I'm intrigued by "more work and surprises to come".
Me too. Here's hoping.
The only word That comes to mind I can use here is wow.
Yes and England getting a production buff with factories sounds a bit more like it even if it is not earlier. Still confused over why they would get extra resources and free units because they are not ‘fun and different’ just feel wrong. WOTW may be of more use though.
Let’s just hope they do something about coastal cities as all these other tile buff just debuff coastal cities more and disaster repair is a mess.
Apprenticeship is needed for stirrups!
I'm very happy with the changes to WotW, but even happier that the underlying mechanics to WotW have been buffed. The bonuses to Tier 3 Buildings look very good indeed. That, plus increased tech costs, Knights getting harder to rush... it may be the game lasts long enough to actually use these mechanics. That's good for everyone.
I'm hopeful Coastal Cities will get a buff and / or they'll look at repair costs. I'm also hopeful there might be a bit of unit rebalancing and military engineers might be made more useful, and some resource requirements got looked at. That said, they didn't mention those, and there's already a lot of stuff in the game, so it might be those things didn't get love this time.
I'm also quietly hopeful the RND bug has got fixed, given they've tweaked the whole displaying Giants Causeway thingy. You'd hope if they were mucking around with that sort of code they'd fix the RND. The description of the RND hasn't changed though - it's still just units built in the RND not also units upgraded.
Still, I do think this is all very, very positive.
One thing. England does really feel like a long list of like a billion different abilities now. I'm not saying they don't work together or synergise or lack flavour. Just saying it is a really long list.
"
Well, England. Let's see. They have a special harbour that does this and this and this. And then Vicky has this ability which gives you boats, but also sometimes melee units and also a trade route. And the WotW does this, and this, and this. And also this. And a discount for this and extra charges for that and then this other thing and here's some coal, and did I mention free units, oh that was the other ability, but you know they also have a little pirate ship that captures even more boats. Do they have bowmen, no that was Civ 5, … although maybe that is a good idea... let's see, now, if you build your RND next to crabs, Pax B now also gives you..."
Heh. Sorry. Look, I think this laundry list is just a product of trying to balance a Civ amongst like a billion other mechanics. There's a few other Civs in the same place - just It's a lot to juggle. Not complaining - it's fine - just an observation is all.
I also like the buffs to Canada. Yah - lumber mills. I still think Canada fill a bit silly in places - tundra farms and mounties are just silly, and I'm really not a fan of Civs not being able to declare surprise war on them (feels like an ability that should be tied to a wonder or a dedication or something, not a specific Civ. Seriously, why cant Persia declare surprise was on Canada??). But, you know, they look playable.
You know, if they just gave Canada another UU (like, in addition to the Mountie) and got rid of the tundra farm thing, they'd probably be alright overall.
Here's my notes on what they talked about:
-- Production Tweaks: Quarries, Pasture and Lumbermills increased. LUmbermills on Jungle tiles after Mercantilism. Late game buildings about 20% cheaper in terms of production. Specialist increase over time with new buildings?
-- Power Lens
-- England buff - WOTW now gives powered buildings boosted yields; more resources; 20% bonus towards Industrial zone buildings
-- Canada buff - lumbermills and camps produce more yield
-- Medieval+ techs increased in cost
-- More source of victory points, but more required for victory; now whenever you vote for a winning resolution (A/B and target) you get a victory point. Aid requests/competitions also grant victory points.
-- New Aid request - military aid, for when someone's being bullied
-- 3 New Congress Resolutions: Espionage Pact, Military Advisory, Public Relations (grievances)
-- Dedications: GDR based one in the late game
-- 4 New Dark Age Policies: Flower Power (Rock Bands), Cyber Warfare (CS bonus but no grievance decay), Automated Workforce (Production towards projects, but -amenity and loyalty), Disinformation Campaign (Broadcast centers produce diplomatic favor, but malus to science and culture)
-- Unit abilties tooltip
-- 2 New Map scripts: 7 Seas and Small Continents
-- Worldbuilder: Basic mode available - no longer needs to be activated
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Really nice changes for T3 buildings here: building cost reduced, they increase specialist yield, and the Food Market got a buff! 6 food is nothing to scoff at now. The rest of the T3 buildings had their cost reduced as well, and probably similar buffs.
I thought it looked like Tier 3 buildings will actually give you a base yield per Population. So, a research lab will give you +1 Science per citizen. If that's right, then that's a buff to "Tall" Cities, albeit one that comes very late in the game. But looking again, maybe it is just a buff to specialists. Neither option is really how I'd like to have seen Tier 3 buildings buffed … but either way, what they've done looks like it could be pretty cool.
Very happy about the new map scripts and new lens.
Happy to see how the Diplo stuff plays out. Could be cool.
I'm a little worried some changes are just fan service, and aren't really thought through. Jungles getting lumbermills is wrong. Jungle is meant to be chopped! That's the whole point of how they work!
But most of it feels pretty good.
You know, my list of stuff that cheeses me off about Civ Vi is getting shorter, and shorter and shorter... It's taken a while to get this far, but FXS (and a few very talented modders) are doing a pretty good job overall.
In the part where they show the unit buffs, the Pike and Shot (unpromoted) has +14 against cavalry.
As I said above, hopefully units have had a rebalance... Cross fingers.