New interview with Ed Beach [new info!]

moysturfurmer

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(Credit to Ulixes)
https://www.youtube.com/watch?v=B-_J5csJadM

Mercury confirmed as a luxury resource.
Rainforests/Industrial Zones/Airports lower appeal in adjacent tiles. Appeal affects housing & tourism.
Buildings AND districts have maintanace costs. But not all of them.
Housing is increased with access to freshwater, as well as certain "buildings or neighborhoods" & "some districts".
Borders "probably grow a little bit faster than they did in previous games"
A lot of new resources were mostly relevant in Medieval & Renaissance era
One way to increase worker charges is through policy cards.
 
Is it too much to conclude that appeal is linked to how much happiness/unhappiness is generated by having pop work in a tile? I don't think what it does has been explained before but this description jumped to me and yelled "Hey!, this is what appeal does!!" when I was reading the article

Possibly. He talked about it affecting whether people want to live there, so it seemed to me that appeal might affect housing capacity - perhaps a neighborhood on a high appeal tile will add more housing than one on a lower appeal tile.

He also said that national parks can only be built on tiles with really high appeal.
 
We've seen coastal tiles have a lot of appeal, and rivers would be a source of freshwater, so it looks like (much as in real life) the mouths of rivers will be extremely desirable locations for large cities.
 
Mercury... what? Why? I understand the ancient times was believed to have healing properties etc. But this seems like a late addition to development when they had to fill a quota.
 
Did you watch the video? He specifically said that they wanted to bring in new resources that were important in earlier times but may not be important any longer. The one example he gave was mercury. We know today that it's poisonous, but it was highly valued in the past.
 
Mercury... what? Why? I understand the ancient times was believed to have healing properties etc. But this seems like a late addition to development when they had to fill a quota.

You can't have Qin Shi Huang without mercury. His tomb is full of it and he possible died of it.
 
I hope it means that luxury resources do go up and down in "value" (amount of amenities provided I suppose) with different Eras or events. I think it would be great thematically and for gameplay too!
 
I hope it means that luxury resources do go up and down in "value" (amount of amenities provided I suppose) with different Eras or events. I think it would be great thematically and for gameplay too!

It might be similar to how some luxuries were obsoleted by later technologies in IV.

Edit: Though resources obsoleting doesn't seem to actually be something the video talked about, just that they went out of their way to pick some new resources that were important for specific time periods.
 
I hope it means that luxury resources do go up and down in "value" (amount of amenities provided I suppose) with different Eras or events. I think it would be great thematically and for gameplay too!

As I've mentioned in other Civ VI threads, the divorcing of Resource values from 'Amenities' means that the actual value ('Amenity' level?) of a Resource is now potentially completely flexible. That means the value can vary from Resource to Resource, be modified by technology, social policy, or game play, and even become completely obsolete.

It also means potentially that resources could have both an 'amenity value' and a strategic value. For instance, Gold has an obvious Amenity value going back to the Bronze Age, but it is also a requirement for extremely efficient electrical conductors in modern solid-state electronics, and so could conceivably be a requirement for very modern weapons systems.
Copper, which we already know is in Civ VI, is an even better example: useful for Jewelry and able to be 'cold worked' from a very early period, and so with possible 'amenity value', later required to make Bronze, and so a high strategic value, and in the late Industrial Era required for electrical wiring, and so a possible Resource Requirement/Trade Good for electrical lighting, mass transit, radio and telephonic communications, modern artillery, aircraft, tanks, and warships...

I'm not so familiar with the historical usage of mercury, except to extract silver from ore and as a treatment for syphilis - perhaps Civ VI is going to reintroduce Plagues?
 
Edit: Though resources obsoleting doesn't seem to actually be something the video talked about, just that they went out of their way to pick some new resources that were important for specific time periods.

Indeed, Ed doesn't say that. But I'm hoping that changing "value" of luxuries is why they picked such resources. Hopefully we'll find out from the press events next week.


As I've mentioned in other Civ VI threads, the divorcing of Resource values from 'Amenities' means that the actual value ('Amenity' level?) of a Resource is now potentially completely flexible. That means the value can vary from Resource to Resource, be modified by technology, social policy, or game play, and even become completely obsolete.

