Gamestar article -- Japan, Spain, India

I actually would really like to see a UI for Japan or another Island civ that is a Unique district or water improvement. It's obvious that islands are harder to work with now since you have even less room for districts, and thus your cities have less science or culture, or what have you. If they get some water based unique, they will least have some way to make island starts stronger. Now what to make this unique really depends on how the default harbor/maritime district works. If that district buffs food and gold, then we may not need more buffs there, but instead get culture (just like the atoll bonus in CIV 5 BNW), letting Japan have more room on land.

If Japan would have an "artificial island" district a la Kansai International Airport, I would be a very happy camper :)
 
That's interesting. I wasn't really sure what a unique district would entail. But it'd make sense if a unique district replaced a regular district but with either different tile restrictions or different adjacency bonus. That's more interesting than a generic bonus to science for a replacement science district.
 
That feels more like a wonder though than something you would build tons of. On the other hand, Egypt seem to be building several Sphynx improvements so...

I think the Sphinx that was talked about is not THE Sphinx, but just normal Sphinxes as they built by dozens.

 
Note that Japan has been built several artificial islands, and that it seems to be a very common (albeit expensive & techie) way of dealing with their housing problems ;)

See also:

https://en.wikipedia.org/wiki/Category:Artificial_islands_of_Japan

I think that a UA that would allow Japan to build one city district on the sea per city could be a really cool way to translate this skill into the game, IMHO.
 
bookman: Always thought there was just one Sphinx!

Ikael: I like that idea. I remember Ed Beach lamenting how Civ 5 engine didn't allow much "terraforming" before the release of Gods & Kings. Stuff like artificial islands would be so nice.

Maybe we get to see stuff like canals and dams in Civ 6!
 
That could be a Japanese UA, (districts that can be placed on flat land may also be placed on land-adjacent coast tiles, maybe require a beach instead of a cliff)
 
I feel like land reclamation and artificial islands aren't particular iconic or particular to Japan. If anything, those sorta attributes should be given to a Dutch civ that has a history much more heavily tied to it, or a Polynesian civ who have a lot more history and necessity for such a bonus
 
I feel like land reclamation and artificial islands aren't particular iconic or particular to Japan. If anything, those sorta attributes should be given to a Dutch civ that has a history much more heavily tied to it, or a Polynesian civ who have a lot more history and necessity for such a bonus
If there is a Brunei civ, they could have Stilt Villages as a unique district. Would be plausible much earlier than Japan's use of artificial islands, which would only be available in the modern age (or industrial at a stretch).
 
Ok, let's try this:

Japan:

UA Artificial islands - You can build one district in a coast tile adjacent to a beach per city since the start of the industrial era. Said district will provide extra housing capacities for your city as well

UB Kaizen plant (replaces factory): Will need half the strategic resources needed for its construction. Will recieve adjacency bonuses to gold and production for being placed next to sea resources & atolls

UU Samurai - Stronger when fighting alone, it will provide you GP points everty time they kill a unit and when disbanded / upgraded into latter units

Hōjō Tokimune:

UA Jade, mirror and blade: +1 culture on each city per civilization that you have closed borders with

UB Dojo - Replaces barracks, has space for one relic / great work of art. Will provide extra XP to your units if it is filled

UA Bushido code: Your civilization will gain faith for each unit killed inside your territory. Combat-tested units will generate faith when stationed inside your cities

Agenda: "Katsu!"

Will be isolationist and expand slowly, but will respond with violence any kind of external treath and menace. Will NOT forget past demands of fealty or tribute demands. Will be fixed with building defensive structures and turtling around chokepoints too.
 
Ok, I couldn’t resist so I bought the gamestar mag today. Here’s my summary of what I was able to get out of it in addition to what we already got from the reddit thread. I’m sure some of the infos are already known (CS-envoy-things for instance) but a few things were new (maybe not for AriochIV but for us mortals ;) ).

