A Makeshift Civilopedia

Don't these flat bonuses for buildings (e.g. UNIVERSITY +4 Science) seem to suggest that city specialisation is not going to be a thing?
I can build this university anywhere and it doesn't matter. Wheres the fun in that?
I'm pretty sure an Alice Springs University isn't going to produce as much research as one placed in Sydney.

edit. I thought I best elaborate..
In civ4 for example, a university's output would be related to how much commerce/trade was going on in the city, and to some extent population with the ability to have GS exist "in" the university.
 
edit. I thought I best elaborate..
In civ4 for example, a university's output would be related to how much commerce/trade was going on in the city, and to some extent population with the ability to have GS exist "in" the university.

Well in civ6 the overall output of the campus is affected by location. So a Campus near 3 mountains starts off with 3 science. That means this city is already producing more science than a city with a campus and a library but no mountains. Add in the library, than the mountain city has more than doubled the output of the non-mountain city.
 
Well in civ6 the overall output of the campus is affected by location. So a Campus near 3 mountains starts off with 3 science. That means this city is already producing more science than a city with a campus and a library but no mountains. Add in the library, than the mountain city has more than doubled the output of the non-mountain city.

I guess there's some specialization there. It's tied to the land surrounding the city which is somewhat similar.

Strangely it doesn't seem to take into consideration trade routes which historically had a large influence on science output, or for that matter the cities own internal commerce and industry.

Anyone know the reasoning behind linking mountains to science? Is there any real world precedent for such a thing?.

Looking around the real world the scientific powerhouse cities are generally trade hubs with access to rivers or the sea, or highways and rail later in history. I don't see mountains being a big driving force.
 
Very nice job!

Impressive work !!! Thanks

Well done! Your hard work is appreciated. :)

Thank you :) Do check back often and maybe add things you found that's not yet listed here ^^

This is quite a lot of work that you have done. How long has it took to do all of this?

I started working several days after the videos are released, slowly building up. I worked mostly offline, first adjusted the video until I can easily read the text, then took screenshot. When I have time between work, I copy it down and collect it in Word file. After I feel I have sufficient amount to publish, I started to copy everything here and add some formatting :)

Catapult shown in the version of the gameplay videos has 2 range instead of 3. It also seems to do more damage to walls even though it doesn't show in the tooltips.

Fixed, thank you.


Great! Thank you! I was contemplating whether should I write this down. There's British one in my screenshot folder. Maybe we'll get to see Scythia's soon ;)
 
Updated with entry for:

Code:
Amphitheater
Astronomy
Bank
Catapult [I](value edit)[/I]
Chichen Itza
Forbidden City
Great Zimbabwe
Huey Teocalli
Mass Production
Medina Quarter
Metal Casting
Military Engineering
Musketman
Pikeman
Professional Army
Sack
Scientific Theory
Shipyard
Street Carnival
Trade Confederation
Venetian Arsenal
 
Strangely it doesn't seem to take into consideration trade routes which historically had a large influence on science output, or for that matter the cities own internal commerce and industry.

It does though, Districts influence trade route yields. So if you have two trade routes to similar cities, one with a campus and one without, the one with the campus will add science to the yield of the trade route.
 
C I V I C

CIVIL SERVICE
Civic (230 Culture)
Code:
Allows Alliances.

Unlocks:
[B]* Policy:[/B] Meritocracy
[B]* Policy:[/B] Retainers

CODE OF LAWS
Civic (20 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Discipline
[B]* Policy:[/B] God King
[B]* Policy:[/B] Survey
[B]* Policy:[/B] Urban Planning

CRAFTSMANSHIP
Civic (40 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Agoge
[B]* Policy:[/B] Ilkum

DEFENSIVE TACTICS
Civic (160 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Bastions
[B]* Policy:[/B] Limes

DIPLOMATIC SERVICE
Civic
Code:
Allows Resident Embassies and your first Spy. 
Casus Belli may now be used to justify wars.

Unlocks:
[B]* Policy:[/B] Machiavellianism

DIVINE RIGHT
Civic (240 Culture)

Code:
Unlocks:
[B]* Building:[/B] Mont St. Michel
[B]* Government:[/B] Monarchy
[B]* Policy:[/B] Chivalry
[B]* Policy:[/B] Gothic Architecture

DRAMA AND POETRY
Civic (40 Culture)
Code:
Allows construction of the Theater Square district and Amphitheater.
Unlocks the Literary Tradition policy.

