New German Article (Inca & France?)

moysturfurmer

Emperor
Joined
Mar 6, 2010
Messages
1,058
Posted in the article thread by Stilgar

http://www.pcgameshardware.de/Civilization-6-Spiel-56986/Specials/E3-Vorschau-1199537/
German

Interview with Ed Beach. I wonder if the author broke an nda by mistake I would rate pcgameshardware as a reliable source usually...

- Espionage is closely linked to districts, too (??) - Maybe a security district?
- Incas get more food from farms if on hills/mountains (Incas confirmed basically!)
- French Chateau gets bonuses if built next to a luxury resource (France hereby confirmed!)

- You need to capture the city center to get the city, you don't need to "capture" the districts
- building walls gives 1 range attack to the city and 2 range attack to the encampment!
- wonders cannot be destroyed but damaged by nuclear weapons....
- flanking and support boni still in place for combat
- less promotions but bigger/better ones compared to CiV
- only one district-type per city confirmed (so not 3 science districts in one city!)
- Ed states 5 hexes distance between cities seem appropriate...
 
I used Google translate so of course it could be wrong, but to me it reads as if Ed Beach was saying they tested adjacency bonuses in Civ 5 (giving France and Inca Unique improvements as examples) and used these tests in their development of Civ 6.
 
Posted in the article thread by Stilgar

- Incas get more food from farms if on hills/mountains (Incas confirmed basically!)
- French Chateau gets bonuses if built next to a luxury resource (France hereby confirmed!)

[/i]

No. He talks that they experimented with some elements of Civ 6 already while developing expansions to Civ 5. And gives examples with Incas and French, as they are in expanded Civ 5.
 
No. He talks that they experimented with some elements of Civ 6 already while developing expansions to Civ 5. And gives examples with Incas and French, as they are in expanded Civ 5.

You know I thought all that sounded awfully familiar. Corrected the main post but what are we gonna do about this title?
 
I used Google translate so of course it could be wrong, but to me it reads as if Ed Beach was saying they tested adjacency bonuses in Civ 5 (giving France and Inca Unique improvements as examples) and used these tests in their development of Civ 6.
What he said:
"We already experimented with a few elements of Civ 6 when developing Civ 5 expansions: The Inca for instance could get more food if they build farms on mountains like in real life. A french chateau gets bonuses if adjacent to luxuries"....

So you could be right about it... It's not really clear, if he refers to Civ5 or 6, not even in German. Now that you pointed it out I'm not sure, either. Especially since the Chateau and Inca farms in Civ5 worked exactly that way...
I will deduct the French and the Incas on my post... Sorry 'bout that...
 
- only one district-type per city confirmed (so not 3 science districts in one city!)

Wait, at first they said that they want specialize cities, and now we can have only one type of district per city, witch means that in end game you will just end up with every city having almost every district.
 
No. He talks that they experimented with some elements of Civ 6 already while developing expansions to Civ 5. And gives examples with Incas and French, as they are in expanded Civ 5.

Goddamnit.

Still, I believe Incas are in civ6 vanilla because
1) Spain is in and in civ series Incas always come simultaneously with Spain
2) Ed said once how this time they wanna "represent South America more"
3) Ed said once how this time they wanna "look more as TSL map balance"

I think Incas are in, but there will be no North American Indians on release.
 
Wait, at first they said that they want specialize cities, and now we can have only one type of district per city, witch means that in end game you will just end up with every city having almost every district.

Not at first due a city's max number of district count directly correlating to population. So a 3 pop city can only have 1 district, 6 = 2, etc. While a tall city can be a jack of all
trades, during most of the game you will have to make choices on which district to build. Additionally, adjacency bonuses will need to be planned out and more than likely you can't meet every bonus all at once.
 
Wait, at first they said that they want specialize cities, and now we can have only one type of district per city, witch means that in end game you will just end up with every city having almost every district.

In no Civ-game ever you were able to build more than one library per city - Why should you be able to do so in CivVi? Same goes for districts, of course.
That discussion always left me confused.
You won't get every district in every city because you simply couldn't make it - so you have to specialise your cities, of course! And since the number of districts is linked to city population you might want to have a science district first but start with a religious district in your second city, culture in your third and so forth...

I'm going to bed now, obviously my english capacities are done for now ;) Good night!
 
- Ed states 5 hexes distance between cities seem appropriate...[/i]

I like this because I always hated very close cities of civ5 (2 hexes apart before some patches, 3 hexes afterwards, with some scenarios still having atrocious 1-2 hex distance between them). They were underdeveloped, looked ugly and most of all were making cluttered map, traffic jams, terribly tedious warfare etc.
 
Wait, at first they said that they want specialize cities, and now we can have only one type of district per city, witch means that in end game you will just end up with every city having almost every district.

Devs have already suggested that a city will probably end up with about half of the 12 districts in it. So... no. But in all reality; we don't know yet.

Aside from that, bonuses and placements become key to specializing your cities. For example, both Faith districts and science districts get bonuses for being built next to mountains. So if you had two "end game cities" with the exact same terrain and constructed the exact same way, yet one city placed their science district in a tile that bordered 3 mountains, while the other city placed their faith district in that same tile; voila, the yields are different - one city is generating more science, the other city is generating more faith.

So even if end-game cities will have every district in them (I doubt it) - that's not the only factor involved with specializing a city.
 
Still, I believe Incas are in civ6 vanilla because
1) Spain is in and in civ series Incas always come simultaneously with Spain

In Civ II, the first game in the series to feature the Spanish, there were no Incas.

In Civ III, Spain was introduced in the first expansion and the Incas in the second.

In Civ IV both came in the base game.

In CivRev and CivRev 2 there is, again, Spain but no Incas.

In Civ V they came bundled together in a DLC.

There is no consistent trend in the Civ series that when the Spanish arrive, the Incas always come with them. The presence of Spain in the base game of Civ VI has no implications for the inclusion of the Incas one way or the other.
 
Wait, at first they said that they want specialize cities, and now we can have only one type of district per city, witch means that in end game you will just end up with every city having almost every district.

Spamming a city of science district and libraries and another of Amphitheater is not really exciting.

I doubt you'll have all your cities be the same (unless many of the districts are not worth it :rolleyes: which is a concern considering Firaxis legendary balance capabilities). Maybe if you like playing your games to 2050AD but who really cares if cities are all the same at that point.
 
Top Bottom