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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
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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Jastiger
Oct 11, 2008

by FactsAreUseless
Super hyped

Davincie
Jul 7, 2008

lol at the terracotta archeologist bonus

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars

Davincie posted:

lol at the terracotta archeologist bonus

Guarantee any civ that likes to rush it will be hated.

Tuxedo Gin
May 21, 2003

Classy.

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.

Combed Thunderclap
Jan 4, 2011



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.

Rexides
Jul 25, 2011

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.

Jump King
Aug 10, 2011

I think they're building up to "Raid" as an option instead of war

Dervyn
Feb 16, 2014
If holy sites require astrology, how do you get early shrines and temples if one needs the district first?

Rexides
Jul 25, 2011

Maybe Astrology is first-tier tech? I mean, it's an entirely new game, not a modification on Civ 5's existing tech tree.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
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.

kvx687
Dec 29, 2009

Soiled Meat
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?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

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.

Rexides
Jul 25, 2011

Cythereal posted:

Tank unit is a Sherman this game.

Very good choice, considering how cartoony the art direction is.

Jastiger
Oct 11, 2008

by FactsAreUseless
Wait. Its a SHERMAN?! goty 2016.

Hogama
Sep 3, 2011

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.

Tuxedo Gin
May 21, 2003

Classy.

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.

Combed Thunderclap
Jan 4, 2011



RPS talked with designer Ed Beach at E3! Not at lot that's new, but I think this is, it certainly made me :swoon: 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.

There are also new support class units, many of which were formally designated as military units in Civ V. These are units that are more sensibly depicted as special equipment embedded with a larger unit rather than standalone figures on the map. I’d expect the likes of anti-air and anti-tank units to fall into that category, along with other specialists. It’ll also be possible, under certain circumstances, to stack two or three units of the same type to create a powerful combined force. These are exceptions to the non-stacking rule rather than symptomatic of a shift away from it.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
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.

Away all Goats
Jul 5, 2005

Goose's rebellion

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.

Keeping an open mind until we have real information though.

Maybe there'll be drawbacks? Like maybe they have more expensive upkeep or they can only move onto tiles with a road or something.

Sarmhan
Nov 1, 2011

Making corps/armies also is unlocked through the civic tree, not the tech tree.

DNK
Sep 18, 2004

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.

HMS Beagle
Feb 13, 2009



DNK posted:

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.

You're such a Virgo.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

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.

Rexides
Jul 25, 2011

DNK posted:

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.

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.

Acebuckeye13
Nov 2, 2010
Ultra Carp

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 :v:

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

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.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

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.

SirTagz
Feb 25, 2014

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

Rexides
Jul 25, 2011

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.

Hardcordion
Feb 5, 2008

BARK BARK BARK
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

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
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.

Panzeh
Nov 27, 2006

"..The high ground"
The civ4 stacks offered literally no combat benefit other than picking the best defender.

Gwaint
Oct 22, 2010

"Music is the truth. Just listen..."
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

Jump King
Aug 10, 2011

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.

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.

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.

Jump King
Aug 10, 2011

Gwaint posted:

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.

Wow, lots of uniques there

Davincie
Jul 7, 2008

i like how the horses run away after the rider gets shot

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Have 'legacy bonuses' been talked about yet? (Can't see the video)

Gwaint
Oct 22, 2010

"Music is the truth. Just listen..."
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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Rexides
Jul 25, 2011

That's a pretty sweet way of dealing with government change, I always hated the anarchy mechanic.

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