Unlocks:
[B]* Building:[/B] Amphitheater
[B]* District:[/B] Theater Square
[B]* Policy:[/B] Literary Tradition

EARLY EMPIRE
Civic (70 Culture)
Code:
Unlocks the abilities to enforce borders and grant Open Borders to either civilizations.

Unlocks:
[B]* Policy:[/B] Colonization
[B]* Policy:[/B] Land Surveyors

EXPLORATION
Civic (320 Culture)
Code:
Pasture Improvements receive +1 Food

Unlocks:
[B]* Government:[/B] Merchant Republic
[B]* Policy:[/B] Colonial Offices
[B]* Policy:[/B] Native Conquest

FEUDALISM
Civic (230 Culture)
Code:
Farm improvements now gain +1 Food for each adjacent Farm Improvement when 3 Farm improvements are adjacent to each other.
Unlocks:
[B]* Policy:[/B] Feudal Contracts
[B]* Policy:[/B] Serfdom

FOREIGN TRADE
Civic (40 Culture)
Code:
Allows the creation of Trade Routes

Unlocks:
[B]* Policy:[/B] Caravansaries
[B]* Policy:[/B] Maritime Industries
[B]* Unit:[/B] Trader

GAMES AND RECREATION
Civic (110 Culture)
Code:
Unlocks:
[B]* Building:[/B] Arena
[B]* Building:[/B] Colosseum
[B]* District:[/B] Entertainment Complex
[B]* Policy:[/B] Insulae

GUILDS
Civic (320 Culture)
Code:
Unlocks:
[B]* Building:[/B] Chichen Itza
[B]* Policy:[/B] Craftsmen
[B]* Policy:[/B] Town Charters
[B]* Policy:[/B] Traveling Merchants

HUMANISM
Civic (430 Culture)
Code:
Unlocks:
[B]* Building:[/B] Archaeological Museum
[B]* Building:[/B] Art Museum
[B]* Policy:[/B] Frescoes
[B]* Policy:[/B] Invention

MEDIEVAL FAIRES
Civic (320 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Aesthetics
[B]* Policy:[/B] Medina Quarter
[B]* Policy:[/B] Merchant Confederation

MILITARY TRADITION
Civic (50 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Maneuver
[B]* Policy:[/B] Strategos

MILITARY TRAINING
Civic (120 Culture)
Code:
Awards 1 Envoy

Unlocks:
[B]* Policy:[/B] Raid
[B]* Policy:[/B] Veterancy

MYSTICISM
Civic (50 Culture)
Code:
Awards 1 Envoy.

Unlocks:
[B]* Building:[/B] Oracle
[B]* Policy:[/B] Inspiration
[B]* Policy:[/B] Revelation

NAVAL TRADITION
Civic (170 Culture)
Code:
Awards 1 Envoy.

Unlocks:
[B]* Policy:[/B] Naval Infrastructure
[B]* Policy:[/B] Navigation

POLITICAL PHILOSOPHY
Civic (110 Culture)
Code:
Unlocks:
[B]* Government:[/B] Autocracy
[B]* Government:[/B] Classical Republic
[B]* Government:[/B] Oligarchy
[B]* Policy:[/B] Charismatic Leader
[B]* Policy:[/B] Diplomatic League

RECORDED HISTORY
Civic (160 Culture)

Code:
Unlocks:
[B]* Building:[/B] Great Library
[B]* Policy:[/B] Natural Philosophy

REFORMED CHURCH
Civic (320 Culture)
Code:
Unlocks:
[B]* Government:[/B] Theocracy
[B]* Policy:[/B] Religious Orders
[B]* Policy:[/B] Simultaneum
[B]* Policy:[/B] Wars of Religion

STATE WORKFORCE
Civic (70 Culture)
Code:
Unlocks:
[B]* Policy:[/B] Conscription
[B]* Policy:[/B] Corvée

THEOLOGY
Civic (120 Culture)
Code:
Awards 1 Envoy

Unlocks:
[B]* Building:[/B] Mahabodhi Temple
[B]* Building:[/B] Temple
[B]* Policy:[/B] Scripture
 
C I V I L I Z A T I O N
(thanks to skyclad for helping)

AMERICA (TEDDY ROOSEVELT)
Civilization
Code:
[B]Founding Fathers: [/B]
Earn all government legacy bonuses in half the usual time.

[B]Roosevelt Corollary: [/B]
Units receive a +5 Combat Strength on their home continent. 
+1 Appeal to all tiles in a city with a National Park. 
Gain the Rough Rider unique unit when they research the Rifling technology. 

