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Askia Muhammad the Great, Oda Nobunaga, Suleyman the Magnificent. Firaxis have done their homework.
 
Also judging from the trailer, a Viking leader of some sort is in.
 
While it's true that some game systems, like religion and espionage, have been removed...

So there could be more? Let's hope not...
What about health... is it still there like happiness? And are workers still in?
Guess will have to wait for more answers.
 
Even with adjacent unit swapping, assuming that swapping costs movement points, I can imagine shuffling units around near fronts and bottlenecks could still be annoying.
 
2) No more end of turn button, instead a "choose production" button for individual cities

from how i read it, the end turn button is still there, it just takes you through idle city production windows or other things needing attention before it actually ends the turn. (seems like the kind of thing that some people might freak out over it if the "end turn" button really was gone.)
 
Game doesn't sound like its dumbed down at all, so everyone's worries were unfounded.
 
So there could be more? Let's hope not...
What about health... is it still there like happiness? And are workers still in?
Guess will have to wait for more answers.

heath and happiness are in, forgot to mention that.

from how i read it, the end turn button is still there, it just takes you through idle city production windows or other things needing attention before it actually ends the turn. (seems like the kind of thing that some people might freak out over it if the "end turn" button really was gone.)

well I guess that part was a little interpretive. We'll find out soon enough.
 
One thing I didn't like that was mentioned was that luxury resources will still not be quantified, and one will be as good as many. I would've much preferred that they were quantified, or at least were managed in the same vein as strategic resources apparently will be.
 
heath and happiness are in.

Happiness I know... but health wasn't mentioned in the article... or at least I can't seem to find it... that's why I asked... happiness was already mentioned in a few previews but so far no one mentioned health.
 
the turks are in. that makes it a buy in my book

one thing: if firaxis has any sense of history the capitals name should be Constantinople. not Istanbul as that is incorrect, but for the sake of game play (and the fact that Byzantium may get in) Istanbul is fine. but im still editing it.
 
no more culture bombs. Cities now expand one tile at a time, and usually you will be forced to work it because in coincides with population.

If population rises faster than culture expands your radius, you will have to make specialists (or more settlers). If culture is faster, you will have excess tiles to choose from. This is what happens in civ4 in fewer steps, but culture expands much further than city radius. The concern about production oriented cities is valid. Perhaps this can be circumvented by letting the city expand to tiles similar to those already being worked (i.e. if you work one forest, the radius will expand to another one) or by prioritising expansion to tiles that are being improved (meaning the player wants to work them).
 
Question, When did Constantinople become Istanbul? I know it well to the Ottomans in 1453, but how long it remained named after Constantine the great after this I do not know. If it didnt remain Constantinople for a long time (especially relative to how long the ottomans/turks were around), then there's no point in having their capital city as Constantinople.
 
No City Defections... very unhappy with that.

Hopefully they have a better replacement model for "citizen happiness" effects than just reduced production.

Maybe Cities that are unhappy/have enemy culture will generate "partisans" that will attempt to take the city in the more standard sense. So they aren't "defecting" but Rebelling. (might be a good model for the 1 unit per tile... if you leave your military units in the tile Partisans can't spring up there.... but your units are stuck there)


Also not sure about the "removal of tile Juggling".. As long as the "cultural spread" is VERY predictable and Understandable, I think I like it.

In which case you can't Change "How much" a city is producing, that is basically decided when you Place the city. If you place the city in an area with a lot of Grasslands it won't produce much for a while.

Of course they could have a "Civ Rev" system where Working a tile puts your culture on it.
 
One thing I didn't like that was mentioned was that luxury resources will still not be quantified, and one will be as good as many. I would've much preferred that they were quantified, or at least were managed in the same vein as strategic resources apparently will be.

well it will be easy to mod that in so long as the system is there. If some resources are quantified, it will be easy to make the others the same. At least for a decently experienced civ4 modder.

Happiness I know... but health wasn't mentioned in the article... or at least I can't seem to find it... that's why I asked... happiness was already mentioned in a few previews but so far no one mentioned health.

hhmmm.. I thought I read that, but your right. I think we can assume it will be in, but your right, not confirmed yet.

If population rises faster than culture expands your radius, you will have to make specialists (or more settlers). If culture is faster, you will have excess tiles to choose from. This is what happens in civ4 in fewer steps, but culture expands much further than city radius. The concern about production oriented cities is valid. Perhaps this can be circumvented by letting the city expand to tiles similar to those already being worked (i.e. if you work one forest, the radius will expand to another one) or by prioritising expansion to tiles that are being improved (meaning the player wants to work them).

could be interesting, I think it sounds pretty good. Perhaps less micromanagement as well, since the choices will be limited, and from the sound of it, more obvious.
 
well it will be easy to mod that in so long as the system is there. If some resources are quantified, it will be easy to make the others the same. At least for a decently experienced civ4 modder.

Well yeah, but it's not good to have to rely on mods for good game features...
 
...they cant include every good feature that comes their way. Limiting how many cities get happy would also be harder to impliment (which five cities get the happiness etc) and be kind of harsh to people who have only one copy of a resource..
 
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