I tried to sort it in a logical manner, but please bear with me – same goes for bad translation :D :

Farms provide food, of course. And they raise pop cap (housing) of cities and get adjacency bonus when next to other farms

Housing is not a hard cap – growth slows down but you can still grow…

You can still buy tiles with gold

One production per city, so if you do prayers you won’t produce anything else…

Plundering tiles still heals wounded units

AI will still need to get boni in order to compete, but they are confident they improved a lot, especially on AI following long term goals…

Ressources confirmed in this article: copper, wheat, pearls, tobacco, fish, pearls, salt,, gems and ivory

Religious district available after astrology is discovered.

Holy site next to natural wonder provides higher bonus than next to mountains

Temple and cathedral are two buildings of the religious district

Harbor district allows for building warships and opens trade route options. Small lighthouse is a building of harbor district.

Prayers and „special“-projects give faith or science points or… and they give GPP, too. i.e. prayers helps to get great prophets…

GG mechanics as in CiV

You need 7 pop for the 3rd district.

It is stated that you won’t get ressources from world wonder-tiles!

He describes his 60 turn go and says his warrior discovers a natural wonder giving him boost for astrology (half the time in his case 6 turns instead of 12)

Another boost is given for example when you win against opponents (barbs or others) with certain unit-types.

Boost system generally felt very good and logical to the author

He states they have to look for balance though.

Boosts are in place both for civics and tech tree.

Chivalry is in the culture tree, not in the tech tree anymore same for Code of laws (?)(translation „Gesetzgebung“ – maybe legislation?)

Ed says there are „about“ 118 techs total, about +40 compared to ciV

Tech tree goes with science points, civics tree with culture points

Sending a delegation (means spending 25 gold) can slightly lift relations to other civs

Egyptian special building is the sphynx providing faith presumably

Envoys for city states cost money, too. There are a limited numbers of delegation/envoys available

You can send more CS-delegations through getting tree advances (both civic and tech) or fulfilling missions

Highest level of CS friendship after 6 envoys


They state that CivVI promises to get at least as complex as ciV was and you shouldn‘t get deceived by the graphics style, which is colourful and provide good readability. The author states: Play it before you grumble… :p
 

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If there is a Brunei civ, they could have Stilt Villages as a unique district. Would be plausible much earlier than Japan's use of artificial islands, which would only be available in the modern age (or industrial at a stretch).

Apparently Japan have a history with artificial islands that stretches back to at least the early ditch presence 17th / 18th century, but it's not what defines them as a civ, and it wasn't unique or groundbreaking so yeah I agree.

The whole atilts thing could also work for a British Celtic civ (whatever you wanna call it) there's were all sorts of stilt villages through Scotland and Ireland, and they dug a really well preserved one up in Cambridge a couple of months ago too. :goodjob:
 
Just because Teddy has a 3 part leader bonus doesn't mean every leader will have a UU or UB in theirs.
 
Ok, I couldn’t resist so I bought the gamestar mag today. Here’s my summary of what I was able to get out of it in addition to what we already got from the reddit thread. I’m sure some of the infos are already known (CS-envoy-things for instance) but a few things were new (maybe not for AriochIV but for us mortals ;) ).

I tried to sort it in a logical manner, but please bear with me – same goes for bad translation :D :

Farms provide food, of course. And they raise pop cap (housing) of cities and get adjacency bonus when next to other farms

Housing is not a hard cap – growth slows down but you can still grow…

You can still buy tiles with gold

One production per city, so if you do prayers you won’t produce anything else…

Plundering tiles still heals wounded units

AI will still need to get boni in order to compete, but they are confident they improved a lot, especially on AI following long term goals…

Ressources confirmed in this article: copper, wheat, pearls, tobacco, fish, pearls, salt,, gems and ivory

Religious district available after astrology is discovered.

Holy site next to natural wonder provides higher bonus than next to mountains

Temple and cathedral are two buildings of the religious district

Harbor district allows for building warships and opens trade route options. Small lighthouse is a building of harbor district.