[B]P-51 Mustang: [/B]
American unique air unit that replaces the Fighter. 
Better attack against fighters, farther range, and earns experience faster. 

[B]Rough Rider: [/B]
American Unique unit when Teddy Roosevelt is their leader. 
They receive Culture from kills on their Capital's continent and have a lower maintenance cost.

[B]Film Studio:[/B] 
A building unique to America. +50% Tourism in the Modern era.

AZTEC (MONTEZUMA)
Civilization
Code:
[B]Legends of the Five Suns: [/B]
Spend Builder charges to complete 20% of the original district cost. 

[B]Gifts for the Tlatoani: [/B]
Luxury resources in his territory provides an Amenity to 2 extra cities. 
Military units receive +1 Combat Strength for each different Luxury resource improved in Aztec lands.
 
[B]Eagle Warrior: [/B]
Aztec unique unit that replaces the Warrior.
Can capture other civilization's units by turning them into Builders.

[B]Tlachti: [/B]
A building unique to the Aztecs.

BRAZIL (PEDRO II)
Civilization
Code:
[B]Amazon:[/B]
Rainforest tiles provide +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. 
Rainforest tiles provide +1 Housing for Neighbourhoods built adjacent to them.

[B]Magnanimus: [/B]
After recruiting or patronizing a Great Person, 20% of its Great Person point cost is refunded. 

[B]Minas Geraes:[/B]
Brazillian unique unit that replaces the Battleship. Requires the Nationalism civic instead of a technology.
 
[B]Street Carnival:[/B]
A district unique to Brazil dedicated to keeping your people happy by increasing Amenities.
Replaces the Entertainment District.

CHINA (QIN SHI HUANG)
Civilization
Code:
[B]Dynastic Cycle: [/B]
Eurekas and Inspirations provide 60% of civics and technologies instead of 50%. 

[B]The First Emperor: [/B]
When building Ancient and Classical wonders you may spend Builder charges to complete 15% of the original wonder cost.
Builders receive an additional charge. 

[B]Crouching Tiger:[/B]
Chinese unique unit. Short ranged unit that has a very powerful attack. 

[B]Great Wall: [/B]
Unlocks the Builder ability to construct the Great Wall, unique to China.
Bonuses to Defense, Gold, Culture, and Tourism that grow with more adjacent segments, 
if on a Hill, and as you advance through the tech tree. 
Must be built in line along edge of empire.

EGYPT (CLEOPATRA)
Civilization
Code:
[B]Iteru:[/B]
Districts and wonders are built +15% faster if placed next to a River. 
Floodplains do not block placement of district and wonders.

[B]Mediterranean’s Bride:[/B]
Your Trade Routes to other civilizations provide +4 Gold for Egypt. 
Trade Routes to Egypt provide +2 Food for them and +2 Gold for Egypt.

[B]Maryannu Chariot Archer:[/B]
Egyptian unique unit. Fast Ancient Era ranged unit that replaces Heavy Chariot.

[B]Sphinx:[/B]
Unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+1 Faith and +1 Culture. +2 Faith if next to a wonder. 
Cannot be built next to another Sphinx. Can be built on Floodplains.

ENGLAND (VICTORIA)
Civilization
Code:
[B]British Museum: [/B]
Each Archaeology Museum holds 6 Artifacts instead of 3 and can support 2 Archaeologists at once.

[B]Pax Britannica: [/B]
When you settle on a continent other than your home continent, receive a free melee unit. 
Gain the Redcoat unique unit when you research the Military Science technology.

[B]Sea Dog: [/B]
English unique naval unit that replaces the Privateer. Can capture enemy ships.

[B]Royal Navy Dockyard:[/B]
A district unique to England for naval activity in your city. Replaces the Harbor. 
Also removes the movement penalty for embarking and disembarking to and from this tile. 
Must be built on Coast or Lake Terrain adjacent to land.

+1 Movement for all naval units built in Dockyard
+2 Gold when built on a foreign continent
+1 Trade Route capacity

Adjacency: 
Standard Gold bonus for each adjacent coastal resource. 
Minor Gold bonus for adjacent district tiles.
+2 Great Admiral point per turn

FRANCE (CATHERINE DE MEDICI)
Civilization
Code:
[B]Grand Tour: [/B]
+20% Production toward Medieval, Renaissance and Industrial era wonders. 
Tourism from wonders of any era is doubled.

