Screenshot analysis!

I'm going to have to go with neighborhood. It doesn't really look like a campus with no buildings, which looks like this:



Even accounting for regional variation (which we haven't seen much of in districts apart from unique districts), the buildings look very different.

Edit: On the other hand, the houses don't look quite like the neighborhood's either, and the parking lot area/metal spheres are present on a modern-day campus and don't appear as part of the residential district... so maybe? I can't really tell.
 
Jason is right, it's a modern Campus with no buildings. The spherical blue tanks in front are the giveaway.





Thanks. Was hoping to get a shot with yield icons on, but this at least denies one possible theory I was coming up with to explain the fact that cities seemed to be getting a lot more food than I was expecting. Now I think I just need to look closer for other explanations :p
Here's one with the tile yields on:
Spoiler :
 
Here's one with the tile yields on:
Spoiler :

I guess the +food output is raw food output rather than surplus, as I can't imagine those food tiles being worked come out to a +23 food surplus. Somewhat odd to show the raw food output in that spot, imo, but I think it's one of the sources of my confusion.
 
@Arioch

On the well of souls website, the titles of the Techonology and Civic page are shown as "Terrain"
Thanks. I'm using Chrome these days and so I often don't see the page titles.

I guess the +food output is raw food output rather than surplus, as I can't imagine those food tiles being worked come out to a +23 food surplus. Somewhat odd to show the raw food output in that spot, imo, but I think it's one of the sources of my confusion.
I think the tile yield display is not working properly. I think it's a new feature (at least, to that build).

Also, the player has more than just that one city.
 
Hmm, wonder what governs the addition of the bronze ring holding woman and rectangular pool then. Library maybe?

Anyway, modern barracks are visible in the same Maracanã video but that's not as interesting.
 
@Arioch

On the well of souls website, the titles of the Techonology and Civic page are shown as "Terrain"
On a similar note, when you go to the Civ6 overview page, the link for "technologies" leads to the Civ5 (five!) technologies.
 
As in Civ V, crossing a river takes all your movement points. With the new movement mechanics, this means that you can't cross a river unless you're right next to it at the start of the turn. So when crossing a river you'll have to:
  1. Move adjacent to the river and end your turn
  2. Move across the river and end your turn right on the other side
Source: https://www.youtube.com/watch?v=eGmEd0teIc0. (Look for the light blue outline indicating the possible moves.) Note how the scout can move across the river at the two adjacent tiles (and then end its turn), but cannot cross the river to the North because it's a tile away.

Exception:
When moving out of or into cities adjacent to a river, there is no movement penalty for crossing the river.

Source: https://youtu.be/eGmEd0teIc0?t=2m41s. Note, that the scout can move 3 tiles away from the city across a river. This is on turn 3, so it's not a civic or tech unlocking it.

Just to make sure that it's not restricted to scouts: https://youtu.be/eGmEd0teIc0?t=20m36s

Moving into the city: https://youtu.be/HtCxBWzNJUw?t=8m4s
 
My guess is that it's the language that tells you a road has been completed between both destinations. So when you look at that list, you can easily discern which Cities are connected without needing to consult the map.

Edit: Noticed this guess was made already. I haven't looked into the trade post yet. Consulting Marbozir's videos, however, this seems like the most logical deduction - as, given trade routes function as road-builders, it's matter of efficiency in the U.I. to be able to tell right away which cities have connections already just by looking at that list.

Furthermore, I believe Quill mentioned that you can cancel trade routes early if you're just looking to build roads quick. This would explain the reasoning behind the ingame notification that pops up for the player; as it will alert you when the road has been finished.
 
Attached are a few screenshots of the interfaces used to track the city (WB1 @ 9:43):
  • Amenities - Green
  • Amenities - Red
  • Citizen Growth
  • City Growth
  • Housing

Spoiler :
amenities_green.PNG
amenities_red.PNG
citizen_growth.PNG
city_growth.PNG
housing.PNG


I also noticed that at the bottom of the culture and tech trees are timelines that seem to indicate the position of rivals. The two brackets indicate what part of the tech tree is visible on the screen. The faces and stars (numbered after first one) are likely the position of rival civs in the tree. Whether the Civ is identified with a face is probably based on the gossip system. The tech one is from FR3 on turn 26 while the civic one is from LH1 on turn 54.

Spoiler :
civic_tree_timeline_fr_turn26.PNG
technology_tree_timeline_lionheart_turn54.PNG


Sources:
WB1 - https://www.youtube.com/watch?v=yxVvoZUegwM
FR3 - https://www.youtube.com/watch?v=Ra0jodCVJ3w
LH1 - https://www.youtube.com/watch?v=5f92o34LEGw

Example of pin set up, pin on standard view and pin on strategic view. The settler icon was used for the pin icon in this case.

Spoiler :
pin.jpg
pin2.jpg
pin3.PNG


Sources:
@ 18:42 - https://www.youtube.com/watch?v=yxVvoZUegwM
@ 0:20 - https://www.youtube.com/watch?v=Sdkc5dUSAhg

Moderator Action: Two posts by same user merged.
 
Spoiler :


Some interesting implied mechanics going on here. For starters, an occupied city will be less productive for the duration of the war with the empire that you take the city from. This appears to replace resistance from previous games. Personally, I like it. It appears to allow for the use of the city immediately which is nice, but off-sets that by prolonging the negative effects for the duration of the war, which could virtually eclipse the average resistance timer.

Next up you're informed the warmonger penalty you'll receive for capturing the city. This is just amazing for the warmonger penalties to no longer be some invisible and implied thing. Show me how much this action is going to affect my standing in the world.

Lastly is the fact that your warmonger penalty can be augmented as a result of the war, If you keep the city, the penalty for taking the city increases, and if you return the city, then the penalty is removed.

This is awesome as it essentially encourages wars of aggression, not necessarily conquest. You could an invade a territory, pillage the lands and capture the cities, hold them for a time, and by the time the territory is returned to their owner, you could have gained a decisive lead on them on other areas of development.
 
And you can harvest their resources for hammers building units or projects and then give them back land without resources...
 
Good catch on the tech tree showing where other civs are. I'm so looking forward to playing the first ever civ game that actually gives the player information.
 
And you can harvest their resources for hammers building units or projects and then give them back land without resources...

Yep. Pretty sure this is going to be the only option experienced players do if they plan on giving cities back.
 
Spoiler :


Some interesting implied mechanics going on here. For starters, an occupied city will be less productive for the duration of the war with the empire that you take the city from. This appears to replace resistance from previous games. Personally, I like it. It appears to allow for the use of the city immediately which is nice, but off-sets that by prolonging the negative effects for the duration of the war, which could virtually eclipse the average resistance timer.

Next up you're informed the warmonger penalty you'll receive for capturing the city. This is just amazing for the warmonger penalties to no longer be some invisible and implied thing. Show me how much this action is going to affect my standing in the world.

Lastly is the fact that your warmonger penalty can be augmented as a result of the war, If you keep the city, the penalty for taking the city increases, and if you return the city, then the penalty is removed.

This is awesome as it essentially encourages wars of aggression, not necessarily conquest. You could an invade a territory, pillage the lands and capture the cities, hold them for a time, and by the time the territory is returned to their owner, you could have gained a decisive lead on them on other areas of development.

This reminds me of that idea.
 
Top Bottom