Fighting for the High Ground!

OnceAKing

Warlord
Joined
Aug 26, 2013
Messages
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The developers have not really emphasized this but based on the new streams of video we got yesterday, I noticed there's differences in elevation on the continent now! Yes we've always had hill terrain and mountain terrain but if you look at the E3 gameplay there are actual gradual changes in elevation from the beach heads up north to the actual city itself. To the south of the capital, you also see a gradual rise in elevation going from the west and rising towards the east as you come closer to the mountains.

Example 1: note the small lake and how the river feeding it slopes and ends below the hill. Also further north you'll see that at the point the grass ends, it declines further into the beach area
Spoiler :
FPZMf1s.jpg


Example 2: This is a modest example since the bluff is only one tile but illustrates how GRADUAL the change in elevation is. In Civ 5 this would be illustrated by a round mound that sloped back down so the next tile would end in 0ft of elevation.
Spoiler :
rS85HWX.jpg


Example 3: In the last pic you could argue it's a new graphic but it doesn't illustrate net elevation, but this angle should. Note again the lake sloping. Also notice the green hill declines into the flat green lands which connects to the beach. But if you look at the city tile it sits on only flat land not a hill tile. Also look at the pyramids in the north. They sit well below the rest of the city. This is despite the fact that Wonders in Civ6 are graphically massive.
Spoiler :
dgcPh4a.jpg


Example 4: This is a grab at the beginning just to illustrate the city starts on flat land yet it sits higher then the pyramids.
Spoiler :
wYcpSHm.jpg


Example 5: This is the military encampment south of the capital. Note that it sits much higher then the other hill that sits to the north of it. Also down at the bottom you can see the he line slopes down towards the plantation area. That area sits well below the encampment. You can't say it's just that the encampment on a hill because look at the marsh east of the encampment it's visibly higher than the marsh in the top left corner of the pic. This illustrates that there's something other than the specific terrain tile that dictates height.

Spoiler :
xgzUYBf.jpg


Example 6: Lastly, follow the path of the left arrow, it slopes down into the river below. And despite being flat land, slopes down into the same military encampment further north. Look at the ridge line near the river and forests. Notice the ridge is higher than the forest trees. As if it's a plateau. Also noticed the brown tree line is much lower than the flat lands by the barbarian village. Lastly, this is inarguable. The calvary is standing in flat land and is visibly higher than the marshes below. To further underscore that it's elevation. He's visibly higher than the military encampment as well.

Spoiler :
NPx4QGU.jpg





Either it's a bit of distorted perspective on my part, or its elevation or there is a curvature of the earth


Anyway this could add an interesting turn in war as you have a new variable to add to your tactics as you choose battle ground. It also means you can settle a city at the top of an incline and force invaders to have to battle uphill just to get to you. You can also set a line of defense in which most your army is elevated above your incoming enemy, and it isn't abruptly changing from tile to tile.

It will also be interesting to see how modders both adjust and take advantage of this when making maps.

Imagine recreating battle scenarios with elevation a part of the equation.

***EDIT I do have to say that it's speculation and an assumption that Firaxis will make elevation difference a factor in battle. It would be an opportunity lost if they did not. Then again they could scratch that if they fear the AI or new users wouldnt know how to use a feature like that...

****EDIT to illustrate screen shots not present previously

All screenshots reference this video
https://youtu.be/1_0CfBYFJh0
 
Thanks for pointing out that feature; I had failed to notice. :)

Is it confirmed that the elevation change actually affects gameplay or is that your speculation?

Either way, its a neat graphical feature. The more I look at this game the more I realize the vast amount of time they have invested in the graphical details.
 
Thanks for pointing out that feature; I had failed to notice. :)

Is it confirmed that the elevation change actually affects gameplay or is that your speculation?

Either way, its a neat graphical feature. The more I look at this game the more I realize the vast amount of time they have invested in the graphical details.

Yeah me too it's subtle but it adds to the game. But yeah I will edit the OP because there is a bit of speculation as to whether the elevation will actually factor in. I was making a leap in logic I do have to admit.

I don't get what you mean, can you provide a screenshot later?

