I thought you can only use production in "cities" now, not towns (you can only buy in towns, not build). Production could be stronger unit for unit, but a lot more limited, and useless in a town.
So different situations. Regular desert tiles are useless until you make your town a city. Vegetated desert tiles can be useful in a town or a city.
I understood that everything gets converted into gold for towns. So the 1 Produktion has still soem value but it is smaller than what it would have in a city.
So around Oases smaller towns will grow, while in the barren desert large cities will be built. Seems like even with taking towns and cities into consideration, things are still backwards.
More than base yields for desert and tundra I find it irritating that flat desert can just be improved by farms like any other terrain, I guess as a consequence of how improvements now work.
Food from terrain is basically irrelevant for cities (not towns, however) if you have access to any +Food resources that you can slot in to cities to enhance population growth. In essence, you're shipping in food. Moreso if you have Camels that increase resource slots.
Coastal terrain appears to be a base of 1f/1g with reefs adding 1 production.
If true this will be the first version of civ where unimproved coast is actually better than unimproved land. It remains to be seen if we can actually improve resourceless coast though.
Obviously we don't know for sure, but I'd wager a large amount of money that, just like every other version of the game, 1 hammer will be much much better than 1 gold in civ 7.
From the stream today we saw that the city of Patavium could produce ancient walls in 2 turns with a production of 16 hammers. This implies that ancient walls cost anywhere from 17-32 hammers. Shortly after we see that the town of Ravenna could buy ancient walls for 104 gold. So the conversion rate for buying buildings in towns is anywhere from 3.25 to 6.12 gold per hammer. I'd assume the actual conversion rate would be an integer so that narrows down the conversion rate to 4,5, or 6. Furthermore 104 isn't divisible by 5 or 6 (and every other building's gold cost is a multiple of 4), so I'm fully expecting a 4 to 1 gold per hammer ratio when buying things which makes a lot of sense as its the same as civ 6.
Coastal terrain appears to be a base of 1f/1g with reefs adding 1 production.
If true this will be the first version of civ where unimproved coast is actually better than unimproved land. It remains to be seen if we can actually improve resourceless coast though.
Not doubting you, but do you know where the screenshots are showing the potential for fishing boats on resourceless coast? I definitely saw the option on navigable river tiles but never saw anything with coastal tiles.
Not doubting you, but do you know where the screenshots are showing the potential for fishing boats on resourceless coast? I definitely the option on navigable river tiles but never saw anything with coastal tiles.
This is one area of the game I'm a bit skeptical about, I'll need to see in practice how much of it is a redesign/rethinking vs a dumbing down. While vast range of improvements have never been a strong point in the Civ series, they peaked in Civ IV and it always disappointed me how they simplified things for Civ V and to a certain extent again for Civ VI. I like starting a new game and seeing what tiles you get around your start location, and doing the initial exploring to see what kind of other city locations you have. You need varying degree in quality to do this, and while its not so easy in multiplayer for the majority single player games if you get a terrible start location you can just restart.
The terrain looks nice otherwise, but I don't know I'm going to be skeptical about this change here till I get my hands on the game.
From the stream today we saw that the city of Patavium could produce ancient walls in 2 turns with a production of 16 hammers. This implies that ancient walls cost anywhere from 17-32 hammers. Shortly after we see that the town of Ravenna could buy ancient walls for 104 gold. So the conversion rate for buying buildings in towns is anywhere from 3.25 to 6.12 gold per hammer. I'd assume the actual conversion rate would be an integer so that narrows down the conversion rate to 4,5, or 6. Furthermore 104 isn't divisible by 5 or 6 (and every other building's gold cost is a multiple of 4), so I'm fully expecting a 4 to 1 gold per hammer ratio when buying things which makes a lot of sense as its the same as civ 6.
Augustus has an ability that grants +50% toward purchasing buildings in towns that I did not account for. That being said, I'm quite sure the gold to hammer ratio (at least right now) is still 4 to 1. We saw earlier in the stream that a granary costs exactly 36 hammers. At 4 to 1, the base cost of purchasing a granary should be 36*4 = 144 gold. However, Augustus with his +50% purchasing buildings in towns only requires 96 gold (96*1.5 = 144) which is exactly the cost we see in the town of Ravenna.
