City Annex - Is it a Wonder or a new improvement?

Mercade

the Counsellor
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In this screenshot there is a city annex to Nottingham taking up a whole tile.

Some 10 buildings are grouped around two central axis with a round square :mischief: in the middle. There is a church like building on the right side, and a monument of sorts at the top of the axis. It seems a bit like an observatory with the round roof and the opening for the telescope, but there's no real explanation why an observatory should have such a support structure.

It does not look at all like the trading posts that we've seen all over the place. At least I couldn't find this on Arioch's site or anywhere else. I doubt a wonder would take up a whole tile, so ... what is it?

D1vChu.jpg
 
okay clever clogs what does it do.

(assuming this person is being factually correct, then that means the park ariochIV identified is likely an improvement by the gr artist.)
 
An overlay would be strange, as you couldn't easily see what's beneath it, so I guess it replaces the farm or whatever was there before.

It seems like a nice new mechanic, also remember that forts are now built by great generals.

There are some questions for you, Azazell, as you clearly have played the game:

1) Is the great person consumed when it builds the improvement?
2) Is it possible to pillage these valuable tiles (in one single turn)?
3) What is the special improvement for the great merchant? We already have trading posts!
 
okay clever clogs what does it do.

(assuming this person is being factually correct, then that means the park ariochIV identified is likely an improvement by the gr artist.)

He has his own thread, he's posted a link to 100 in game pics, and has a preview. He was a tester.
 
An overlay would be strange, as you couldn't easily see what's beneath it, so I guess it replaces the farm or whatever was there before.

It seems like a nice new mechanic, also remember that forts are now built by great generals.

There are some questions for you, Azazell, as you clearly have played the game:

1) Is the great person consumed when it builds the improvement?
2) Is it possible to pillage these valuable tiles (in one single turn)?
3) What is the special improvement for the great merchant? We already have trading posts!
Based on new screenshots by Azazell, this post describes exactly what each Great Person does.

Indeed the Great People can now all build a Special Improvement that gives
- Culture (Landmark Improvement by Gr.Artist)
- Gold (Custom House Improvement by Gr.Merchant)
- Science (Academy Improvement by Gr.Scientist)
- Defence (Citadel Improvement by Gr.General)
- Production (Manufacturing Improvement by Gr. Engineer).

It does expend (destroy) the Great Person in the process. Each Great Person can also start a Golden Age and each has another special ability; see the post.
 
Thx! Do you already know if landmark improvements can be pillaged? Didn't see that info.
The civilopedia part on great persons doesn't say that. I can imagine that if they're pillageable (and everything is destructable, so why not) that might take multiple turns, like with towns in Civ4, but nothing is confirmed. Could also be that their fate is linked with the city they belong to, although a Citadel (fortress) isn't necessarily linked to a city.
 
it would really suck if you built one of these awesome tile improvements, and then discovered oil underneath.
 
it would really suck if you built one of these awesome tile improvements, and then discovered oil underneath.

Smart and important thought, I hope the devs thought about it. then again, the chance is not too high, so it might not happen often. Not sure what you could do against it? An elegant solution would be to give you back the GP that built it: "Mr. President, we've found oil under our academy! Do you want to relocate it?"



On a related topic, I might have found a solution for the pillaging problem:
We know from several previews that pillaged improvements are still visible as smoking ruins (like the city ruins in civ4). So while your workers can't build them from scratch, they might be able to repair them.

I really like the idea of repairing tile improvements, automated workers could do it without you having to fear they build crap.
 
it would really suck if you built one of these awesome tile improvements, and then discovered oil underneath.

If resources depend on the land, you could find some "safe" land. If, for example, the only resource which could be found in grassland is Horses, it's quite safe to build these improvements there after researching of Animal Husbandry.
 
Smart and important thought, I hope the devs thought about it. then again, the chance is not too high, so it might not happen often. Not sure what you could do against it? An elegant solution would be to give you back the GP that built it: "Mr. President, we've found oil under our academy! Do you want to relocate it?"

On a related topic, I might have found a solution for the pillaging problem:
We know from several previews that pillaged improvements are still visible as smoking ruins (like the city ruins in civ4). So while your workers can't build them from scratch, they might be able to repair them.

I really like the idea of repairing tile improvements, automated workers could do it without you having to fear they build crap.
That's a very elegant solution for needing to relocate your Special Improvement because there's an important resource below it. To avoid "abuse" for relocating such buildings too frequently, they could add a price to it (relocation cost), only allow the GP to reappear if you're building a resource improvement, or only allow the GP to make his special improvement again and not perform his other special mission.

I seem to recall from one of Azazell's screenshots that repairing is listed among the (medical) promotions, so repairing improvements may well be possible.
 
A simple solution could be to make all specialist improvements grant access to the resource they sit on. Or all resources that your civ can currently otherwise build an improvement to access.
 
Souron's solution seems the simplest/most effective, especially since you now can build improvements on all resources you can see right away (exception: offshore oil).
 
Souron's solution seems the simplest/most effective, especially since you now can build improvements on all resources you can see right away (exception: offshore oil).
What do you mean with "can build improvements on all resources you can see right away"? You still need a certain tech to be able to see a resource, and you need a tech to build an improvement on a resource.
 
I meant that all resources that aren't visible from the start (namely strategic resources) come after or at the same time as their respective improvements, with the exception of offshore oil. Sorry for not being clear.
 
The Academy is an improvement created by sacrificing a Great Scientist, and it adds +5 Science to the tile yield. Each of the Great Person types has a unique improvement that it can create.

In the new system, when you Pillage a tile improvement, it isn't destroyed, but stays on the tile in a "pillaged" state. So it's possible that a Worker may be able to repair it.
 
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