[B]Catherine’s Flying Squad: [/B]
Has 1 level of Diplomatic Visibility greater than normal with every civilization that she’s met. 
Receives capacity to build an extra Spy with the Castles technology.

[B]Garde Impériale: [/B]
French unique unit. +10 Combat Strength when fighting on your capital’s continent. 
Great General points for killing units.

[B]Chateau: [/B]
Unlocks the Builder ability to construct a Chateau, unique to France. 
+1 Culture. +2 Culture if next to a wonder. +1 Gold if next to a Luxury resource. 
Can only be built adjacent next to Rivers

JAPAN (HOJO TOKIMUNE)
Civilization
Code:
[B]Meiji Restoration:[/B] 
All districts receive an additional standard adjacency bonus for being adjacent to another district. 

[B]Divine Wind:[/B] 
Land units receive +5 Combat Strength in land tiles adjacent to Coast; 
naval units receive +5 Combat Strength in shallow water tiles.
Builds Encampment, Holy Site and Theater Square districts in half the time. 

[B]Samurai:[/B] 
Japanese Unique Unit. Does not suffer combat penalties when damaged.

[B]Electronics Factory: [/B]
A building unique to Japan. Bonus is extended to all cities within 6 tiles.
 
I've noticed a small error in technlogies: Crossbowman unlocks at Machinery and Siege Tower unlocks at Construction
 
Alright, since the new Germany video was in a new build, unless I'm missing anything, this is all the tooltips seen from the early August build. Scythia's FL video might be from different build as well judging from the different font used, though.

Updates on the new tool tips:

1. Building
- Archaeological Museum
- Art Museum
- Military Academy

2. Civics
- Civil Service
- Humanism
- Naval Tradition
- Reformed Church

3. District
- Campus (production cost)
- Encampment

4. Policy
- Colonial Offices
- Frescoes
- Invention
- Native Conquest

5. Technology
- Ballistics
- Construction (fixed the Unit unlock, thanks indradiva)
- Industrialization
- Machinery (fixed the Unit unlock, thanks indradiva)
- Siege Tactics
- Stirrups
- Steam Power
- Square Rigging

6. Units
- Archer (production & gold cost)
- Battering Ram (production cost)
- Caravel
- Cavalry
- Eagle Warrior
- Field Cannon
- Frigate
- Heavy Chariot
- Horseman
- Musketman (production cost)
- Pikeman (production cost)
- Saka Horse Archer
- Scout (gold cost)
- Siege Tower (production cost)
- Spearman (gold cost)
- Swordsman (resource note)
- Trader (resource note)

7. Wonder
- Mahabodhi Temple
- Oracle (production cost)
- Petra (production cost)
- Piopiotahi
- Stonehenge (production cost)
- Terracotta Army (production cost)

8. Others
- Autocracy (Goverment type)
- Encampment Training (Projects)

Side note: which one is correct, tooltips or tool tips? Or none of them?
 
Tooltips in today's videos for shrines and temples show a "citizen slot" now.
 
Don't these flat bonuses for buildings (e.g. UNIVERSITY +4 Science) seem to suggest that city specialisation is not going to be a thing?
I can build this university anywhere and it doesn't matter. Wheres the fun in that?
I'm pretty sure an Alice Springs University isn't going to produce as much research as one placed in Sydney.

edit. I thought I best elaborate..
In civ4 for example, a university's output would be related to how much commerce/trade was going on in the city, and to some extent population with the ability to have GS exist "in" the university.

You can't build that University anywhere, you can only build it in a city with a Campus district... and not every city will necessarily have a Campus District, because if they build a Holy site and an Encampment, they may not have enough population to support another district.
 
Tooltips in today's videos for shrines and temples show a "citizen slot" now.

Additionally, districts now have "Citizen Yields (per citizen)" values, ie, 2 science or 2 faith, presumably for when buildings are built in them which allow a citizen to work the tile.

Districts tooltips also show maintenance costs, and, as noted, base cost vs actual cost.
 
Additionally, districts now have "Citizen Yields (per citizen)" values, ie, 2 science or 2 faith, presumably for when buildings are built in them which allow a citizen to work the tile.

Districts tooltips also show maintenance costs, and, as noted, base cost vs actual cost.

Indeed. The new builds change everything.

Anyway, it's getting hard to recap in Ms Word and then copy it here. I'm moving to Google Docs instead so it can be accessed anywhere and edited by anyone, anytime.
 
Since you mentioned Celestial Navigation in the Technology section, here's a screenshot:



Still haven't found Education. Seems like it could definitely be one with a "bonus" effect.
 
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