Screenshots: The Subtle Informant

It's not a city tile. It's a farm on a grassland tile. I'm not sure what Gyathaar means. Is it the 7% Incan culture?
 
Seems like I recall a version earlier (maybe a Vanilla patch) where you could also see everyone else's, but they changed it... I don't know. At any rate, it's back.
You can see it in vanilla and warlords if you have cheatcode = chipotle, and hold down shift while mousing over.
 
(I was tempted to start a new thread over this, but I think it follows the intent of this thread close enough - not to mention that there are enough threads that are virtually identical to each other spamming up the forums)

In reviewing the 1st Gamespot video frame-by-frame I found the following (this does not include everything that I found as I tried to stay away from anything that has already been mentioned and/or that is fairly obvious from one of the screenshots):
  • Diplomacy Screen indicates Espionage ratio [0:03]
  • Mining Inc Corporation Requires Railroad Tech [0:10]
  • Artillery Tech allows Anti-Tank Infantry and Mobile Artillery [0:13]
  • Techs now indicate which Great Person(s) can research them, if any (eg, Assembly Line can be researched by a Great Engineer) [0:13]
  • Combustion Tech allows Attack Submarine (with Radio and Rocketry), Public Transportation, and Creative Constructions [0:14]
  • Espionage Advisor shortcut appears to be <CTL+E> [0:21]
  • A Spy cannot perform an espionage Mission after moving, even if movement points are still available [0:23]
  • Corporation Advisor shortcut appears to be <Shift+F7> [0:27]
  • Spy now costs 40 hammers [0:36]
  • Machine Gun is immune to collateral damage from Siege weapons [0:37]
  • Palace provides +1 Espionage Point [0:37]
  • Inteligence Agency Costs 180 Hammers, provides +8 Espionage Points and +50% to espionage spending; also allows 2 citizens to be turned into spies [0:38]
  • Security Bureau costs 220 hammers and provides +8 espionage points, +50% defense against espionage, helps thwart rival spies, and allows 2 citizens to be turned into spies [0:39]
  • Perform Counterespionage spy mission adds 200% to cost of rival espionage missions against you, but only lasts for 10 turms; base cost of 100 espionage points. [0:45]
  • Suport City Revolt spy mission causes town to revolt for 1 turn; base cost of 500 espionage points [0:45]
  • Forment Unhappiness spy mission causes 8 unhappiness in rival city for 8 turns; base cost of 120 espionage points [0:48]
  • Cavalry unit has 'Flank attack against cannon' [1:04]
  • Frigate unit can only bombard city defenses by 8% per turn [0:05]
  • Ship of the line: 8 strength, 3 movement, +50% vs. Frigate, can bombard city defences -12%/turn; costs 120 hammers [1:05]
  • Ironclad now bombards city defenses -12%/turn [1:05]
  • Workboat can enter ocean once astronomy is researched [1:10]
  • East Indiaman: 6 strength, 4 movement, 4 cargo space, can explore rival territory, cost: 80 hammers [1:10]
  • Airship: 4 strength, 1 movement, 8 range, can see submarines, +100% vs. Naval units; 80 hammers [1:11]
  • Customs House: +50% Intercontenental Foreign Trade Route Yield; 180 hammers [1:11]
  • When a spy completes a mission, they are returned to a home city [1:20]
  • When an enemy spy is discovered, sometimes you will know who's it is [1:20]

I'll be going through the other videos and posting shortly...
 
I was glad to find that planting forests (late game) is back in.
 
Observations from Gamespot Video 2 (does not include observations already noted from video 1):
  • Enemy units appear to glow red (much like your own units glow blue when they are eligable for a promotion) [0:02]
  • Flight allows paratrooper [0:42]
  • Bombers can bomb city defenses -16% per turn (was 15%) [0:42]
  • Superconductors has same icon as Fiber Optics [0:45]
  • Radio Tech allows Attack Submarine and Guided Missle (with Rocketry) [0:45]
  • Industrialism allows Industrial Park building [0:45]
  • Sam Infantry now allows +75% against helicopters (was +50%) [0:50]
  • Airport allows +4 air unit capacity and +3xp for air units [0:50]
  • By default, only 4 air units are allows in a city (8-4) [0:50]
  • Anti-Tank: (gunpowder unit) strength 14, movement 1, +100% vs. Armored, starts with Ambush, 120 hammers [0:50]
  • Paratrooper: (gunpowder unit) strength 24, 1 movement, can perform paradrop into any visible tile unoccupied by enemy units (range 5), can be intercepted by enemy AA; 160 hammers [0:51]
  • Fighter intercepts aircraft 100% of time; can bombard city defences by 8%/turn [0:51]
  • Gunpowder Units appear to be able to get drill promotions [1:02]
  • Catapult can only damage up to 75% on attack; immune to collateral damage by enemy siege units; can only bombard -8%/turn [1:31]

