It any event they look less ridiculous, so that's encouraging.Yeah yo could be right. Anyway I can live with big swords no problem.
If a resource pops up under and existing district, the district connects the resource. It is assumed the same for Wonders.
I don't think the swords are smaller, the shot is just zoomed out and you see them more edge-on. Also, they seem to have acquired a metallic sheen along with the shield. They've definitely done an art pass since the initial screenshots.
That is the second building, it's also visible in another shot we got with Barracks and military academy. The current theory is that it's the armory.On time stamp 0:22 of the video, the military district not only has a stable instead of the barracks, but also seems to have a shooting range for archers (never think I saw that building before). Could it be that it's a ranged-unit specific building, or is it just something aesthetic?
The only advantages I see with building a coastal city are...
Getting a Navy up and running before teching harbors
....
I think, there's still ample reason to build coastal.
I think Spain should be a golden yellow. I'm surprised they only ever did that in colonization. Russia this time should be a dark green instead.
I hope its a darker red with just a hint of purple. Also, the English red is too dark for that civ. They should have more of a madder red. Either way, it looks like not many civs will have red as their primary if they're giving the Barbarians a similar colour scheme to BNW Poland.
Bananas give gold rather than food...
Thebes seems to be the most logical capital. Giza didn't exist back in ancient times and Swenett is modern day Aswan. I dislike this inconsistency, either use only modern names or original names but don't use them both mixed up.
I'm interested to see how instant build feature of builders plays out. So far its the most intriguing new aspect of C6.
Seriously? We're talking one eureka - that'll be what? Saving maybe 5, probably at most 10, turns of research? There's no way that alone will be worth the cost of having a poor city which will lack tiles for districts and improvements and which might even be more vulnerable to attacks. Sure, you might want to have one early coastal city to have an early navy (although, what's the point, if everybody else just settles inland?), but I really hope there will be some other advantages to settling coastal, because while there might be few coastal capitals [I do live in one btw.], historically coastal cities have been a big thing.Yeah. Sounded like you'll really need to build a coastal city to tech into Sailing and be able to build that harbor in the first place. From what we've been told, it's a waste of time to try and tech Sailing without that "Eureka!"
Does anyone else think China's 4 charge builders is a pretty big advantage? Improving the land and gaining resources is the key to growing any city and getting an extra build from each unit seems like a really nice boost.
Does anyone else think China's 4 charge builders is a pretty big advantage? Improving the land and gaining resources is the key to growing any city and getting an extra build from each unit seems like a really nice boost.
Yes, I think it is a great advantage, especially with the rush wonder ability too. And the more workers you have, the bigger the advantage. If you have 4-5 workers, that's an extra 4-5 free tile improvements, enough to jump start an extra city. It also means that you can rush wonders and still have the 3 charges that everyone else has. China will most likely be the best civ for improving the land quickly.
I'm interested to see how instant build feature of builders plays out. So far its the most intriguing new aspect of C6.
In previous games, planning out my workers build preference based on turn times and what my city or empire needed more immediately was always one of my favorite parts of the entire game. Because of this I just have the feeling civ 6's builders are just going to be much less strategic. But being optimistic though, I hope the time it takes to build a worker and maybe a city growth factor when constructing a worker make up for the ease of improving tiles. I most look forward to our first *highly competent* player video guide.
I don't see much negatives yet compared to the mid to late game when I would always end up with a mass of workers sitting around waiting to build railroads, then just be deleted.
Seriously? We're talking one eureka - that'll be what? Saving maybe 5, probably at most 10, turns of research? There's no way that alone will be worth the cost of having a poor city which will lack tiles for districts and improvements and which might even be more vulnerable to attacks. Sure, you might want to have one early coastal city to have an early navy (although, what's the point, if everybody else just settles inland?), but I really hope there will be some other advantages to settling coastal, because while there might be few coastal capitals [I do live in one btw.], historically coastal cities have been a big thing.
In Civ4 India had Fast Worker unique unit. It wasn't that strong.
China ability is cool and fun, but it's likely to be balanced with how cool other civs are
An extra move on a Worker simply isn't that good. It lets you save a turn here or there on chops and mining a Hill. It's not going to dramatically cut into how many Workers you need across you're entire empire.
Here, China's basically getting what looks to be a free 13 every time they burp out a Builder, and that matters a lot in the early game. It means that they're going to bring tiles online faster and probably be able to skip an early game Builder from the capital, freeing it up to build something else. It's not a production bonus on the order of that of say, Yang in SMAC, but it'll meaningfully accelerate China's early game.
Basically, the ability creates a good UU rather than a sub-par one because of the changes to the Worker/Builder mechanics.