[R&F] New Features Video

Interesting video even if not much new stuff was revealed other than the mysterious Polynesian/South American leader and some quotes for the wonders.

The narrator's accent isn't quite British--sounds almost my Dutch and German friends after they went to international schools. XD

Frankly, I would have preferred more depth in the video, or a new leader reveal to kill the Zulu/Scotland "leak".
 
You can't assume from a single emergency that they are all equally weak. That was a religious emergency and it was at 260 AD. The other types of emergencies will obviously have different rewards and penalties. It's also possible that as the game goes on the rewards and penalties for specific emergencies change too. Finally, we couldn't tell from the video if there is actually any penalty from rejecting an emergency, but a diplomatic penalty would make sense.

In the video 2 AIs participated and the task was only to give the former holy city a different religion than the mongolian one. Nothing to conquer or to destroy or to Boycott or anything... Small reward for a Small task if u ask me...

so what happens if you don't join an emergency? you won't get the bonus of course, but if the players who joined the emergency lose, the one causing it still benefits? what happens if no one joins the emergency?

Nothin happens. I'd assume the participants might significantly improve their relations to each other - stand together through hard times and so forth - makes sense after the alliance overhaul, too.
Concerning the benefit - if the team looses it looses and the Winner takes the price. Doesn't matter how many folks participate I think.
AI hopefully improved :undecide: otherwise I agree that the emergency system might lead to freebees for the Human Player when he's the one causing them...
 
Interesting video even if not much new stuff was revealed other than the mysterious Polynesian/South American leader and some quotes for the wonders.

The narrator's accent isn't quite British--sounds almost my Dutch and German friends after they went to international schools. XD

Frankly, I would have preferred more depth in the video, or a new leader reveal to kill the Zulu/Scotland "leak".

Scotland was pretty much just confirmed by a world editor update.
 
A bit of a stretch for a civ to lack both Iron and Niter in their area, but I could see upgrading spears working well enough. Especially if your neighboring civ has knights lingering about before Military Science.

However, the gold to upgrade Spearmen to Pike&Shot should be more then Swords to Muskets as you'll completely skip over Pikemen.

I'd just like to see some policy cards including anti-cav.

I seem to do a lot of stretching in my games, apparently. :cringe:
 
I get the feeling that the Emergencies is going to be a hollow shell, can the player and AI trigger voluntarily? Has the AI improved enough to perform the so called objectives?

At least the Holy City emergency I'm pretty sure the AI will try and will try to do aggressively. The AI is pretty good targeting a specific city for conversion, they do it with CS because of the quest. My last game there was a lot of CSs in my territory, they kept sending apostles and missionaries to my territory but not to convert my cities, the target was the CSs. The AI know how to target a city and send groups of apostles there, I don't see a reason why they wouldn't do it in an emergency.

Military emergencies are the ones I'm skeptical about. The AI often have the intention to attack another leader, they "prepare" to do it, they declare war then nothing. I won't be surprised if I don't see a single unit near my city when I trigger an emergency where the AI have to capture that city.
 
Well that isn't accurate. You can research wild card policies before political philosophy - you just won't have a slot in your government for them.

It depends on exactly what order you go through the civic tree in. The civics that give early wild card policies (Mysticism and Military Tradition) are off to the sides of the tree, so it's possible to get to Political Philosophy without them. We don't know what route the player in the screenshot took, so it doesn't prove anything one way or the other about normal wild card policies in dark ages.
 
Scotland was pretty much just confirmed by a world editor update.

Speaking of worldbuilder, is there any word of a new one in the horizon? I never was able to get the firetuner version to work, and I miss the ingame one from Civ5. I apologize for being off-topic.
 
Well, I enjoyed the video. Little bits of information here and there.

Looks like it’ll be the Mapuche! While I was really looking forward to the Inca, the Mapuche are a welcome surprise.

They should be a trade focused Civ who are ferociously independent. They could be a lot of fun.

Since the Inca for sure (or at least 99.9% sure) will be added in a DLC or a second expansion, that’ll mean at least 3 South American Civs. Hopefully Gran Colombia will make it, as well.

Emergencies look like they have a lot of potential. I wonder if they spawn by themselves or if the player can initiate them with the proper technology/civic? Could be a lot of fun as long as the AI can use them properly.
 
Well that isn't accurate. You can research wild card policies before political philosophy - you just won't have a slot in your government for them.

It depends on exactly what order you go through the civic tree in. The civics that give early wild card policies (Mysticism and Military Tradition) are off to the sides of the tree, so it's possible to get to Political Philosophy without them. We don't know what route the player in the screenshot took, so it doesn't prove anything one way or the other about normal wild card policies in dark ages.

Hence the word can in what I said. As opposed to will.
 
Emergencies look like they have a lot of potential. I wonder if they spawn by themselves or if the player can initiate them with the proper technology/civic? Could be a lot of fun as long as the AI can use them properly.

I am pretty sure emergencies trigger automatically by certain events (like capturing a holy city, using a nuke etc).
 
That was pretty much as expected. Much of the information was already known, but there was some interesting stuff to learn from screenshots. Overall, I am happy with it. :-)
 
Hmm...I wonder what supply convoys are?

Will they help ship production from one city to another in order to help build something?

Maybe they will help ship food to a city to help it grow and not have to use an internal trade route for that.
 
Hmm...I wonder what supply convoys are?

Will they help ship production from one city to another in order to help build something?

Maybe they will help ship food to a city to help it grow and not have to use an internal trade route for that.
They are medics.
 

Unique Improvements are lost when a city turn into a free city.The shrine vanished but I think it was incomplete, so it make sense. The government district also vanished. Since each Civ can have only one government district, I think this mean the district will always be destroyed when the city that have it is conquered or turn into a free city. Basically the same rules that apply to a city being conquered seems to apply to a city turning into a free city.


I hope they reconsider how unique improvements work in this situation. I understand if it disappear when another Civ flip the free city to their side but the free city should keep the improvements.
 
Monasticism best suits Aztec space victory.
+100% Science for cities with a Holy Site and -25% Culture?
I'm sure a sub-100 SV will be made soon. Especially when it is a Medival policy, which suits the time of Aztec spaceship.

For other Civs just use the Renaissance one.

I love Dark Age.
 
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