Firstly, here's the link to the blogpost. It has some nice screenshots for those who don't want to extract them from the video, possibly more information, and a few extra screenshots compared to the video as well.
Secondly:
Actually no, the "landmarks" are not specifically referring to the bonus resources. (The phrase we've been using for those as well as modifiers to individual tiles is "Natural Modifier" or "Point of Interest," but I don't know if either name will ever even show in game.) When we speak of landmarks, we are usually refering to larger terrain features on the map: A sprawling forest, a long river, a wide desert. After they reach a certain size, they will be named, and the goal is for the first to discover them to get the option to rename them.
I know that numbers are not final, but I still think there is interesting information here. Food, Production & Science are tile yields, as expected. Vegetation on a tile reduces the food yield and adds production. Coastal tiles can yield food, but not necessarily, probably depending on terrain features. Vegetation can be more or less dense and the amount of production corresponds to that.
Spoiler:
Angkor Wat and Taj Mahal seem to be Wonders.
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Vinicunca Natural Wonder
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Bonus: More Pyramids
Spoiler:
The blog post has another mountain wonder in it, but I don't seem to know any mountain that combines the three central elements: a trench around it, incredibly steep, two peaks.
The barren lands (desert, badlands, artic), how easy are to settle? I was playing CIV 4 the other day and I loved that some areas of the map are something that can barely be improved, compared to Civ 6 in which desert is the best location to place a district as you aren't losing any tile yields. And don't get me started on the magical yields from wonders...
It would be great if those regions would be something that can only support outposts for resource extraction, and only very late in the game you can start supporting cities.
At least in the builds I've played, it was possible to sustain a city in the fully barren areas, but they definitely had a much weaker baseline economy than cities founded in more fertile or forested lands.
The image on her right screen looks like part of Topkapi Palace without the big courtyard and main gate. Or maybe the front half with some additional structure in the middle of the courtyard.
The blog post has another mountain wonder in it, but I don't seem to know any mountain that combines the three central elements: a trench around it, incredibly steep, two peaks.
As far as I know, nothing like that is planned. If it was discussed at some point, it may have been put aside to avoid the potential for furstration, at least in the base version of the game. If enough people bring it up, though, we are always willing to listen.
The different biomes, terrain elevation and features are already leaps and bound ahead of civ, I remeber before civ 6 asking for exactly that (and districts). You are rising the bar very high with the incredible art!.
I'm very curious as to what features will coasts have? can we expect a similar variation as on inland terrain? for example, atolls/sandbars, river deltas, coral reefs, mangrooves, fjords, etc?
The different biomes, terrain elevation and features are already leaps and bound ahead of civ, I remeber before civ 6 asking for exactly that (and districts). You are rising the bar very high with the incredible art!.
I'm very curious as to what features will coasts have? can we expect a similar variation as on inland terrain? for example, atolls/sandbars, river deltas, coral reefs, mangrooves, fjords, etc?
Hell, these biomes and terrains are leaps and bounds ahead of Zoo Planet, who should have focused especially hard on that!! Just gorgeous and diverse!!
As far as I know, nothing like that is planned. If it was discussed at some point, it may have been put aside to avoid the potential for furstration, at least in the base version of the game. If enough people bring it up, though, we are always willing to listen.
Oh please, do. It's a very easy way to add more realism. Not necessarily a chance to lose unit health, but making the (Sahara) desert taking up the same amount of movement points for units as the (Amazonas) jungle just makes sense. I get that deserts in gameplay terms often are flat plots without elevation or any other obstacles, but they are really not.
Again, health loss is frustrating, but movement points just adds another strategic level to the terrain making deserts distinct from other barren terrain. The same argument can be made for Tundra as well by the way.
I may need to watch the video again, but when I posted earlier, what wasn't clear to me what exactly a landmark was. I now see they are results of the map generator and I think a very good idea to make the map fresh.
It does open up new questions for me on how to handle ressources, but I think this will be dealt later on. I do second the question on coasts and the high seas though (currents?).
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