August 15 Japan Gameplay Video

Whether it's optimal necessarily might depend. Certainly, I think it should always come with strategic costs and I don't think any of the previous games have ever dealt with that idea appropriately. Beelining shouldn't be a catch-all winning strategy, but a strategic option that comes with benefits and costs.

The boosts I think are meant to make what you beeline for more tied to the map. For instance, in game one you bee-lined your favorite tech in 35 turns, but in the second game you could only get 3/5 boosts so it would have taken you 48 turns. You could still go for your favorite tech or decide that a different approach might work better on this map.

Marbozir mentioned several times in the later episodes of his playthrough that the timing of several boosts was because of planning he had been doing. Past the early techs there are clearly boosts you are going to need to forgo or delay depending on the terrain you've been given and what you've had to deal with since starting.
 
Great videos!! Real people stumbling around.
 
I noticed only 1 option for the first promotion. Walking into hill tiles for scout and +10 strength against ranged attacks for warrior. ( no battlecry option )
 
Yogscast is great! I'm subscribed to the "Civilization" channel. They just play games of multiplayer civ and their banter is great!
 
The game seemed to perform a lot better than the previews I watched. It was smooth rather than the 15fps footage I saw. Turn times looked similar to civ5 with animations on.

Noticed the same thing. Maybe the turn times would get better with more optimization as we reach the release date. Faster animations would certainly help as well.
 
The boosts I think are meant to make what you beeline for more tied to the map. For instance, in game one you bee-lined your favorite tech in 35 turns, but in the second game you could only get 3/5 boosts so it would have taken you 48 turns. You could still go for your favorite tech or decide that a different approach might work better on this map.

Marbozir mentioned several times in the later episodes of his playthrough that the timing of several boosts was because of planning he had been doing. Past the early techs there are clearly boosts you are going to need to forgo or delay depending on the terrain you've been given and what you've had to deal with since starting.

No doubt the map-based boosts will naturally tilt your research path a bit, but a lot of the boosts are not based on the map. Thus, achieving the boosts might actually end up creating a more involved beeline path that will pervade the rest of your gameplay, and ironically make the playthroughs less unique, not more. I.e. You'll always want to improve three tiles to get the civic boosted, then clear a barbarian camp, etc. we'll really just have to wait and see. (Btw, reminds me of the tech web in BE and how it tried to spilt you from using the same tech path every time. I loved the idea, but unfortunately it was just poorly executed.)
 
No doubt the map-based boosts will naturally tilt your research path a bit, but a lot of the boosts are not based on the map. Thus, achieving the boosts might actually end up creating a more involved beeline path that will pervade the rest of your gameplay, and ironically make the playthroughs less unique, not more. I.e. You'll always want to improve three tiles to get the civic boosted, then clear a barbarian camp, etc. we'll really just have to wait and see. (Btw, reminds me of the tech web in BE and how it tried to spilt you from using the same tech path every time. I loved the idea, but unfortunately it was just poorly executed.)

Funnily enough this was one of the things the Yogscast video executed well, they built an early builder and improved 3 tiles, and each tile individually gave them a Eureka, and building 3 improvements gave them an Inspiration. Very efficient, even if it might have been done on accident.

I'm not sure if it speaks for or against the system that they can be accomplished so easily. Granted, the resources they just happened to have were fairly lucky. Still, 50% off a tech/civic cost is actually a huge deal. These things are going to be very important, and I think may be the single biggest source of research/culture in an average game.
 
Yeah it seems like an early builder might be the way to go seeing as so many eureka and inspiration boosts are linked to improvements. All in all I feel they're too easy given the magnitude of the rewards. That said they may encourage different strategies from the get go because starting terrain plays a role in what you can effectively beeline.
 
Funnily enough this was one of the things the Yogscast video executed well, they built an early builder and improved 3 tiles, and each tile individually gave them a Eureka, and building 3 improvements gave them an Inspiration. Very efficient, even if it was might have been done on accident.

