up next. You can see how close any (known) Civ is to buying a GP on the info screen, too. Faith is an alternative pool that you can buy GP with, and the Oracle reduces that cost.
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# ? Jun 19, 2016 19:33 |
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Deltasquid posted:This seems unlikely. If I'd have to guess I'd say it's probably more akin to a hard counter against walls that bypasses them or gradually reduces their effectiveness. Pre-catapult siege unit, most likely.
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# ? Jun 19, 2016 20:37 |
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RPS talked with designer Ed Beach at E3! Not at lot that's new, but I think this is, it certainly made me anyway:quote:War itself is changing as well. Beach is satisfied with the one unit per tile approach but wanted to “eliminate some of the congestion” that it caused. To that end, units can now be organised into a formation, which means they’ll always move together rather than having to be shuffled across the map one at a time. Formations can be applied to large collections of military units or civilian units and their escorts.
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# ? Jun 20, 2016 01:17 |
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I dunno, so far it sounds kinda like it's going to be the super standard Only Right Thing to make these three specific units and merge them together. Which is really just unnecessary busywork that could and should be abstracted into just making one unit. Keeping an open mind until we have real information though.
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# ? Jun 20, 2016 03:02 |
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Eric the Mauve posted:I dunno, so far it sounds kinda like it's going to be the super standard Only Right Thing to make these three specific units and merge them together. Which is really just unnecessary busywork that could and should be abstracted into just making one unit. Maybe there'll be drawbacks? Like maybe they have more expensive upkeep or they can only move onto tiles with a road or something.
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# ? Jun 20, 2016 03:12 |
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Making corps/armies also is unlocked through the civic tree, not the tech tree.
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# ? Jun 20, 2016 03:26 |
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Dervyn posted:If holy sites require astrology, how do you get early shrines and temples if one needs the district first? Rexides posted:Maybe Astrology is first-tier tech? I mean, it's an entirely new game, not a modification on Civ 5's existing tech tree. Note: Astrology is the pseudoscience fortune-telling bullshit / very early stargazing and mapping. Astronomy is the modern space-telescope observatory field. Space weather, black holes, and satellites.
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# ? Jun 20, 2016 04:45 |
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DNK posted:Note: Astrology is the pseudoscience fortune-telling bullshit / very early stargazing and mapping. You're such a Virgo.
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# ? Jun 20, 2016 07:47 |
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Away all Goats posted:Maybe there'll be drawbacks? Like maybe they have more expensive upkeep or they can only move onto tiles with a road or something. I mean the drawback would obviously be that you have to spend the hammers to make three units, and then pay the upkeep cost of three units. It would also mean that you couldn't surround enemies and trap them, or go after two units at once (say, a warrior and the archer standing a tile behind it). In 5, your army is only really bunched up when you're invading another civ, or repelling an invasion. At other times you have it spread out across your borders to be prepared for invasions, and distributed internally to make sure that nobody settles on land that you want, or that barbarians don't spawn in darkened tiles in the middle of your empire. The big army traffic jam only really comes into play when you're invading another civ, so it makes sense to design a solution to that specific problem that can be used in specific situations, rather than changing the way units work across the board. So yeah, it seems like a good idea to me! Maybe the AI will just abuse a really high production bonus to only field armies of stacked units, though? That seems like the kind of thing that might happen.
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# ? Jun 20, 2016 08:25 |
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DNK posted:Note: Astrology is the pseudoscience fortune-telling bullshit / very early stargazing and mapping. We know. We were quoting the WoS info Cythereal posted. Astrology seems more likely than Astronomy to lead to faith-producing buildings anyway. Away all Goats posted:Maybe there'll be drawbacks? Like maybe they have more expensive upkeep or they can only move onto tiles with a road or something. Maybe, but in the end two units are twice as strong as one, and the drawbacks must be crippling in order to make me not choose that option as the only sensible one.
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# ? Jun 20, 2016 10:56 |
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Rexides posted:We know. We were quoting the WoS info Cythereal posted. Astrology seems more likely than Astronomy to lead to faith-producing buildings anyway. I dunno, astronomy certainly made Galileo closer to the Church
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# ? Jun 20, 2016 14:12 |
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Rexides posted:Maybe, but in the end two units are twice as strong as one, and the drawbacks must be crippling in order to make me not choose that option as the only sensible one. I suspect that this isn't going to be combining the strength of two military units into one cell; it's more like giving a single unit a special promotion by bundling it with auxiliaries. So if you build an anti-tank adjunct, you can add it to your infantry and the infantry gets +50% combat power against armor, and that's it. If they balance the value of hammers really, really well, then that'd be all you'd need to make things balanced (i.e. the opportunity cost of building a single extra unit is large enough that you'd only do it if you thought you'd need it), but I suspect there'll need to be some other balancing factor to offset it, or else people will still just build every auxiliary they can and stuff them onto as many units as possible.
