Arioch's Analyst Thread

I miss Azezell's screen shots. :( I wish I had taken the time to look at more of them when I could!
 
Sciguy001 is right, I'm fairly certain. It wouldn't make sense balance-wise otherwise, it would make the horseman completely overpowered.
 
And I don't really see why Arioch thinks that the bonus is +50% not just because the nature of the unit (and its advancement, the pikeman) would be +100%, but someone said that the immortal (spearmen replacement) had +100% against mounted units in addition to other bonus's, so unless the immortal gets another +50% in exchange for everything else it would be logical to say the spearmen gets +100%.
It hasn't been confirmed, but someone who had hands-on experience with the game said the Spearman bonus against mounted units was +50%.

Both +50% and +100% vs Mounted unit attributes have been confirmed in the Azazell Civilopedia shots.
 
It hasn't been confirmed, but someone who had hands-on experience with the game said the Spearman bonus against mounted units was +50%.

Both +50% and +100% vs Mounted unit attributes have been confirmed in the Azazell Civilopedia shots.

Could the 50 percent be a promotion and not the intrinsic spear/pike bonus v. mounted units?
 
It hasn't been confirmed, but someone who had hands-on experience with the game said the Spearman bonus against mounted units was +50%.

Both +50% and +100% vs Mounted unit attributes have been confirmed in the Azazell Civilopedia shots.

My hands-on experience at gamescom was +100% against mounted units. Just throwing it out there. We'll know for sure on the 21st.
 
Nothing new, just minor things, that you have to think more what to build/to tech, that the overview is good, hexes, organic look, etc.

Well-written and for somebody who has never heard of the game before, but nothing new and almost no details at all. But it does say it's addictive :).
 
Could the 50 percent be a promotion and not the intrinsic spear/pike bonus v. mounted units?

Ok, thinking about this some more, I think the most likely answer is that the 50 percent bonus v. mounted units is probably the bonus that elephants-based units get. It's been a while since I played Civ 4, but I think that's close to the model from Civ 4.
 
From the new Gamespot walkthrough video (at 2:50) we see that Notre Dame costs 550 production, gives +5 happiness, +1 culture, and +1 great merchant point.

Edit: Also confirm national epic requires monument in all cities; gives +25% GP generation.
 
From the new video.

1:15 - Frigate strength 30 confirmed. Can remove the question mark.

1:17 - In the top left corner, am I just hoping that's part of the Great Barrier Reef, or .. ?

5IpJSN.jpg
 
Notes from the Gamespot video. Apologies if some of this isn't new. Some of these observations are based on single-frame tooltips, which are easy to miss. Times are minutes:seconds from the start of the video.

[00:41] Terrain Forest+Plains+Hill+River gives 1 Food, 1 Hammer, 1 Gold. Forest and Plains hammers appear not to stack in this case.

[01:14] Whales+Fishing Boats on Coast gives 2 Food, 3 Gold. Implies Whales+Fishing Boats = +1 Food, +2 Gold.

[01:15 and 02:21] Deer+Camp+Road+Plains gives 3 Food, 1 Hammer. Implies Deer+Camp = +2 Food.

[01:23] Gold spend breakdown. Curious about "tile improvement maintenance", since the wording potentially covers more than just transportation.

[01:24] Happiness level = Happiness - Unhappiness. Happiness bonus +5 per unique luxury. Still an explicit difficulty bonus to happiness (here, +9). In this example, 12 unhappiness from cities (from 6 cities), 38 unhappiness from population (total population is at least 37 - Rome 12, Castrum 6, Interrama 3, Brundism 8, Teurnia 8, plus an unknown city). Formula therefore may be as simple as Unhappiness = (cities * 2) + population.

[01:28] Fish+Fishing Boats+Coast gives 3 Food, 3 Gold. Implies Fish+Fishing Boats = +2 Food, +2 Gold.

[01:31 and 02:22] Gems+Mine+Desert+Hill gives 3 Hammer, 4 Gold.

[01:35] Wine+Plantation+Road+Plains gives 1 Food, 1 Hammer, 3 Gold. Implies Wine+Plantation = +3 Gold.

[01:58] Deleting a Frigate (within own territory) yields 50 gold.

[02:17] Silk+Plantation+Plains gives 1 Food, 1 Hammer, 3 Gold. Implies Silk+Plantation = +3 Gold.

[02:28] Lighthouse costs 80 Hammers, maintenance 1 Gold.

[02:50] Harbor costs 80 Hammers, maintenance 4 Gold.

[02:50] Granary cost 100 Hammers, maintenance 1 Gold, +2 Food, "increases the food intake of the city, speeding up the city's growth". (I assume that description is flavour text to describe the +2.)

[02:50] Notre Dame costs 550 Hammers, happiness +5, culture +1, Great Merchant points +1.

[02:50] National Epic costs 220 Hammers, culture +1, +25% Great Person generation, pre-requisite Monument "in all cities". (I wonder how this pre-requisite plays out, especially when you are still settling?)

[02:50] Chichen Itza costs 500 Hammers, culture +1, Great Engineer points +1, worker construction speed +25%. (Nothing about Golden Ages.)

[02:50] Bank costs 220 Hammers, Gold +25%, pre-requisite Market. (Still 2 specialists.)

[03:30] Ivory+Camp+Plains appears to give 1 Food, 1 Hammer, 3 Gold. Implies Ivory+Camp = +3 Gold.

[03:42] Notice how the cost to buy tiles decreases dramatically as the first new tile is purchased, then increases slightly on the second purchase - 150 Gold to 55 to 60 and 200 to 110 to 120?

[05:48] Deer+Grassland+Hill (unimproved) gives 2 Food, 1 Hammer.

[05:48] Grassland+Hill (unimproved) gives 2 Hammers. Note no food. Also contrast to Deer+Grassland+Hill above. Am I getting really confused about how resources (might not) stack?

[06:11] City state influence: 30 to be friendly, 60 to be allies. Costs (likely only in this example) 250 Gold = 40 influence, 500 = 80, 1000 = 165. (Curious that there is such a slight benefit to bulk-buying.)

[06:16] Friendly Cultural city state gives "rare work of art", worth +6 culture/turn, plus open border for you to their lands.

[07:38] Defensive Pact lasts 20 turns.

[09:03] Note that the Cannon gains +2 XP from a bombardment, even though the attacked unit was only damaged, not destroyed. Riflemen at [09:14] also get experience, even though they took more damage than they inflicted.

[11:23] Cotton+Plantation+Grasslands gives 2 Food, 3 Gold. Implies Cotton+Plantation = +3 Gold.

[11:26] City on plains gives 2 Food, 2 Hammers, 1 Gold. Implies City = +1 Food, +1 Hammer, +1 Gold.

[11:27] Landmark+Road+Forest+Plains gives 1 Food, 1 Hammer, 4 Culture. Implies Landmark = +4 Culture. (I remain confused about resource/improvement stacking involving Forests.)

[11:29] SS part in transit is "SS Cockpit".

[12:11] Marble+Road+Grassland+Hill gives 2 Hammers, 2 Gold. Implies Marble = +2 Gold.
 
oh that blob there? that's just Leviathan. Don't worry about him, he usually goes back to sleep after destroying a merchant fleet and a coastal city or 2.
 
to me it looks like it is surely NOT hidden in the fog...
otherwise, it can be tundra, that I don't know :)

Well there are clouds where you haven't explored yet and then there is the more classical greyed out fog of war where you have already explored but it's not in the line of sight of your units. The tundra lies under the second kind of fog of war to me.
 
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