The astute will realize that this means ancient walls should cost more than 36 hammers to produce but I also said ancient walls cost anywhere from 17-32 hammers. I do not know what is causing this discrepancy. Possible explanations could include production already put into ancient walls, an unknown bonus to production of walls, walls may have a variable cost depending on the number of districts, or maybe walls are just more expensive to buy.
P.S
Just realized the simplest explanation for the ancient walls is that there is enough overflow production to allow the city to 2-turn walls.
Augustus has an ability that grants +50% toward purchasing buildings in towns that I did not account for. That being said, I'm quite sure the gold to hammer ratio (at least right now) is still 4 to 1. We saw earlier in the stream that a granary costs exactly 36 hammers. At 4 to 1, the base cost of purchasing a granary should be 36*4 = 144 gold. However, Augustus with his +50% purchasing buildings in towns only requires 96 gold (96*1.5 = 144) which is exactly the cost we see in the town of Ravenna.
The astute will realize that this means ancient walls should cost more than 36 hammers to produce but I also said ancient walls cost anywhere from 17-32 hammers. I do not know what is causing this discrepancy. Possible explanations could include production already put into ancient walls, an unknown bonus to production of walls, walls may have a variable cost depending on the number of districts, or maybe walls are just more expensive to buy.
PotatoMcwhisky, when watching the stream, suspects that the first Roman game being played is in online speed rather than the standard speed, as he notices that the influence cost in diplomacy is very different from the game he played. If this is the case, it might explain the cost difference.
PotatoMcwhisky, when watching the stream, suspects that the first Roman game being played is in online speed rather than the standard speed, as he notices that the influence cost in diplomacy is very different from the game he played. If this is the case, it might explain the cost difference.
I'd expect game speed to maintain the ratio between the costs of buildings though. Like if both the granary and ancient walls cost the same percentage of their standard speed cost, the discrepancy would still exist.
I noticed something about terrain yields: there are two possible yields a non-urbanized tile can have outside of unique improvements: improved yields and unimproved yields. It seems as if the UI is unfinished and all tile yields show the improved yields. This explains why both the Clay Pit and the unimproved Marsh next to it in the "big yield picture" have 2-2 yields. It also explains why the small desert river at the beginning of the stream has 1 Production - it's desert. The empty grassland next to it has 1 Food. But when the city is founded, the tooltips show one extra Food on both tiles. Coincidentally, these are the only tiles improved by a Farm here. The lense for placing the first citizen/improvement then shows the same yields. This incidates that the +1 Food to Farms granted by the Agriculture tech was already applied to the tooltips even for unimproved tiles.
Snow just seems like a visual feature of some tundra tiles. You can still farm it, it has the same yields. The tooltip, however, shows "medium snow", so who knows what that will come into play for, with what I assume are at least three different stages.
This is so cool, thank you for making it and sharing! It makes me so excited to play. What stood out to me was "clay pit"! What an interesting new addition.
Snow just seems like a visual feature of some tundra tiles. You can still farm it, it has the same yields. The tooltip, however, shows "medium snow", so who knows what that will come into play for, with what I assume are at least three different stages.
It would be cool if we had more features like Quicksand in jungle and desert terrains, and
Snow and sand thickness that could accumulate dynamically on every kind of terrain with Snow storms and Sand storms.
Re-vegetate deserts borders would be a thing, stopping desert from advancing.
Vulcanoes would melt snow.
Different levels of accumulation, like three-four levels:
1-low
2-medium
3-high
3+ extreme
With something like the Sahara Desert being 3+ thick, on these accumulation only Camels can safely traverse, all
other units gets movements halved and if wheeled just can't traverse unless it has some special abilities unlocked.
Just like reality, it would be a fearsome obstacle to traverse.
Also these levels should also work as elevation, thus we would have dramatically more dynamic landscapes, with 100ft dunes.
Maybe some could hide an ancient site if all snow melts or sand gets shuffled away... would be cool...
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