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.