I definitely will, I'm just on my phone and copy, pasting and uploading is daunting.

But as an example, if you see a replay of the gameplay video from E3, look at about the 2 minute mark into the actual game play.

They'll pan to Xian the capital. To the north east you'll see some beaches. You'll see there's a steep slope coming from the city down into the beaches. This happens even though the City itself is built essentially on flat land. So that means there's a change in elevation.
 
Oh... You're talking about the coastal cliffs. While they are a cool feature (they will prevent embarkation according to one article), they're simply formed by some of the hills that touch the coast (not sure of the percentage or logic of choosing the hills for this, but it's not 100 %).

What you seemed to be implying (an Alpha Centauri -like, true elevation system) would be insanely cool imo, but I think it's wishful thinking to hope for it in Civ VI at this point. It could be modded in I suppose, at least graphically; all you really need is a 'sloping' tileset that's used to make transitions between the different elevations. It won't look as smooth as a true gradient, but it'd serve the purpose of making high plateaus well enough imo (especially on world maps, which can have whole areas as solid hills if going for 'realism' :sad:).
 
But as an example, if you see a replay of the gameplay video from E3, look at about the 2 minute mark into the actual game play. They'll pan to Xian the capital.

Ok...
Spoiler :

Captura.png

To the north east you'll see some beaches.
Yep, beaches, check.
Spoiler :
Captura.png

You'll see there's a steep slope coming from the city down into the beaches.This happens even though the City itself is built essentially on flat land.
Goes with out saying, water is always at a lower level than nerby land.
So that means there's a change in elevation.
A change in elevation between water and land, right. Not a change in elevation between same types of terrain, which is what you were implying in your OP.
Am I missing something here OnceAKing?
 
I don't think we have the Alpha Centauri Terrain rules, however, I do believe it's been confirmed that you cannot disembark/embark via Cliffs.
 
Ok...
Spoiler :

Captura.png


Yep, beaches, check.
Spoiler :
Captura.png


Goes with out saying, water is always at a lower level than nerby land.

A change in elevation between water and land, right. Not a change in elevation between same types of terrain, which is what you were implying in your OP.
Am I missing something here OnceAKing?

I don't get what you mean, can you provide a screenshot later?


See edited OP above
 
Doesn't look like elevation to me, just regular hills. This is certainly not SMAC kind of terrain.
 
I don't think there will be elevation in the game but I think the graphics give a nice illusion of elevation. They are very well done. :)
 
I think you're confusing Hills with changes in elevation.

In example 6 you can clearly see the Calvary stands on a plains tile. Behind him is a military encampment built on top of a hill. That encampment is definitely sitting below the calvary unit.

That military encampment is the same one sitting on a hill in Example 5.
 
The only unit that's on a hill in shot 6 is the spearman on the marble tile. All the other units (including the barbarian camp) are on flat grassland. The depression that the river makes confuses the issue slightly, but it's really very straightforward.

The Encampment in shot 5 is on a hill, but that shot has nothing to do with shot 6.
 
It would be a nice idea to factor in subtle differences of terrain above and beyond the usual modifiers to defense though, a clinal difference between land would be a nice touch it has to be said. It might be too complicated to implement such concerns though, other than to add a positional advantage bonus to movement from "good" terrain.

Sun Tsu for example would always build his army camp on the side of a hill facing away from the enemy and then place sentries on top so that he could use his positional advantage to most effect, for example. We shall see though I suppose. He could move down and around any enemy approaching his position and out flank for example. The Romans did the same, they would build their forts in positions where they could use the terrain to optimal effect if the enemy attacked them from any side. What have the Romans ever done for us though. ;)
 
Imo, it's an illusion caused by perspective (faraway objects appear smaller, hence 'lower'). That and wishful thinking (I'm guilty of it as well, as I really want this feature :sad:).
 
Yeah I think you might be right. It's a great idea but too difficult to implement in a strategy game. We all know the Romans would position themselves efficiently, even building drainage channels using elevation so that if it rained they would have effective moats against the enemy. But to implement such real world realism in a game is too difficult. The terrain idea is brilliant but possibly too hard to program, sadly. It's a damned good idea though. :D
 
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