Brave New World: New units, building and improvements

Caravan - creates overland trade route
Trade Ship - creates overseas trade route
It sounds like the Caravan and Trade Ship units are supposed to go back and forth.

If it becomes tedious and something that will become automated, then I hope they improve the AI pathfinding.

Also, I hope that both units (but especially Caravans) have the ability to pass through other friendly units. Right now, civilian units can't go through neutral or friendly units, which makes it a pain to navigate through the territory of city states or other AI's. Since Caravans will likely be using roads, it would really be essential to be able to move through other units (like how military units normally can).
 
Are we sure that the Caravans and Trade Ships are actual units on the map, or could they possibly function like Civ5 spies?
 
Are we sure that the Caravans and Trade Ships are actual units on the map, or could they possibly function like Civ5 spies?

Yes, they are units on the map, and apparently they attract barbs like flies to honey.
 
I hope ranged units get a real upgrade path rather than one that actually makes them worse (less range) as technology gets better and better.
It's specifically said in several of the interviews that Caravans and Cargo Ships are actual units on the map, that are automated, and can be attacked and so require protection.

Which is good, because it gives a navy a much-needed purpose.

A navy has always had purpose imo. The computer never puts them to good use and having a powerful one never strikes fear into other civs, but I find Naval units to be damn near god-level in Civ5. Logistics + Scope turns them into death dealers roaming the sea and completely destroying any unit or city foolish enough to catch their ire.
 
are archaeologists physical units? i don't remember reading that
 
I would hazard a guess that the Great Artists/Writers/Musicians will all have works that are out of copyright.
 
Hopefully they add a cruiser to protect trade routes. They have speed and more firepower to deal with surface ships, while destroyers deal with subs. Also, a cruiser makes a more powerful AA escort for aircraft carriers. The cruiser of course could be specialized to attack trade routes as well.
 
Caravans and Trade Ships sound like a throw-back to the Civ 4 Revolution game, where you actually had to transport supplies, raw-goods, and weapons between cities. While in that game it was somewhat a chore (mostly because the automation AI was bad at determining when to leave... I recall it couldn't be set to leave without a full load, which was a problem when a Cigar Factory needed Tobacco leaves every turn to quickly crank out some cigars to sell to buy a badly needed cannon), hopefully in this case it would work fairly well, since I assume the merchant units would only have to reach a point, come back, go out again, etc., and wouldn't need to do anything beyond that (like drag 200 guns from the city inventory over the unit, move the unit, drag the 200 guns out and over the new city, and so forth).
 
It's specifically said in several of the interviews that Caravans and Cargo Ships are actual units on the map, that are automated, and can be attacked and so require protection.

Which is good, because it gives a navy a much-needed purpose.
If they continuously run back and forth, babysitting automated units like that sounds like a pain if there is any risk of barbarians around.
 
are archaeologists physical units? i don't remember reading that
I don't think they've said it either way, the RPS interview made it sound like they kind of were though (they mentioned going to the sites and bringing things back, so it may imply an actual civilian unit.)

I don't think anyone's mentioned the part I'm most excited for yet: improvements. those are always my favorite things to learn about. since it's focusing on late game this time around, I wouldn't mind seeing airports, they'd certainly help out a ton for me. Also, with the focus to tourism, I wouldn't be surprised if forest preserves or national parks are added in as well.
 
If the archaeologists are named, one better be Dr. Alan Grant, and another Henry Jones Jr.

I'm hoping for Ross Gellar as an 'Archeologist".
 
It's specifically said in several of the interviews that Caravans and Cargo Ships are actual units on the map, that are automated, and can be attacked and so require protection.

Which is good, because it gives a navy a much-needed purpose.
I agree with this overall, albeit they really need to make a "tie unit to civilian" option if this is indeed how it works. I hate how currently if you embark a unit, you can't set it to a destination, you need to move it manually each turn, and then move manually the protecting ship each turn, because otherwise when you hit next turn, the embarked unit will move forward and be free to attack by anyone including barbs. Same goes for civilian units on land.

So we need an option to "link" a military unit to a civilian/barbarian unit, which will have them move together, at the lowest speed available to these two units, until they are "unlinked".
 
I'm sorry, what mess is this?

IMO, the great war infantry crowded up the warrior unit line a bunch, which already had a bunch of post gunpowder pre 1950s units, which you had for a short amount of time, then you had infantry for a long period of time.

In my head, they should have added a cold war era unit, which would have split up the time between units better.
 
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