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Yeah, I mean, I do get that the current version sometimes blends too much with the background, and the HP now feels a bit more contained, but it's definitely too thick.
 
If they're making oil and coal more powerful it might be better to leave those resources unimproved on the era change or have them be discoverable with tech like it used to be. Having oil wells in the 1700s is a bit strange as it is.
'Oil' was available in surface deposits in the middle east as far back as 2500 BCE, but the only use I've found mentioned for it was for medicines or cosmetics or waterproofing ships - bitumen was the actual petroleum-derived substance. Coal was being mined in quantity and used to heat homes in China by 1600 BCE and in England by 962 CE. By the 'end of the Exploration Age' (around 1550 CE) deep coal mining with wooden tramways and extensive wooden bracing was being done all over central Europe. So early exploitation of coal is definitely arguable.

First, very primitive, oil wells were 1823 at Baku and first mass use of petroleum was for kerosene lighting in the 1850s and later (replacing Whale Oil) so, definitely 'Oil Wells' in 1750 is too early.

But then, so are Tercios at the beginning of the Exploration Age. Civ VII plays fast and loose with realistic timing, even more than previous Civ games did.

Ramping up the importance of oil and coal (and Iron) Resources is definitely needed, though: coal and iron exploitation defined the Industrial Era, and oil was the driving force of the 20th century far more than any other single resource.
 
I’m really pleased with the changes to the trade lens, which mean that (at least starting in Exploration) merchants can be sent to cities to trade without having to manually walk them.

I’m not sure if this means the same for Antiquity. I’m a little confused by the change because the manual movement seems to have been a real choice. In any case, I’m glad it was abandoned or fixed.
The merchant will still walk to the city that you select and then you'll have to click the trade route button (in the lens or on the unit). You just don't have to manually click on a tile to walk to anymore.
 
The merchant will still walk to the city that you select and then you'll have to click the trade route button (in the lens or on the unit). You just don't have to manually click on a tile to walk to anymore.
Still a huge improvement over the current system. Manually moving a trader is a step backwards in terms of micro management. Don’t really understand what was wrong with traders in VI they required such a boring overhaul.
 
It wasn't required but you can use them to walk around and scout a little, it's not all bad. (And build expensive roads, I admit that's a really weird one.) Sometimes I find it immersive and more interactive, sometimes a chore.
Anyway, the always available trade lense helps enormously ( there's a good mod for that already) - you can plan better and build them in the right spot for the shortest walk possible.
 
The merchant will still walk to the city that you select and then you'll have to click the trade route button (in the lens or on the unit). You just don't have to manually click on a tile to walk to anymore.
That's not what they showed yesterday was it, appeared to be one operation.
 
Patch notes clarify:
You can also send Merchants directly to Cities from the panel in any Age, but remember, in those earlier Ages you still have to start the route when you get there.
 
They explicitly said that you would have to click the button again once the trader arrived at his destination. But the patch notes clarified the situation, too.
Agreed, I misunderstood / misheard.
 
This is evident with how differently Paradox seems to operate as a company. I've been critical of them in the past, but the contrast between their developer diaries and Firaxis' are jarring. I've always felt like their developers are allowed to take the lead and be more direct with players, whereas Firaxis can feel overly 'corporate' at times.
They obviously have a different corporate culture. Paradox is running its own message boards and community wikis.
 
'Oil' was available in surface deposits in the middle east as far back as 2500 BCE, but the only use I've found mentioned for it was for medicines or cosmetics or waterproofing ships - bitumen was the actual petroleum-derived substance. Coal was being mined in quantity and used to heat homes in China by 1600 BCE and in England by 962 CE. By the 'end of the Exploration Age' (around 1550 CE) deep coal mining with wooden tramways and extensive wooden bracing was being done all over central Europe. So early exploitation of coal is definitely arguable.

First, very primitive, oil wells were 1823 at Baku and first mass use of petroleum was for kerosene lighting in the 1850s and later (replacing Whale Oil) so, definitely 'Oil Wells' in 1750 is too early.

But then, so are Tercios at the beginning of the Exploration Age. Civ VII plays fast and loose with realistic timing, even more than previous Civ games did.

Ramping up the importance of oil and coal (and Iron) Resources is definitely needed, though: coal and iron exploitation defined the Industrial Era, and oil was the driving force of the 20th century far more than any other single resource.
1. There are reasons. (Mineral) Oil and Coal (and even Natural Gases) are both saw usage before Industrial Era started. but rarely made themselves Imperial Strategic Resources, there are instances.
Byzantine Flamethrowers mounted on their famous Dromons and Chelandes uses Naphtas as a fuel mixture that made a famous Greek Fire. materials used was a pre-modern petroleum distillates. The use of Naphta (came from Arabic 'An Naft') itself was quite ancient, even appaered in Bible to show how God communicates to his creations, and compete against Old World Pantheons.. There's a Prophet (I can't remember his name) that has an abilito to 'set a bonfire ablaze using water'. This is chemical trick that involves the use of An Naft. This also suggested that Petroleum Distillation is an old science, through finished products were not as diverse as it is today.
2. And the game itself 'is too fast to my likings. Some units are really off by time of appearances. No explanations of 'Transitional Lost Ages'. with a huge gaps of 400 years (between First and Second), and 250-300 years between the Second and Third.
the game could be played longer though. but that's another thread, both as Reviews and Suggestions.
 
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