Arioch's Analyst Thread

I cut the part of the screenshot:
civw4.png

Look, this red hex looks like plains (because of 1P). So we have 1F + 1F (farm) + 2F (technologies?).
Blue hexes looks like grasslands: 2F +1F (farm) + 2F (technologies).

2K Greg wrote:
Farm. Increases the food yield of a tile, and can be built on Grassland, Plains, and Desert tiles. Requires Agriculture. There are also a couple technologies that increase the yield bonus of farms.

The interesting is yellow hex. Could it be flood plains on deserts (+2 food) with trading post?
 
The yellow tile is a trading post on flood plain yes, so the base yield of flood plain is 2F. The trade post itself gives no food bonus.
Look, this red hex looks like plains (because of 1P). So we have 1F + 1F (farm) + 2F (technologies?).
Blue hexes looks like grasslands: 2F +1F (farm) + 2F (technologies).
Correct, I think. The +2F from technologies is +1F from fertilizer and +1F from civil service that only applies by freshwater. (Well, I admit +1F from fertilizer is guesswork on my part, but you must agree anything other from that tech would be really weird.)
 
From Winsey's screenshot, is it known what the circled graphic is in the attachment next to the river southeast of Beijing?
 

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Hi Arioch, I found an interesting montain in the Gameswelt-Video at 1.03.

I think it could be the Tambora or Krakatoa.
 

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Between the academies in the frozen hexes is an academy-like improvement that grants 4 gold. Could it be the Great Merchant's special improvement?

I'm also still curious how a citadel relates to a regular fort, does it just have a higher defence bonus? Seems somewhat meager.
 
Between the academies in the frozen hexes is an academy-like improvement that grants 4 gold. Could it be the Great Merchant's special improvement?

I'm also still curious how a citadel relates to a regular fort, does it just have a higher defence bonus? Seems somewhat meager.

I would assume either passive training to units stationed there or it works something like the military academy/instructor in civ4, for nearby cities. It doesn't make much sense for it to just be a defense bonus if they're being placed in the middle of one's territory.
 
Look, the other screens shows that these pics are based on an early build (to the contrary of what someone claimed above) and I'm certain a ton of bug are slipped in there.
That would be me I guess, I just assumed the pics were recent as they are full of details and I'd never seen them before. Sorry if I led anybody off to wild thinking:lol:. So whether fertilizer adds additional bonus to riverside farms depends if this pic is newer than the french or not... I'm not bothering to check it out, I'll guess we'll get confirmation of many things pretty soon anyway.

One thing I didn't comment on earlier is the atrocious city placement. Seriously, what's up with placing cities one tile away from coast and rivers (both of which provide decent bonuses as far as I understand). With new three tile city radius it should be even easier to place cities on natural good sites. I really hope this is just ineptness on the reviewers part (he already road spams, build improvements outside city limits and academies on snow), and that he is not following the AI recommendations (equivalent of blue circles in civ4). I've really had enough of razing cities and building my own due to silly AI placement in civ4, and I had hoped superior AI in civ5 should solve the problem. This is an issue I've noticed in many screenshots by the way, not just the newest ones.
 
the 5 science improvements are the academy's from great scientists.

Not at all. There are two Academies west of Xian and one west of Beijing. One tile northwest of Beijing's Academy is the Landmark built by a Great Artist. A few tiles east of Beijing is what looks entirely like an unfinished Trading Post. It doesn't look anything like an Academy or Landmark.

Now, I have no idea why the Landmark or quasi-Trading Post would be yielding Science, but they are most certainly not Academies. If for some reason these are not the five tiles you're talking about let me know.

Agreed, I just wasn't sure. That strategy makes no sense to me, but then again, road spam doesnt either:mischief:

Makes plenty of sense to me, as he's getting a useful yield from an otherwise unproductive tile. Of course, building an Academy on grassland has a greater yield than on on desert, but then you're losing the ability to improve that grassland.
 
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