August 3rd - Consolidated information thread.

Yeah that, and can you imagine the lack of immersion for not being able to raze a wonder in progress? Although the need to defend wonders that can be razed in progress actually sounds like a great mechanic. I can smell a mod coming...
^^
yeah that sort of stuff I think about when I see an animation like this, because the animation it's kind of like it's played "outside" of the game, the game stops and you look at the animation. It's the kind of thing you look at the first few times and be like "woa cool" then maybe you'll hit "skip" most of the time later. And in this case it would be great to see the building happening gradually on the map, would make it feel like the wonder is being built so to speak. Having to defend it sound cool. Then maybe, if someone finishes that wonder before you.. just remove it, or leave it like this unfinished, or clean it up if you make a new improvement on that tile..

but anyway, it's good as it is, the animations are short enough and look nice, it's simple.
 
From what I can tell, techs don't seem to get more expensive as more cities are founded. I'm a tad surprised I have yet to find a video where someone tries to determine this.
 
It's hard to tell. I believe to some degree because in the early game I see a shot where a settlers takes 2x as much time to make as a builder. And in a later screen it's about 3x. So it seems to be an increasing cost, but haven't seen an actual tooltip of the cost in those instances; only the build time.
 
They confirmed in the livestream that settlers and missionaries are at least 2 units that get more expensive the more you purchase. For the missionary it looked like a 10% increase. The first cost 50 faith, then 55 faith.
 
Civics/Policies (Taken from Arumba's footage, obviously incomplete list.)

Agoge: +50% Production toward Ancient and Classical era melee and ranged units.

Discipline: +5 Combat Strength when fighting Barbarians.

Corvee: +15% Production toward Ancient and Classical wonders.

Strategos: +2 Great General points per turn.

Diplomatic League: THe first Envoy you send to each city state counts as two Envoys.

Charismatic Leader +2 Influence points per turn toward earning city state Envoys.

Conscription: Unit maintenance reduced by 1 Gold per turn, per unit.

Maneuver: +100% Production toward Ancient and Classical era heavy and light cavalry units.

Maritime Industries: +100% Procution toward Ancient and Classical era naval units.

Survey: Double experience for recon units.

Colonization: +50% Production toward Settlers.

Land Surveyors: Reduces the cost of purchasing a plot by 20%

Caravansaries: +2 Gold from all Trade Routes.

Ilkum: +30% Production toward Builders.

Urban Planning: +1 Production in all cities.

God King: +1 Faith and +1 Gold in the Capital.


Ah. Petra is back.


Between the civics, rebalance of pantheons, and leader abilities, this iteration (at least on release) doesn't look like it will suffer from under-powered blandness. Hurrah!


Open Borders from the beginning of the game; civic required to kick people out of your borders.

This will be interesting, especially when coupled with earlier availability of embark. Will be harder to block other Civs off from territory you're saving for later expansion. Suppose its balanced by lesser war penalties. The early eras may very well be a madhouse.


Capturing a Settler stays a Settler...

Another nice find...

Also note that, if the revealed tech free is final, we won't see giant robots or x-com, so the late game looks to be more grounded in reality.

Liked having them in the game, but am fine with them being a quirk of CiV. Hopefully they'll be replaced by similarly powered units at the end.
 
Regarding City States

People are saying "omg you can get so much science from city states"

yeah....but so can everyone else, that bonus isn't unique to you, everybody with enough Envoys gets those benefits, it's just the Suzerain bonus that is unique to a single civ that has that status.
 
Burnie Burns from Rooster Teeth explained government legacy bonuses on their The Patch livestream, which is a concept I've been wondering about since the American reveal.

Once you switch off of a government, you can keep a small bonus from that government because that was a part of your people's history/legacy.
 
So, not sure if this merits a new thread, but... Is religion basically the same as Civ5? I hope that religion eventually becomes obsolete, or replaceable (like with free religion in Civ4). It just seems odd for religion to be too useful to pass up in the later eras. Religion was powerful thousands of years ago, but since the scientific method, not so much.
 
So, not sure if this merits a new thread, but... Is religion basically the same as Civ5? I hope that religion eventually becomes obsolete, or replaceable (like with free religion in Civ4). It just seems odd for religion to be too useful to pass up in the later eras. Religion was powerful thousands of years ago, but since the scientific method, not so much.

Religious victory and a few changes with how it works, ie, apostles and requiring a temple I believe (briefly mentioned by Ed in live stream) to upgrade. For the most part it's very similar to Civ, at least on the surface. Lastly, Theocracy mentions bonus to religious(forgot the wording) combat.
 
Regarding City States

People are saying "omg you can get so much science from city states"

yeah....but so can everyone else, that bonus isn't unique to you, everybody with enough Envoys gets those benefits, it's just the Suzerain bonus that is unique to a single civ that has that status.

Something doesn't have to be imbalanced or unfair to be impressive. I'm still impressed by the fact that in this edition of Civ, City States are now a big deal for science, and it doesn't take deep civic specialization to get to the full potential.

If there is any balance concern here, it's not that Player X will have advantage over Player Y, it's that Scientific City States could become 'always the best option'. Or the option that is good in every scenario when other CS's are more niche. I hope that doesn't turn out to be the case.
 
Another round of GP from a video

Wolfgang Amadeus Mozart (Industrial Musician): Eine kleine Nachtmusik, Symphony #40 Mvt. 1
Li Bai (Medieval Writer): Drinking Alone by Moonlight, In the Mountains on a Summer Day
Omar Khayyam (Medieval Scientist): Triggers the Eureka moment for 2 random technologies and the Inspiration moment for 1 random civic from the Medieval or Renaissance era.
Sun Tzu (Classical General):
- +5 comabt strength to Classical and Medieval land units within 2 tiles.
- The Art of War (Writing)
 
Got the Agenda for France:
Black Queen
Get lots of spies and diplomatic access, don't like civs that ignore espionage.
Spoiler :
attachment.php
 
Someone posted the yields for Petra in here right? ANyway here's a video of it
^^some nice looks at later game Civic tree in there.


