Mustakrakish
Deity
- Joined
- Sep 2, 2009
- Messages
- 2,525
Nice! Looks very nice indeed!
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Further it looks like Rome has 2 wheat on plains, cotton on plains, and furs on plains. wheat: +1 food, +2 gold; cotton +3 gold; furs +3 gold. No water is visible for irrigation so that might make a difference.
Science to population is 1 to 1.
Another observation from the city view as above : border growth into the ocean beyond the shoreline hex is possible.
There also appears to be fishing boats (or some other seafood resource - can't quite see what's being farmed there) worth 3 food and 4 gold.
Another matter - there has been some talk about how roads will have a cost which was originally implied to apply agains the tile that the road goes through in order to discourage overuse of roads. The city view doesn't make this method apparent as a road goes through a farmed tile that is producing just as much food and hammer as a like farmed tile without road, so perhaps the detrimental value is against the total civ productivity rather than a tile basis?
http://e3.gamespot.com/story/6265330/civilization-v-qanda-first-e3-details?tag=topslot;thumb;1
Pretty cool, the animations of the Hind (is it?) is pretty cool. The game world looks very good and better IMO in the video than in static screenshots.
I'm hoping they were just using a small map for that demo. The world seemed really small when I compared the minimap to the bigger map.
Edit: I might be being a little thick here, but I wonder what that number under Rome is? Id assume it represented the population number like in CIV, but Rome as eleven 'citizens'. Rome is also currently working 9 tiles... There's alot of info from that one picture above this post.
And another note on scale: Will the typical CiV game have 500 turns (its 1700 add Turn 250)?
Screenshot analysis: a)[url]http://www.gamespot.com/pc...nv/images/6265330/1/?tag=thumbs_below;thumb;1
What looks like a cottage improvement (well, a town)
Screenshot analysis: b) [url]http://www.gamespot.c...nv/images/6265330/2/?tag=thumbs_below;thumb;2
Culture seems to be accumulated at a national level.
e)
http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/7/?tag=thumbs_below;thumb;2
Unit stats display very minimalist.
I don't like that it doesn't immediately display something like "+x% vs tanks".
This makes the units look very vanilla, when all is diplayed are their promotion icons, movement and strength.
1 single strength value
Happiness at an empire level would make a lot of sense. One of the biggest problems was Civ4 happy was how extra happy was useless unless you were at the "cap".- Happiness appears to be at the empire level, not the city level.
- Don't see health anywhere.
I'd be amazed if helicoptors didn't have a specialization bonus. Helicoptors not very good against individual infantry (relative to against tanks).t may be that the units we see most in the demo, i.e. Musketeers, Cavalry, Tanks, etc. Don't have an bonuses vs. other units.
I see your confusion, but I think the math is readily discernible.
Rome is size 12, but one of those is the city square itself, so that leaves 11 citizens. In the screenshot, it has 9 hexes being worked and two specialists.
In the video, you'll see exactly the same shot, but without the specialists, and 2 unimproved tiles/hexes being worked.
Note that Rome has 18 gold from tiles, but gives +25 gold.
From this I would guess that the bank, bank specialist and temple specialist are contributing +7 gold.
Maybe the specialist buildings do nothing except allow specialists? or maybe the bank specialist gives +3 gold, and the bank gives +20% gold. [And the priest gives no gold]
*edit*
On happiness, if happiness is global, then perhaps the people who wanted finite happiness resources will get what they wanted; maybe a "silk" resource will give +5 happy, that is it will allow 5 happy people, anywhere.