New interview with Ed Beach [new info!]

I guess global great people will change that a bit. It was just to static in Civ V, you could not focus on it so to speak.

I'm not sure global great people will change it a lot, but I have to confess - so far I struggle to completely imagine how global great people system works at all.

Anyway, I don't see anything related to "playing the land" here. Just collecting pieces of art looks boring even with unique and global great people producing them.
 
Have you played Civilization IV colonization? The global great people seems to be very similar to the founding fathers in Civilization IV colonization.

Best way to explain it would be if the policies in Civ V was global and only could be picked by one civ like wonders.

Each founding father have a point cost, then you reach the points needed and the founding father is avaliable you get a single chance to pick that founding father, if you don't pick the founding father you will never be able to pick that founding father again but if you pick the founding father you will have to pay with your points which will delay your access to higher tiers founding fathers.

As each have their own ability you are likely not to pick the ones that don't give abilities you need, instead you are going to go directly for the founding fathers who have useful abilities.
 
Have you played Civilization IV colonization? The global great people seems to be very similar to the founding fathers in Civilization IV colonization.

I understand, but from what I heard about Civ6 great people, they don't look similar to me. For example, producing great works don't fir well with Colonization's mechanics.
 
Science was always universal in past Civ games for either a warlike or peaceful playstyle.
Gold was universal for both in terms of solvency or having liquid assets on hand to be flexible.
Culture... it's a lot less intangible in terms of benefit. Civ 4 Culture was useful in a lot of ways, but I primarily remember using it in the sense to Culture Bomb conquered cities via Great Artist or to grow a BFC quickly in a new city.
Civ 5 Culture was obviously important because of Social Policies but mentally, but I've built up so much mental resistance over the years from Civ 4 & Rev to assigning any focus to Culture.
With a Civics tree though now, I'm down for it, and it clicks now in my head just how important Culture is now.

It seems like the devs have put a lot of effort into equalizing the yields this time:
  • Faith will be much more versatile this go round with increased purchasing options, thus potentially more important.
  • Food will be less important with seemingly more limits on growing than expanding. Though since science is still produced by pop this may be false, it's unclear how difficult overcoming the housing/amenity limits will be - entertainment districts may be seen essentially as food districts in the long run.
  • Production is and always has been important, but with the population limitations for districts there might be less for individual cities to produce - no more building everything in every city.

Obviously time will tell whether this effort is successful, but I appreciate the effort to knock science off it's throne as king of yields.
 
Food will be less important with seemingly more limits on growing than expanding. Though since science is still produced by pop this may be false, it's unclear how difficult overcoming the housing/amenity limits will be - entertainment districts may be seen essentially as food districts in the long run.

Do we know if science is generated like in Civ V. It seems like food is mainly used to grow pop now and housing capacity is probably more important if you want a large population, farms do provide housing capacity but not as much as neighbourhoods. Likely you will see less farms and more of the other improvements in Civ VI.

Production is and always has been important, but with the population limitations for districts there might be less for individual cities to produce - no more building everything in every city.
Builders will likely eat up more production in the long run then workers and you still can invest your production into wonders or the new projects. Projects may give great people points so they may be a very resonable investment.

Civ VI have 2 tech trees and great people could maybe be seens as something similar as a tech tree/wonders. Gold, faith and production may all be used to get great people.
 
Do we know if science is generated like in Civ V. It seems like food is mainly used to grow pop now and housing capacity is probably more important if you want a large population, farms do provide housing capacity but not as much as neighbourhoods.

We don't know, but since scientific buildings provide +X bonuses (instead of +X%), it's quite safe to assume we'll not have science from population in Civ6.
 
Do we know if science is generated like in Civ V. It seems like food is mainly used to grow pop now and housing capacity is probably more important if you want a large population, farms do provide housing capacity but not as much as neighbourhoods. Likely you will see less farms and more of the other improvements in Civ VI.

In the first gameplay video from way back in May it appeared that pop generates science. Given that it was a highly edited video and a very early build it's hard to say for certain, but we'll find out for sure tomorrow.

Builders will likely eat up more production in the long run then workers and you still can invest your production into wonders or the new projects. Projects may give great people points so they may be a very resonable investment.

I suspect that's why the projects are there - to give production a purpose when there's nothing else to build. Hopefully it will be a more interesting decision than the processes of 4/5.
 
In the first gameplay video from way back in May it appeared that pop generates science. Given that it was a highly edited video and a very early build it's hard to say for certain, but we'll find out for sure tomorrow.
All resource numbers was pretty ugly in that video.

I suspect that's why the projects are there - to give production a purpose when there's nothing else to build. Hopefully it will be a more interesting decision than the processes of 4/5.
If they give great people points they can be very valuable even then you can build other stuff.

We don't know how specialist work in Civ VI. One assumption is that there are no longer specialist as in the older games but instead you can at some point assign more then one citizen to each of your district and each citizen produce the district yield which make well placed districts very valuable (a good hint that it work that way is how much they talk about unstacking of cities).

One possibility is that each building on the district allow an extra citizen to work that district like a campus district with a library can have two citizens work it and after university you can have three citizens working it.

It may work in a different way like at each district limit, instead of building a new district you can add an extra citizen to one of your existing district, naturally you lose a set of buildings but it could be good to do so if you have powerful district.
 
We don't know, but since scientific buildings provide +X bonuses (instead of +X%), it's quite safe to assume we'll not have science from population in Civ6.

We already know that population generates science and culture.
 
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