Marbozir showing off the whole tech and civic tree

for those who want, there are timestamps under the videos. However, tooltips for siege tower and catapult are missing.
 
Thank you so much Marbozir!

This all I wanted to see today with all these videos was a complete Tree (both). The saves hours and hours of listening to boring commentary.

and a side can we just please just get a lets play video with no one talking
 
+2 housing for Sewers. It makes sense, but I'm forever going to be imagining people living in the sewers, lol.
 
On industrialization it only mentions the electronics factory and not the regular factory. I guess this is because he's playing as Japan and not because the regular factory has been moved to another tech/civic?
 
we also see the other 2 casus belli that we did not know about before: colonial war (wage war against civ that is 2 tech eras behind you) and territorial expansion wars (wage war against civ that has at least 2 cities within 10 tiles of your cities).
 
It's nice to have all of this information right now, to examine and consider while we wait to actually play the game. Thanks. :)
 
+2 housing for Sewers. It makes sense, but I'm forever going to be imagining people living in the sewers, lol.


Lol, yeah the mechanics make good sense but I did get a flashback to the Monty Python sketch "The Four Yorkshiremen" when I saw sewers and improved sea resources provided housing.


- Ohhhh we used to DREAM of livin' in a corridor! Woulda' been a palace to us. We used to live in an old water tank on a rubbish tip. We got woken up every morning by having a load of rotting fish dumped all over us! House!? Hmph.

- Well when I say "house" it was only a hole in the ground covered by a piece of tarpolin, but it was a house to US.

- We were evicted from *our* hole in the ground; we had to go and live in a lake!

:lol:
 
Currently sewers look to be pointless. 500 production for 2 housing, there has to be something more like a pop growth bonus.
 
Because of Eagle Pursuit now I will always imagine sewer dwellers in my empire's cities.
 
Growth seems to be rather slow in Civ VI, I have yet to see post classical then stuff like feudalism come online and such.
 
Growth seems to be rather slow in Civ VI, I have yet to see post classical then stuff like feudalism come online and such.

big boost at Replacement parts, all farms get +1 food per adjacent farm (which means the feudalism is either a fixed +1 food for those groups of 3, or you can get a total of +2 food per adjacent farm)
..which means a modern group of 3 farms (assuming a base of +1) gets either +4 or +5 total food (each farm).
 
The late game cards look to be extreamly powerful basically like the internet and such in civ VI, if you fall behind in culture you can get in very deep trouble especially in the late game race in which defeat may be as close as victory.

Replaceable parts say that farms are upgraded to mechanized agriculture which get +1 food from each neighbour. So at that point you can have a farm give +7 food or even more depending how it work with feudalism (but feudalism applies to farms not MA). So +10 food tiles should be a possibility.
 
Replaceable parts say that farms are upgraded to mechanized agriculture which get +1 food from each neighbour. So at that point you can have a farm give +7 food or even more depending how it work with feudalism (but feudalism applies to farms not MA). So +10 food tiles should be a possibility.

Yeah my eyes bugged out a little when I saw that tooltip, more or less unlimited food is possible in the Modern era. You can also build farms on hills starting at Civil Engineering (Industrial civic) in order to prepare for Replaceable Parts.

Also, did you see that builders can plant new woods tiles at Conservation? I figured as much when we saw "old-growth" in a tool tip, but that should enable really specialized production cities if you want to create them - mine the hills and lumber mill new woods on plains. So many builders to build though.
 
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