Antiquity Buildings Guide - Gameplay + Visual incl. Cultural Variations

I haven't seen or heard anything like this for Civ7.
I could swear I remember them scanning over a tech and there was an option for a zoo and another entertainment building. They had inverse yields. I don't remember what they were but for example one was like gain culture based on happiness while the other was happiness based on culture.
 
I could swear I remember them scanning over a tech and there was an option for a zoo and another entertainment building. They had inverse yields. I don't remember what they were but for example one was like gain culture based on happiness while the other was happiness based on culture.
It was the menagerie and pavilion linked to and described earlier, correct? I took another look and you're absolutely right, I didn't realize they were also culture buildings. That is the kind of cross-over reciprocity I'm expecting between happiness and culture/science/military/economics.
 
The argument against that is we know that religion takes hold in Exploration. So while it is acceptable to have temples and such as unique buildings in Antiquity, I doubt we will see them in Exploration. The building which seems to be a generic Mosque likely is. Same for Cathedrals, Wats, and whatever else.
I wonder if religious buildings, too, will have unique architectural styles this time around. There's good historical precedent for it (e.g., Russian mosques are gorgeous).

Zarathustra, then Sumeria.
Zarathustra is a person, not a civ. (Misread your post--you mean Zarathustra as a leader, not civ.) Sogdia, Bactria, and Kushan are prime candidates for East Iranian Antiquity civs. I hope we don't see Sumer back; IMO if we get only two Mesopotamian civs, it should be Babylon and Assyria. Even as someone whose particular interest is the Ancient Near East and who is very fond of Sumer, I don't think we need Sumer. (I could easily differentiate the three: Sumer is the agricultural/diplomatic civ that focuses on decentralization and IP relations; Babylon is the "all capital, all the time" civ; and Assyria is the wonder-and-infrastructure civ. But there are other areas of the world and for that matter other areas of the Near East I'd prefer to see covered.)
 
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I could swear I remember them scanning over a tech and there was an option for a zoo and another entertainment building. They had inverse yields. I don't remember what they were but for example one was like gain culture based on happiness while the other was happiness based on culture.
But there is nothing to suggest that they are mutually exclusive. It's not a choice of one or the other like it was for the Art or Archaeology versions of the Museum.
 
Right, it's quite the opposite. You're meant to put them together. They seem to be meant to replace the Monument + Amphitheater, which also have mountain and natural wonder adjacency bonuses and are meant to be built in the same tile.

Honestly, these adjacencies feel so railroaded that I wonder why they bothered doing away with specialty districts in the first place. They are gone officially, but with such obvious synergies, they are basically reintroduced through the backdoor as soft specialty districts...
 
Zarathustra is a person, not a civ. (Misread your post--you mean Zarathustra as a leader, not civ.) Sogdia, Bactria, and Kushan are prime candidates for East Iranian Antiquity civs. I hope we don't see Sumer back; IMO if we get only two Mesopotamian civs, it should be Babylon and Assyria. Even as someone whose particular interest is the Ancient Near East and who is very fond of Sumer, I don't think we need Sumer. (I could easily differentiate the three: Sumer is the agricultural/diplomatic civ that focuses on decentralization and IP relations; Babylon is the "all capital, all the time" civ; and Assyria is the wonder-and-infrastructure civ. But there are other areas of the world and for that matter other areas of the Near East I'd prefer to see covered.)
I posted in the other thread, but I think all of Mesopotamia and the Levant is being saved for (probably one of the earlier) DLC packs. We will have thoroughly serviceable pathways at launch of Egypt -> Abassid -> Ottoman, Aksum -> Swahili -> Buganda, and Persia -> Timurid -> Safavid. And while Mesopotamia doesn't really point toward any three-act cultural/political legacies, what they all can be marketed as is "here's a pack of various cool ways you can start any pathway from antiquity." But I do agree that I think we are definitely likely to get Assyria and Babylon united under Sargon, and then Sumeria might or might not happen.

I think odds are very good we will get an east Iranian Antiquity civ. Question remains as to whether we will get two, as Scythia's odds are fairly decent at returning simply for its efficiency. Between the three, I think Sogdia kind of wins by default, as Bactria and Kushan beg some tie back to Greece...which is in the same era. I could see a Bactrian or Kushan leader though, connecting Sogdia (and maybe also Greece) to an exploration civ like the Hephlalites or Kabul. Which would be kinda rad, ngl.

