Arioch's Analyst Thread

I dont think it has 15 pop, we are nto sure that 15 represents population. It may do though.

Hmm I dunno, it seems clear to me that it is 15 pop comparing it to the Rome shots where sci=pop of 13. Berlin shows the 15sci, has the 15 icon in the middle. But yea like I said if you count the tiles being worked you can see 8 which matches where it says "8 citizens", then adding the 4 specialists = 12, with 3 either unassigned or affected by unhappiness.

Edit: then again I only count 18 food from the tiles being worked.. makes more sense to have 8 citizens * 2 = 16food with 1.5 leftover from something I am missing hehe.

or it's 1 food per pop instead of 2 which would leave +3 food at 15citizens.

But if it is 8pop, that doesnt work out either with the specialists since you can see the tile yields that are highlighted from being worked.
 
edit: Berlin's population changes at several point during the video

At the point where they go into the city screen, Berlin has a population of 8. The 15 is its military strength.

In this later shot, the population is 11 and the strength is 17.
berlin.jpg
 
At the point where they go into the city screen, Berlin has a population of 8. The 15 is its military strength.

Ok thanks!

So erm now I am really confused. The specialist slots must be empty in that shot then or the highlighted yields do not mean they are being worked? Without the specialists then the 15sci doesnt make sense either...

Counting the yields that look "active" shows 18food 15gold 14production
 
So erm now I am really confused. The specialist slots must be empty in that shot then or the highlighted yields do not mean they are being worked? Without the specialists then the 15sci doesnt make sense either...Counting the yields that look "active" shows 18food 15gold 14production
The Library probably provides a base benefit even if there aren't any specialists working in it.
 

DO you guys think that the random leader is just one of the leaders chosen at random, OR one with a random trait & separably randomised first UU and the UU/UB different too? so you could end up with Trade Caravans, Jaguar's and Longhouses for example.

I don't think its that likely myself but could be good for a laugh. Though doubtless there would be extremely OP combos. :satan:
 
DO you guys think that the random leader is just one of the leaders chosen at random, OR one with a random trait & separably randomised first UU and the UU/UB different too? so you could end up with Trade Caravans, Jaguar's and Longhouses for example.

I don't think its that likely myself but could be good for a laugh. Though doubtless there would be extremely OP combos. :satan:

Just a random leader from the list below, not with randomized abilities, units or buildings. If that still exists, it will be in an advanced menu, just like it was in Civ4.
 
DO you guys think that the random leader is just one of the leaders chosen at random, OR one with a random trait & separably randomised first UU and the UU/UB different too? so you could end up with Trade Caravans, Jaguar's and Longhouses for example.

I don't think its that likely myself but could be good for a laugh. Though doubtless there would be extremely OP combos. :satan:

I think it means that you play as the Riddler. :p
 
In the Berlin screenshot there is 8 citizens. The city produces 18:food: so you would expect a surplus of +2:food: but why is the screen saying "Food +1.5"? There's 0.5 food I don't understand where is ending up.

About Consequence of Unhappieness:
Unhappieness gives penalties in City growing thru production malus and farther less Moral for your Units.
(Gamestar)
 
I wonder if the special abilities are tied to leaders or civ... in other words, will there be a use and possibility for a "unrestricted leader" option? I hope so, otherwise I dont think I will play germany much, sure it is not a terrible ability but I cant see how it could be as strong as some of the others, even with alot of barbarians

^This post is from a while back but:

I'm fairly sure the UP is tied to the Civ. If it was tied to the leader, I don't think we'd have things like Bismarck's Furor whatever and Napoleon's Ancien Regime.
 
...
You notice it has 15 population, 15 science, 8 citizens working tiles, 4 citizens as specialists (2 in library, 1 market 1 workshop), so erm 8+4 = 12... are there other specialists not shown? Is berlin taking on 3 out of 4 unhappy citizens for the empire? Are there some unassigned citizens not working anything?

This also brings me to the fact that Berlin shows 15 science with 2 library specialists working, so the science from specialists is not counted in the city but added to empire wide? Or is it related to unhappiness again, the 2 library specialists just happen to bring it back to 15 science since the unhappy citizens not producing leave exactly that amount of shortfall for pop:sci

It is pretty clear there are 8 citizens from the upper left of the city screen. You can also count 8+1 tiles worked. While there are 3 buildings that can use specialists, none of them are currently used.

The is a Library building and a Great Library Wonder in the city, there may be other items not show as indicated by the scroll bar.