Prayers and „special“-projects give faith or science points or… and they give GPP, too. i.e. prayers helps to get great prophets…

GG mechanics as in CiV

You need 7 pop for the 3rd district.

It is stated that you won’t get ressources from world wonder-tiles!

He describes his 60 turn go and says his warrior discovers a natural wonder giving him boost for astrology (half the time in his case 6 turns instead of 12)

Another boost is given for example when you win against opponents (barbs or others) with certain unit-types.

Boost system generally felt very good and logical to the author

He states they have to look for balance though.

Boosts are in place both for civics and tech tree.

Chivalry is in the culture tree, not in the tech tree anymore same for Code of laws (?)(translation „Gesetzgebung“ – maybe legislation?)

Ed says there are „about“ 118 techs total, about +40 compared to ciV

Tech tree goes with science points, civics tree with culture points

Sending a delegation (means spending 25 gold) can slightly lift relations to other civs

Egyptian special building is the sphynx providing faith presumably

Envoys for city states cost money, too. There are a limited numbers of delegation/envoys available

You can send more CS-delegations through getting tree advances (both civic and tech) or fulfilling missions

Highest level of CS friendship after 6 envoys


They state that CivVI promises to get at least as complex as ciV was and you shouldn‘t get deceived by the graphics style, which is colourful and provide good readability. The author states: Play it before you grumble… :p
Thanks, Stilgar!

I was wondering, is it normal that this one magazine in Germany got to publish exclusive info before anyone else?
 
Ok, I couldn’t resist so I bought the gamestar mag today. Here’s my summary of what I was able to get out of it in addition to what we already got from the reddit thread. I’m sure some of the infos are already known (CS-envoy-things for instance) but a few things were new (maybe not for AriochIV but for us mortals ;) ).

I tried to sort it in a logical manner, but please bear with me – same goes for bad translation :D :

Farms provide food, of course. And they raise pop cap (housing) of cities and get adjacency bonus when next to other farms

Housing is not a hard cap – growth slows down but you can still grow…

You can still buy tiles with gold

One production per city, so if you do prayers you won’t produce anything else…

Plundering tiles still heals wounded units

AI will still need to get boni in order to compete, but they are confident they improved a lot, especially on AI following long term goals…

Ressources confirmed in this article: copper, wheat, pearls, tobacco, fish, pearls, salt,, gems and ivory

Religious district available after astrology is discovered.

Holy site next to natural wonder provides higher bonus than next to mountains

Temple and cathedral are two buildings of the religious district

Harbor district allows for building warships and opens trade route options. Small lighthouse is a building of harbor district.

Prayers and „special“-projects give faith or science points or… and they give GPP, too. i.e. prayers helps to get great prophets…

GG mechanics as in CiV

You need 7 pop for the 3rd district.

It is stated that you won’t get ressources from world wonder-tiles!

He describes his 60 turn go and says his warrior discovers a natural wonder giving him boost for astrology (half the time in his case 6 turns instead of 12)

Another boost is given for example when you win against opponents (barbs or others) with certain unit-types.

Boost system generally felt very good and logical to the author

He states they have to look for balance though.

Boosts are in place both for civics and tech tree.

Chivalry is in the culture tree, not in the tech tree anymore same for Code of laws (?)(translation „Gesetzgebung“ – maybe legislation?)

Ed says there are „about“ 118 techs total, about +40 compared to ciV

Tech tree goes with science points, civics tree with culture points

Sending a delegation (means spending 25 gold) can slightly lift relations to other civs

Egyptian special building is the sphynx providing faith presumably

Envoys for city states cost money, too. There are a limited numbers of delegation/envoys available

You can send more CS-delegations through getting tree advances (both civic and tech) or fulfilling missions

Highest level of CS friendship after 6 envoys


They state that CivVI promises to get at least as complex as ciV was and you shouldn‘t get deceived by the graphics style, which is colourful and provide good readability. The author states: Play it before you grumble… :p

There are a few interesting points in there. Thanks for sharing.
 
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