EDIT: ALSO, I think odds of two Iranian civs aren't that far-fetched under the "leader path" theory. Since, my bae dark horse Tygyn Darkhan is the faraway best candidate to lead the "nomadic" Iranian legacy northward through Mongolia to Sakha/Russia. It follows that, instead of encouraging Scythia to overextend its plausibility, they would just create a separate origin point for Sogdia to progress into Hephlalites/Kabul (and Timurids), ultimately settling in the Durrani as preferred choice. Which would just be so, so elegant. In fact, it is so elegant that, were it not for a need to create a lot of "glue" elsewhere on the map, I could totally see Crossroads adding Scythia, Sogdia, Hephalites/Kabul, and Durrani, with Tygyn and a Kushan leader, as a pack.
 
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I just realized, are unique buildings truly unqiue now? In the sense they aren't replacements for other things because I feel like in 6 they were more upfront in listing uniques as replacements.
 
It was the menagerie and pavilion linked to and described earlier, correct? I took another look and you're absolutely right, I didn't realize they were also culture buildings. That is the kind of cross-over reciprocity I'm expecting between happiness and culture/science/military/economics.
Thank you I thought I was going crazy. I scanned through every single bit of promo material but could not find where I saw it. This was on my wishlist for the the game a while ago, it's not as complex as the Urban Complexity mod but given how much stuff the game's already adding I can't complain.
 
Some of the European buildings look more northern influenced while others are more southern influenced, I wonder if that distinction will be made. Hopefully however places like South Asia and the Pacific get unique styles along with separating parts of the Americas. It would be like having a Eurasia building set.
 
I just realized, are unique buildings truly unqiue now? In the sense they aren't replacements for other things because I feel like in 6 they were more upfront in listing uniques as replacements.
Most of the known unique buildings, improvements and units appear to be additions rather than replacements. The unique structures stick around into the next Age and can't be upgraded, so by the end of the game you can have quite a lot of different buildings.
 
Most of the known unique buildings, improvements and units appear to be additions rather than replacements. The unique structures stick around into the next Age and can't be upgraded, so by the end of the game you can have quite a lot of different buildings.
Honestly this is a great decision. One of my favorite parts of Humankind was seeing all the unique districts sprinkled throughout cities by the end of the game.
 
Honestly this is a great decision. One of my favorite parts of Humankind was seeing all the unique districts sprinkled throughout cities by the end of the game.
Having them stick around is nice, but I wish they still replaced something so that a) it shakes up your default planning a bit and b) keeps ancient sprawl in check a bit. I wouldn't mind if the city center got a significant bonus for surrounding it with districts and in flat land you'd be encouraged to sprawl out into the first ring for an ancient metropolis and not more. With a three-ring limit, I feel like cities get too large too fast and having unqiues replace existing structures would at least cut that down by one tile.

Although it also seems a bit as if Temples aren't an ancient era building anymore because Temples are the most common ancient monumental structure and most civs' uniques will include one. Egypt, Rome, Greece, Maya, Maurya all have (at least) one temple-like UB. Aksumites and Khmer have a temple-like improvement. Only the Han are temple-less so to speak, but their Great People basically infuse other buildings such as Academies with a spiritual aspect.
 
With a three-ring limit, I feel like cities get too large too fast
Well don't cities expand based on population (rural) and building placement (urban)? I think as long as districts are holding multiple buildings it shouldn't get too out of hand.
 
Having them stick around is nice, but I wish they still replaced something so that a) it shakes up your default planning a bit and b) keeps ancient sprawl in check a bit. I wouldn't mind if the city center got a significant bonus for surrounding it with districts and in flat land you'd be encouraged to sprawl out into the first ring for an ancient metropolis and not more. With a three-ring limit, I feel like cities get too large too fast and having unqiues replace existing structures would at least cut that down by one tile.

Although it also seems a bit as if Temples aren't an ancient era building anymore because Temples are the most common ancient monumental structure and most civs' uniques will include one. Egypt, Rome, Greece, Maya, Maurya all have (at least) one temple-like UB. Aksumites and Khmer have a temple-like improvement. Only the Han are temple-less so to speak, but their Great People basically infuse other buildings such as Academies with a spiritual aspect.
There are the Altars…the Ancient religion building…but it will probably get overbuilt
 
Unique buildings are at max 1 tile per age (so max 3) per city, that's reasonable sprawl. Unique improvements are another thing.
Could be max 2 if you split them into different districts. I imagine not all civs will have a unique district bonus.
 
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