Judging from screenshots, it seems as though the Roman EQ will be the Triumphal Arch.i going to assume the Romans are Legion and Forum for the unique items
If they narrowed it to a single culture, the Samoans or Tongans which are believed to be the starting point of the Polynesian expansion would probably fit best in the Classical Era. But as with the Goths, who were composed of the Ostrogoths and Visigoths and could be further divided into tribes like the Thervingi or Greuthungi, or the Huns who are associated with varying groups from the Xiongnu to the Hephthalites to the Black Huns under Attila, the varied Polynesian communities across the Pacific were united by a common heritage and tradition as part of an overarching Polynesian culture. Breaking the Polynesian culture into specific cultures would be a bit like breaking up the Goths or Huns, not to mention that there is a precedent for having a single Polynesian culture in Civ V.Which culture of them?
That's fair. I was thinking that in the Medieval Era kingdoms like the Majapahit or Sri Vijayans may overshadow them as cultures with a maritime tradition that extended their influence along islands in the South Pacific, but hopefully the Tu'i Tonga, Rapa Nui, or even an Industrial Era Kingdom of Hawaii could make it into the game as representatives of Polynesian cultures. Although if there are city states/ minor factions, that may be a better fit for the Rapa Nui as they were largely limited to Easter Island.I don’t think it would make sense to include a Polynesian culture in the Classical Era. Although it will be crowded, I have my fingers crossed for some representation of this region in the Medieval Era. The Tonga would make the most sense, but I’d love to see a playable Rapa Nui (Easter Island), with Moai and Matato’a (warriors) themed after the birdman cult!
It still could be called a Forum and graphically has a Triumphal Arch in it.Judging from screenshots, it seems as though the Roman EQ will be the Triumphal Arch.
The EU could be an outrigger canoe as a unique transport ship with either extra movement or able to cross deep ocean tiles, depending on how the game restricts naval vessels from crossing open ocean unimpeded. Another option for the EU is either Koa or Maori warriors, which would show the significance of warfare to Polynesian society but come from pretty squarely in the medieval period.
[. . .]
On a reddit post a few weeks ago CatONineTales said that "early ocean travel is handled slightly differently in Humankind than in Civilization, but you'll have to wait for the details." If deep ocean tiles are treated as a hard limit on exploration prior to the compass for other factions then being able to cross these tiles would be very useful for the Polynesians, but if there is some other difficulty that acts as a soft limit, like morale dropping for long voyages or storms, then it might not be all that useful to play them as a faction.
Allow me to be a horrible tease: The restriction is not that early boats are unable to enter ocean tiles.
I am eagerly anticipating some Scientifically Wild-Ass Guessing about what it might be.
I would vastly prefer the randomized first one of these two for the realism. The chance to sink could increase with every tile that you move further from the coast.
- There's a chance to lose your boat <- realistic and a risk-reward gamble, but may lead to reloads and frustration
- Your boat take damage over time <- meaning you need to calculate, it's better than the option just above since you then now you will lose your boat if you go further on
More and more, I realize that my one big mistake going into the current period of working from home was to not stock up on popcorn for watching these speculations.
Just have it shipped to your place. I'm sure you can order in bulk.More and more, I realize that my one big mistake going into the current period of working from home was to not stock up on popcorn for watching these speculations.
This is how the earliest versions of Civilization (1 and possibly 2) handled it. Your primitive boats were fine if they stayed adjacent to land. You could venture out onto water tiles that weren't adjacent to land, but if they were there when you ended your turn, you had a % chance that they would be lost.
- There's a chance to lose your boat <- realistic and a risk-reward gamble, but may lead to reloads and frustration
Civ III also worked this way IIRCThis is how the earliest versions of Civilization (1 and possibly 2) handled it. Your primitive boats were fine if they stayed adjacent to land. You could venture out onto water tiles that weren't adjacent to land, but if they were there when you ended your turn, you had a % chance that they would be lost.
Would be very interesting if going across ocean tiles was done similar to missions and bombing runs by airplanes in CivV - so you could go on voyages of exploration away from the shore as much as you want, maybe by selecting a tile within range and sending a voyage to it, but would be forced to return to shore by the end of the turn. So if you are based in Norway you could send a voyage to Iceland, then Greenland, then Vinland, but if you are based in Spain you might be able to find the Canary Islands or Azores, but not much farther than that. Later exploration could go on either much longer voyages or be done manually. Dangers like storms and reefs would be less of a surprise, as any threats would already be present at the start of the turn, but if you accidentally send a voyage into them you would take some damage.