As a guess: Science = 8 from Pop * 1.5 from Great Library * 1.25 from Library = 15 :science:

The "15" in the center under the city name appears to be the city's Defense.
 
For those who are wondering about the fractional values in that screen -- the 1.5 food, 19.2 production and 21.25 gold... I notice that the empire in that shot has a -4 Unhappiness value. As I understand it Unhappiness is a direct hit to almost all your production, a bit like Corruption was in Civ III. I'd bet that's what's knocking down those values.
 
edpovi said:
As a guess: Science = 8 from Pop * 1.5 from Great Library * 1.25 from Library = 15 :science:
It could also be (8+2+2)* 1.25 library = 15 :science:
That's assuming the Great Library gives 2 specialists, each specialist contributing 2 :science:.

If each scientist gives 2 :science: and cities and scientists are the only common (as in not wonders or policies) of boosting science, then I'd imagine I'd build extra cities just to house scientists.
 
For those who are wondering about the fractional values in that screen -- the 1.5 food, 19.2 production and 21.25 gold... I notice that the empire in that shot has a -4 Unhappiness value. As I understand it Unhappiness is a direct hit to almost all your production, a bit like Corruption was in Civ III. I'd bet that's what's knocking down those values.

Apparently the Gamestar video also mentions that the morale of troops is affected by unhappiness, so you could seriously affect someone early in a war just by occupying that gold mine that is just over your mutual border.

I can also see empires go into a serious death spiral if they expand too quickly and get more unhappiness than they can deal with. Maybe if you can turn some of your own cities into puppet states you might be able to recover quicker.
 
It definitely looks like happiness is going to be the game's primary moderator of REXing (since more cities will really dig into your happiness), overpopulation (unless you're India), and conquests (Although puppet states give a partial out to this). I'm interested to see whether the combination of city self-defense, more expensive units, and the happy cap serve to weaken rush strategies. I mean, will you really have the extra happiness to absorb another civ's populated capital(with all the extra unhappiness) without some research/policies?
 
bjbrains said:
I can also see empires go into a serious death spiral if they expand too quickly and get more unhappiness than they can deal with. Maybe if you can turn some of your own cities into puppet states you might be able to recover quicker.
Yeah I'm really happy with how happiness is turning out. It truly is the new maintenance, and the fact that it gives more of a soft cap than hard cap feeling is even better. I'd like to try and make a list of everything it affects, or is affected by.

Stuff it affects:
Cap on city efficiency, which affects production, science, gold, culture
Weakening of troops through morale
Lowering rate of great person birth rate
Lowering of frequency of golden ages

I'd like to know which is affected by empire wide, and which is affected by city wide happiness. It's a unique system. Given how much it changes gameplay, I'm really surprised we had to piece it together instead of seeing it in one giant post. It changes the game as much as 1upt.
 
Yeah I'm really happy with how happiness is turning out. It truly is the new maintenance, and the fact that it gives more of a soft cap than hard cap feeling is even better. I'd like to try and make a list of everything it affects, or is affected by.

Stuff it affects:
Cap on city efficiency, which affects production, science, gold, culture
Weakening of troops through morale
Lowering rate of great person birth rate
Lowering of frequency of golden ages

I'd like to know which is affected by empire wide, and which is affected by city wide happiness. It's a unique system. Given how much it changes gameplay, I'm really surprised we had to piece it together instead of seeing it in one giant post. It changes the game as much as 1upt.

Yes, I am glad at how Happiness now works, but I still hope that health will be involved in the game as well. Has anyone seen anything *official* regarding the status of health in the game?

Aussie.
 
Yes, I am glad at how Happiness now works, but I still hope that health will be involved in the game as well. Has anyone seen anything *official* regarding the status of health in the game?

Aussie.
It really looks like health is out. There's no indication of health anywhere in any city screen, interview, or any materials at all. While it is a change, I think a reworked happiness fills much of the same role as health did. Also, health was just a secondary, less punishing (but harder to keep up) happy cap in Civ 4.
 
There is also absolutely no indication of unit morale. Dragoner is going to have to be a lot more specific about that remark before I will take it seriously.
We definitely haven't 'seen' morale modifiers in any of the videos, even though they all have combat with varying happy caps. For example, the german video has the guy doing combat with a -7 happy cap with no penalty. Perhaps it only comes into play at high negatives? (Thus providing a natural barrier to conquest).
 
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