If you got any questions, I'll be happy to answer them to the best of my (limited) knowledge!
Medieval era has the pikeman (unlocked by Military Tactics), Knight, Crossbowman and Military Engineer (support unit that can build roads, forts and airstrips).Thank you!
Do you know if there is any "longswordsman" like medieval infantry unit type or not? What is(are) the unit(s) unlocked by the Military Tactic tech?
Medieval era has the pikeman (unlocked by Military Tactics), Knight, Crossbowman and Military Engineer (support unit that can build roads, forts and airstrips).
There's no longswordsman (just swordsman in classical era unlocked by iron working).
If you got any questions, I'll be happy to answer them to the best of my (limited) knowledge!
My initial impression after the first few minutes is worry about the turn timer... right at the start of the game, it's taking four seconds or more. I really, really, really hope we don't have the return of the 30-60 seconds of waiting in the lategame that plagued V...
Pretty sure there was a penalty for number of cities, but I don't remember the details and don't want to spread misinformation - sorry!- Is there any kind of expansion limiting mechanism? (penalty for building too many cities or too far away from your capital)
- Which are the effects of lack of amenities / happiness?
- Which are the effects of the excess of amenities / happiness?
- Do luxury resources have different effects on each city depending on buildings?
Extra yields when worked - or did you mean some other kinds of bonuses? As a side note, strategic resources seemed WAY more rare than in Civ 5. Like, significantly more rare. (at least that was my experience - my sample size is kinda small though)- Do strategic resources such as iron provides another bonus other than allowing the building of certain units / buildings?
A lot of buildings flat out require a specific district and you can't build them at all without having that district.- Could you build, say, a temple if you don't have a religion specific district, or do districts amplify the effects of said buildings?
Housing felt like more of a mid-game / late-game mechanic as well as something that's supposed to prevent ridiculously massive cities (by doing things like sending multiple caravans with food to one city).- If housing is a hard cap for growth, and food determinates the speed of growth of your city, what is the function of terrain appeal? Just a way to speed up growth and a marginal bonus of tourism?
There is tourism in the early game. I found a great work thingy in a hut, very early into the game (which then every AI in the game kept bugging me to buy), which gave me some tourism. (having said that, I'm not sure if tourism was fully implemented in the build I played)- Is there tourism in the early ages? If so, is it useful in the early ages, or is it a mechanism that only comes in full play on the latter eras, a la BNW?
None that I know of.- Is it there some kind of inmigration mechanic in place?
Religion didn't seem to be fully implemented in the build I played.- Founding religions is the only use of great prophets, or do they have some kind of special / secondary use too?
There will definitely be many very competitive wonders - ones that have very strong and flexible effects. So for example, Forbidden City grants +1 wildcard policy slot (very strong wonder) and has VERY easy to meet requirements (any flat land adjacent to the city center).- Is there a race for wonders, or do hard limits on terrain destroy the quest for wonders?
I never tried to capture a city state. I did capture a city from one of the AI's, but it was a capital city, actually.- Can you destroy city states or only occuppy them?
There's the gossip system, which you probably know of, but I don't think espionage itself was available in the build I played. At least, I didn't get to use actual spies when I played.- How do spyionage works?
I can't talk about any civs that weren't announced, sorry!- Do civilizations possess more unique traits than the ones revealed so far? (this is a personal guess of mine)
I actually remember some kind of war weariness penalty, because I was at war for a while at one point, but I'd have to review my footage for the details to make sure I'm not crazy.- Is there war weariness or some kind of hapiness penalty for wars?
You mean rebellions and such? I had some amenity warnings, but I never checked what happens if you let it get really bad.- Can separatist movement appears in your civ?
There's one wonder I remember, which improves all lake tiles in your empire. I don't remember seeing regular buildings with the same effect. Even things like the lighthouse or stable do not improve tile yields anymore.- Is there some kind of bonus / building / wonder that allows your water tiles to be somehow productive? With the new district mechanic, coastatal cities seems worthless and far less productive than inland cities, I fear
There's a musketman unit in renaissance era (and also a new strategic resource required by gunpowder units - niter) and a ranger unit in industrial era (unlocked by rifling tech).Is there a rifleman after musketman(if you got that far?)
Really enjoyed your video, Marbozir! Thanks for posting .
The continent info is quite curious, but I like it a lot. Makes the continent bonuses matter a lot more if each landmass has multiple continents if large enough.
If you got any questions, I'll be happy to answer them to the best of my (limited) knowledge!