Gamespot Video 3 Observations:
  • 2 New action icons available for naval units (no specific indications of what they do, although I suspect they have something to do with blockades and plundering trade routes)[0:00]
  • Guided Missle: 40 strength, 1 movement, 4 range, can evade interception (100% chance), can destroy tile improvements and bombard city defenses -16%/turn; cost 60 hammers [0:19]
  • Mass Media Tech allows Civilized Jewelers, Inc [0:24]
  • Horse archer has Flank attach against catapult and trebuchet; does not appear to have -10% penalty against city attack [0:40]
  • Paratroopers still has movement point after paradropping [1:51ff]
  • Artillery has maximum 85% damage to enemy on attack, immune to collateral damage from siege units, can bombard city defenses -16%/turn, appears to have lost it's ability to withdraw [2:58]
  • Destroyer can bombard -16%/turn [3:00]
  • Submarine capacity now 3 missles [3:00]
 
fitchn, do I understand you correctly when I say cruise missiles can only bombard tile improvements and city defenses? They can't attack stacks of units? Surely not...
 
Sorry, I got me caught up in a movie! Anyway, the observations from the forth and final Gamespot video are as follows:
  • Fully loaded, the spaceship takes an estimated 11 turns to arive at alpha centari [1:02]
  • Mobile SAM: (Gunpowder Unit) 22 strength, 2 movement, 1 range, can intercept aircraft (50% change), +50% vs. Helicopter, 220 hammers [1:12]
  • Industrial Park: can turn 2 citizens into Engineer, +1 free engineer, +1 unhealthy from coal, oil, 200 hammers [1:15]
  • Attack Submarine: 24 strength, 6 movement, cargo space: 1 (scouts, explorers, missionaries, spies, great people), invisible to most units, can move through impassable terrain, can explore rival territory, can withdraw from combat (50% change) +50% vs. Submarine, 150 hammers [1:20]
  • Tactical Nuke: 1 movement, 4 range, can nuke enemy lands, can evade interception (50% chance), cost: 250 hammers [1:21]
  • Christian Cathedral can provide +2 hammers [1:47]
    • Note: Buddhist Stupa does NOT have this bonus [1:49]; perhaps this is a bonus from another wonder or the AP...!?!
  • Courthouse provides +2 espionage points [1:50]
  • Missle Cruiser: 40 strength, 7 movement, Can carry 6 missles, causes collateral damage, can bombard city defenses (-20% per turn), cost: 260 hammers [2:06]
 
fitchn, do I understand you correctly when I say cruise missiles can only bombard tile improvements and city defenses? They can't attack stacks of units? Surely not...

I'm only going off of the pop-up help text that shows when the mouse is over the selection; however, since the unit does have a strength (40), I assume it can also attack. The text didn't explicitly say so, but I would assume that the unit would be lost on the attack as well.
 
Excellent info you found, fitchn! :goodjob:
 
Didn't see it on among your bullets, but the gamespot screenies indicate that castles grant 25% bonus to espionage points. Nice little indirect perk for Spain and the protective civs, no? Only makes sense that a protective civ would be more interested in espionage/internal security.

If you HAD mentioned it earlier in the thread, my apologies. :)
 
One other thing I saw in the first video (not sure if this has been found yet, wasn't in the BtS info center yet) was:

National Park National Wonder
  • Removes city's access to coal
  • No :yuck: from population
  • +1 free specialist from Forest Preserve (is Forest Preserve new?)
  • Costs 300 :hammers:
 
One other thing I saw in the first video (not sure if this has been found yet, wasn't in the BtS info center yet) was:

National Park National Wonder
  • Removes city's access to coal
  • No :yuck: from population
  • +1 free specialist from Forest Preserve (is Forest Preserve new?)
  • Costs 300 :hammers:

If the forest preserve were a new improvement, I reckon it'd be one that adds commerce to a tile instead of hammers.

EDIT just realised sluglord made exactly the same guess in another thread - no intention to steal his idea
 
also a minor thing, but now when you hit end and you are loading your mouse icon changes to a globe
 
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