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# ? Jun 20, 2016 14:25 |
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TooMuchAbstraction posted:I suspect there'll need to be some other balancing factor to offset it, or else people will still just build every auxiliary they can and stuff them onto as many units as possible. I'm guessing there will only be one military auxiliary slot, so you can have an anti-tank unit OR a siege unit OR an anti-air unit.
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# ? Jun 20, 2016 14:49 |
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Sounds like a pretty lovely mechanic to me. You could get similar effect with experience promotions without all the micro of producing and merging units. You could make the units a tad more expensive and allowing only 1-2 branches of experience upgrades. Why would I want to micro all that? The only flexibility you get is the option of building a unit cheaper without this specialization branch but as TooMuchAbstraction said - they would need to balance it really really well for you not to want the base unit / upgraded unit every time. What am I missing here? SirTagz fucked around with this message at 15:17 on Jun 20, 2016 |
# ? Jun 20, 2016 15:07 |
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TooMuchAbstraction posted:I suspect that this isn't going to be combining the strength of two military units into one cell; it's more like giving a single unit a special promotion by bundling it with auxiliaries. So if you build an anti-tank adjunct, you can add it to your infantry and the infantry gets +50% combat power against armor, and that's it. That's one of the new unit mechanics. The other is combining two identical units into one with almost double the strength (and later, even three units). At least that's my understanding of it.
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# ? Jun 20, 2016 15:23 |
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To me it just sounds like the new "support" units are allowed to occupy the same space as the standard military units, rather than become a permanent upgrade that you "attach" to your infantry or whatever. They'll probably be very weak on their own, maybe even able to be captured like workers if left undefended, and give a bonus to certain units it shares a hex with. Sort of like great generals who can attack or build roads or whatever, I guess. I haven't been following the game development too closely so if any of that was negated in another article, disregard. Hardcordion fucked around with this message at 15:35 on Jun 20, 2016 |
# ? Jun 20, 2016 15:28 |
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It kinda sounds like Firaxis is trying to have its cake and eat it too at this early stage of the PR process, by way of threading the needle between saying "pssst, stacks are back!" to the Civ 4 fans while also signaling "don't worry, stacks are still gone forever, we're just adding optional bonuses for units you can build!" to the Civ 5 fans. It'll be interesting seeing which way Civ 6 actually ends up, once they finally show us the actual game. My money would be on the latter.
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# ? Jun 20, 2016 15:34 |
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The civ4 stacks offered literally no combat benefit other than picking the best defender.
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# ? Jun 20, 2016 15:47 |
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They've unveiled America: https://www.youtube.com/watch?v=9vVGQThK01M UA: Founding Fathers: Shortens time to earn legacy bonuses from governments Leader Ability: Combat bonus on own content, extra Tourism from National Parks, Rough Rider Unit (Culture from kills on own continent, combat bonus on hills, lower maintenance) Unique Unit: P-51 Mustang: Extra range, combat bonus vs Fighters Unique Building: Film Studio: provides more Tourism in the Modern Era. Also Hojo Tokimune is the leader of Japan according to a German magazine. EDIT: I like how he's got the Triforce on him Gwaint fucked around with this message at 16:11 on Jun 20, 2016 |
# ? Jun 20, 2016 15:57 |
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Eric the Mauve posted:It kinda sounds like Firaxis is trying to have its cake and eat it too at this early stage of the PR process, by way of threading the needle between saying "pssst, stacks are back!" to the Civ 4 fans while also signaling "don't worry, stacks are still gone forever, we're just adding optional bonuses for units you can build!" to the Civ 5 fans. I think they've been fairly clear that units aren't stacked, but they've done a number of things to make 1upt less difficult, like grouping and the elimination of support units.
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# ? Jun 20, 2016 15:58 |
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Gwaint posted:They've unveiled America: Wow, lots of uniques there
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# ? Jun 20, 2016 16:00 |
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i like how the horses run away after the rider gets shot
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# ? Jun 20, 2016 16:01 |
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Have 'legacy bonuses' been talked about yet? (Can't see the video)
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# ? Jun 20, 2016 16:11 |
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They haven't. If I had to hazard a guess, I'd say it's probably bonuses for keeping the same government for a certain period of time. Maybe if you keep adopting new governments you don't get as strong bonuses.
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# ? Jun 20, 2016 16:13 |
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# ? May 14, 2024 18:54 |
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That's a pretty sweet way of dealing with government change, I always hated the anarchy mechanic.
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# ? Jun 20, 2016 16:24 |