Hope so. I like how in EU4 for example you could "discover" Sugar and then later on you find Cocoa and having the combination of both (and enough tech level) drives up the price due to invention of Hot Chocolate :cool:

Perhaps we'll see Mercury for example having high amenity value initially then with advanced technology it becomes less so. Making timing your techs more important. But as was said earlier, all of this is speculation until we see this really happen in game.
 
Indeed, Ed doesn't say that. But I'm hoping that changing "value" of luxuries is why they picked such resources. Hopefully we'll find out from the press events next week.

In the tooltip of city-states we've seen number of amenities per resource is stated. This could mean:
- Different resources may provide different amount of amenities.
- With this it's possible the number of amenities may change with era.
- With previous point, resources may have different number of amenities for different players, resulting in interesting trade options.
 
Mercury, eh? Very interesting. :)
 
It almost reads like simcity zone management with districts. And i for one, as a fan of both civ and simcity series, love it.
 
So, two things in particular i take from this:

1 Akihabara Blues has the absolute worst gaming interviewer i've ever encountered.

2 An exclusive interview with an unheard of spanish gaming journalism outfit? My bet is on a Spain first look vid on tuesday :goodjob:
 
So this video explains lot of mechanics which we have partly seen yet.

Both Housing and amenities are responsible for city growing, nothing new. But Ed just speaks about it, that the lacking will of both will slow down city growth. It is uncertain still if a lack for example of amenities give mali to production/science/culture/combat strength etc.
But he didnt give a hint that there might be such mali. He says it is a completly different abroach than in Civ 5, so I think those mali might not be in place.


Merchants/Caravans are your early game road builder. Nothing new here too, but now he explains those numbers behind the sword symbol in the First Look: Egypt (https://www.youtube.com/watch?v=GlWRx6vJNvw).
Those numbers are not just the distance of the road, but the duration of the trade route too. So if you found your second city about 6 tiles away of your capital, you can use your first avaible caravan to build a road in 6 turns.

This changes quite a lot the early game. It seems to be faster to build roads between your cities, at least the build time of one road. Before you needed to sent your worker to those 6 tiles and build on standard speed without social policies or wonders 2 turns per road per tile, so you needed 12 turns to build a road with one worker in that example.

Plus, during that time you give a bonus to your city (both?). You could do that too in Civ 5, but I personally didnt use it that much early internal trade routes, because you needed a granary/workshop and it took 30 turns. Mostly I needed gold early on and as bonus the science of different civs.

So there is still decission questions. How fast can I get the caravan, do I rush it in the tech tree? Will I use it to push early on my city growth and enstablish a internal road network? Or do I use it to get extra gold? I just saw now in the Egypt Video, that districts in other cities give a bonus to their ressource to the trade route. (You can see in the video, that a trade route gives one time 7 gold, 1 culture, 1 faith, the second time 7 gold, 1 science, 1 faith, the first version of washington has build a religion district, by the second washington you can clearly see that it has build a religion and science district.

So it is an important decision, how I will use my caravans early on and it highly depends on the circumstances.


The other think what Ed explained a little bit was the appeal. It influences the output of tourism you have. But the appeal is depending not only on the natural landscape, but from districts and buildings (and wonders, we already know that the Eiffeltower gives a bonus to appeal).
In the first look video of america, we see the victory screen of the culture victory and there, there are only two values, domestic and foreign tourists. So culture itself doesnt influence directly that victory, but it can be related to the production, but how directly is still uncertain/unknown. I assume that domestic tourists are the new defence mechanic and foreign tourists the offense part of that victory.

So overall, if you build a production/military focused civ, your tourism will be quite low. But I hope, you still can defend yourself a bit, if you play on a big map and want to achieve a domination victory, I hope not that the farest away civ can rush their tourism and beat you easily, only because you cant reach them in time, even if you are clearly leading.

And last but not least, airports itself wont push tourism because they give a malus to appeal. There still might be buildings later which push tourism or the airports help on it differently.
But it seems that airports are now mostly for strategic/military purpose. We already now that we have to specialize encampment districts in infantry or cavalry. So if you want to have a big flexible army, you need more districts for it and airports play their part for air units it seems.

But we already have seen an hangar tile improvement, but I think that is just to station your planes there to have a higher range for them.
 
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