SupremacyKing2
Deity
Thanks!! It looks like I was wrong about the wild card slot being able to be anything. There are distinct "wild card" cards that only go in the "wild card" slot.
Anyone catch the policy card bonuses?
Pretty sure it's going to be UA, 2 UUs, UB/UI. Like USA uniques they revealed.4 unique abilities! Power, unique improvement, UB, UU? (Why is there no 'scratching chin' smiley? We need it asap! )
I hope the day/night cycle persists in the game naturally, outside of the wonder videos. It doesn't make sense from a turn-to-turn point aspect, because each turn is indicative or more time passing that a simple day/night.
However, it would be absolutely AMAZING if the day/night dynamically shifts as you are taking the turn itself. Meaning, if you just idled on the map staring at the screen without hitting the end turn button, the time would pass between day and night. So long turns could thematically take more than one "day".
Ah, forgot about that. I'd rather have a UI for every civ tbh. That way you could take them over (add them to the collection, so to speak ), unlike with UUs.Pretty sure it's going to be UA, 2 UUs, UB/UI. Like USA uniques they revealed.
This dampens my enthusiasm quite a bit... These bonuses seem like boring, excel-like pluses and minuses with very little impact -- apart from Colonization, which will be a must-have in every game (unless the map is very small, which would be even worse imo). Hopefully these bonuses are still being worked on before release (or the later ones will be more interesting and powerful).From a print screen i took:Spoiler :
Military policies
Survey - Double experience for recon units
Discipline - +5 combat strength when fighting barbarians
Retainers - +1 Amenity for cities with a garrisoned unit
Maritime industries - +100% production towards ancient and classical era naval units
Economic policies
Meritocracy - Each city receives +1 culture for each specialty distric it constructs
Caravansaries - +2 gold from all trade routes
Urban planning - +1 production in all cities
Colonization - +50% production towards settlers
Land surveyors - Reduce cost of purchasing a plot by 20%
God King - +1 faith and +1 gold in the capital
Diplomatic policies
Charismatic leader - +2 Influence points per turn towards earning city-state Envoys
Diplomatic league - The first Envoy you send to each city-state counts as two Envoys
Wildcard policies
Literary tradition - +2 great artist points per turn
Revelation - +2 great prophet points per turn
Inspiration - +2 great scientist points per turn
Thanks, that's useful to have something to start with.
Well at least we can confirm that not all the leaders will be modified to be as fat as Taft
[/spoiler]This dampens my enthusiasm quite a bit... These bonuses seem like boring, excel-like pluses and minuses with very little impact -- apart from Colonization, which will be a must-have in every game (unless the map is very small, which would be even worse imo). Hopefully these bonuses are still being worked on before release (or the later ones will be more interesting and powerful).
[/spoiler]This dampens my enthusiasm quite a bit... These bonuses seem like boring, excel-like pluses and minuses with very little impact -- apart from Colonization, which will be a must-have in every game (unless the map is very small, which would be even worse imo). Hopefully these bonuses are still being worked on before release (or the later ones will be more interesting and powerful).
Did I understand correctly that Cleo poisons herself if she loses her empire? That's pretty dark (and awesome) if it's the case. I wonder if Hideyoshi (or whatever the Japanese leader's name will be) chooses seppuku in the same situation?
EDIT: It's kind of at odds with the whole 'bright and cartoony sunshine' graphical style though... Or maybe it actually fits, but in a very twisted fashion. Will have to play the game to find out I guess, but I do like the concept.