...to use Nan Madol as an example again, the famous coral city of Micronesia could give you +2 culture for every district adjacent to a coast tile...

....Kabul, where you were earning double military XP in battles you initiated...


Preslav: Light & heavy cavalry units have +5 strength when fighting on hills. [47:30 in Firaxis stream]

Cliffs of Dover in Quill18's 4th video. IIRC it's 2 tiles +3 culture & +2 gold. Nothing fancy.
 
TECHS MIGHT HAVE MULTIPLE QUOTES
The tech for Wheel in the Firaxis stream was by Anthony D'Angelo but in a different stream it was some dumb quote by Lorne Michaels (the Saturday Night Live guy).

That would explain the baffling cheese quote when you research poetry.

Edit: yep, techs definitely have multiple quotes, as evidenced by this video (13:58)
 
In FiltyRobot's Aztec game, Paris has a building called Philosopher's Stone

There's a mention of Songs of Chu in this video
Considered a building despite it being a Great Work of Writing. Maybe P.S. is an artifact?

Incidentally, wikipedia mentions "Efforts to discover the philosopher's stone were known as the Magnum Opus ("Great Work").[1]"

FEUDALISM: Feudal Contract (military): +50% to production of Medieval & Renaissance melee/ranged units.
FEUDALISM: Serfdom (economic): newly trained builders gain +2 actions


MILITARY TRAINING: Raid (military): double yields from pillaging improvements
MILITARY TRAINING: Veterancy (military) +50% production towards encampments & encampment buildings
 
Okay, so Quill18 in his Part 2 Video opened up the Government screen after unlocking the first real governments with the Civic "Political Philosophy".

As we gathered previously, we start with Chiefdom. The first governments to be unlocked after that are Autocracy, Classical Republic, and Oligarchy. Then, later you gain access to Monarchy, Merchant Republic, and Theocracy.

Each government after Chiefdom has a static bonus. However, underneath that there is a another bonus that in the video says 0% (Effect bonus). This is conjecture, but I believe this is the "Government Legacy Bonuses" that is referenced in America's Civilization Unique Ability.


Here's what I could grab from the video. Question marks (?) denote unconfirmed info. Ellipses denotes incomplete words or phrases.

[Chiefdom]
1 Military and 1 Economic Policy slot
No other bonus

[Autocracy]
2 Military, 1 Economic, 1 Wildcard Policy slot
Capital receives +1 boost to all yields
0% Bonus on Wonder Production

[Classical Republic]
2 Economic, 1 Political, 1 Wildcard Policy slot
All cities with a district receive +1 Amenity
+0% Bonus great people point generation

[Oligarchy]
1 Military, 1 Economic, 1 Political, 1 Wildcard Policy slot
All melee units gain +4 combat strength.
+0% Combat experience for units.

[Monarchy]
3 Military, 1 Economic, 1 Political, 1 Wildcard? Policy slots
+2 Housing in any city with m[...]
+0% Bonus influence points[...]

[Merchant Republic]
1 Military, 2 Economic, 1 Political, 2 Wildcard? Policy slots
+2 Trade routes[...]
+0% Discount on Gold Purchases[...]

[Theocracy]
2 Military, 2 Economic, 1 Political?, 1 Wildcard? Policy Slots
Can buy land combat units [with...] Units +5 in Theological [Combat]
+0% Discount on Faith Purchases[...]
 
Okay, so Quill18 in his Part 2 Video opened up the Government screen after unlocking the first real governments with the Civic "Political Philosophy".

As we gathered previously, we start with Chiefdom. The first governments to be unlocked after that are Autocracy, Classical Republic, and Oligarchy. Then, later you gain access to Monarchy, Merchant Republic, and Theocracy.

Each government after Chiefdom has a static bonus. However, underneath that there is a another bonus that in the video says 0% (Effect bonus). This is conjecture, but I believe this is the "Government Legacy Bonuses" that is referenced in America's Civilization Unique Ability.


Here's what I could grab from the video. Question marks (?) denote unconfirmed info. Ellipses denotes incomplete words or phrases.

[Chiefdom]
1 Military and 1 Economic Policy slot
No other bonus

[Autocracy]
2 Military, 1 Economic, 1 Wildcard Policy slot
Capital receives +1 boost to all yields
0% Bonus on Wonder Production

[Classical Republic]
2 Economic, 1 Political, 1 Wildcard Policy slot
All cities with a district receive +1 Amenity
+0% Bonus great people point generation

[Oligarchy]
1 Military, 1 Economic, 1 Political, 1 Wildcard Policy slot
All melee units gain +4 combat strength.
+0% Combat experience for units.

[Monarchy]
3 Military, 1 Economic, 1 Political, 1 Wildcard? Policy slots
+2 Housing in any city with m[...]
+0% Bonus influence points[...]

[Merchant Republic]
1 Military, 2 Economic, 1 Political, 2 Wildcard? Policy slots
+2 Trade routes[...]
+0% Discount on Gold Purchases[...]

[Theocracy]
2 Military, 2 Economic, 1 Political?, 1 Wildcard? Policy Slots
Can buy land combat units [with...] Units +5 in Theological [Combat]
+0% Discount on Faith Purchases[...]

What about Democracy, Fascism and Communism?
 
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