I'm not sure if it speaks for or against the system that they can be accomplished so easily. Granted, the resources they just happened to have were fairly lucky. Still, 50% off a tech/civic cost is actually a huge deal. These things are going to be very important, and I think may be the single biggest source of research/culture in an average game.

They did get a great start location (even tho they made it slightly worse by going to the coast, but that's an easily forgiveable mistake.)

It's funny some of the most experienced players got really poor starts and some of the more inexperienced players got really good starts.
 
I enjoyed it. Plenty of mistakes but overall had the right idea. I'm still torn on the tech boosts. Clearly Marbozir to advantage of them and tech'ed up pretty fast.

I'm still not convinced delaying something you need makes sense. Perhaps looking ahead at some key techs and making sure you are playing towards that end. Seems like something that will be rebalanced a few times before they find a happy medium.
 
This backseat gamer is super annoying. I wish it was just the chill guy. Still some great footage. The game is really beautiful.
 
I wish people would concentrate on the gameplay footage and stop bashing the people and calling them names. It makes the Civ Fanatics forums look petty and elitist.

As far as the video goes, those natural wonders look awesome. Seems to be lots of multi tile ones. :)
 
I wish people would concentrate on the gameplay footage and stop bashing the people and calling them names. It makes the Civ Fanatics forums look petty and elitist.

As far as the video goes, those natural wonders look awesome. Seems to be lots of multi tile ones. :)

I couldn't enjoy the video because one of the casters was a jerk. That isn't being petty or elitist, its warning other people that they may not enjoy the video.
 
I couldn't enjoy the video because one of the casters was a jerk. That isn't being petty or elitist, its warning other people that they may not enjoy the video.

Pretty sure those two are close friends so if it seems like he's being a jerk it's more friendly ribbing.
 
Pretty sure those two are close friends so if it seems like he's being a jerk it's more friendly ribbing.

I don't mean jerk as in insulting, I mean he was being arrogant and pretentious. He wasn't being a jerk to his friend.
 
I think it's a mistake to think of Eurekas as a "bonus." I don't think that's how people will really play. In this game, they are part of your strategy.

There are four basic kinds of things in the very early game as far as I can see: explore (find a civ, find a natural wonder, etc), kill (kill a barbarian), improve (mainly involving Builders), and found (on the coast). Given all of this, early Scout/Builder seem like good ideas. But you can kind of see how they are trying to make you think of the different starting paths.

I'm not sure yet what to think of coastal cities. People seem to be assuming a Harbor District will be the same as a Coastal City. I don't think this will be true. I suspect (but can't prove, obviously) that even Coastal cities will want Harbor districts. E.g. a city may get a big Trade Route bonus from water routes just from the fact that its Coastal.
 
I'd disagree there, if beelining isn't viable I think that's a good thing. The A.I. can't compete against that.

Or should we rephrase - because I think there's a difference between viable and optimal. Beelining looks like it's totally viable still. Whether it's optimal necessarily might depend. Certainly, I think it should always come with strategic costs and I don't think any of the previous games have ever dealt with that idea appropriately. Beelining shouldn't be a catch-all winning strategy, but a strategic option that comes with benefits and costs.
Well, AI beelined also in Civ5. But I do agree that extreme beelining being optimal is definitely not a good idea. Particularly it was very bad how in Civ5 beelining any science tech and neglecting all military techs was the best strategy. So the best obviously is some sort of middle ground: We don't want extreme beelining, but we (well, I at least) also don't want a system where there is zero long-term strategy and the only thing that matters is what boost you have and your tech-order is determined randomly by that.
 
I've noticed one thing in this movie and in some of the other previews:
People tend to overlook available promotions!
The scout reached a new rank by dicovering the natural wonder and kept scouting without being promoted until the very end.
This is obviously especially harming in Civ6, as promotable units won't get any further XP.

Hence my question: Are available promotions visible enough to the player?
Is this small icon at the "action bar" enough?
Especially when moving units around, you'll focus on the the map and the unit itself and not always to the lower right side of the screen.

My proposal: A marker on the unit icon itself, indicating an available promotion.
 
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