They feed into victory conditions though.These are not actual victory conditions - and I think the UI needs reworking.
They won't be the same for each age, although we haven't seen the others.They feed into victory conditions though.
I just hope the goals are different per age rather than the same, that's going to get super repeitive.
That's the part vexes me. Does that mean cities downgrade to towns on age advance? We shall see...If you complete a condition you get
economic: all cities remain cities (!)
We don't know what happens exactly, but the phrasing implies that otherwise at least some cities don't. Maybe the capital stays a city anyway? I assume that some cities stay cities and that is why the militaristic bonus says that you get a unit per settlement, and not per town or per city.That's the part vexes me. Does that mean cities downgrade to towns on age advance? We shall see...
I think all settlements other than the capital start out as towns, if I'm correct.Do we have any info what towns are?
A streamer said that you are expected to build over buildings from the previous age. Maybe towns are just city centers without the districts/buildings?
Yup! Some content creators that Firaxis let play a demo have gone into it.Do we have any info what towns are?
Any chance you could make a separate thread for this ?Yup! Some content creators that Firaxis let play a demo have gone into it.
Basically, Settlements refer to Cities AND Towns, anything that has a name and a population and works surrounding tiles within its control.
Cities (like your Capitol, for instance) operate more or less like the cities that you're used to in recent civ games (though instead of placing population on tiles, population bumps allow you to improve more of your tiles, which also culture bombs the tiles around it, and this is how your borders grow, and your city works ALL of its tile yields at all times.) Cities get a build queue, like the cities you're used to.
Towns are what settlers found when you send one out there. A Town will automatically build a road to the nearest city if within range (like Rome in Civ6) and has no build queue. Its population grows fast, however, and it sends food and gold back to your Cities, helping them grow and buy things faster. Once a Town reaches 7 pop, you'll have the option to specialize it in one of a number of ways (farming town, mining town, fishing town, etc.) You can also spend a large amount of gold to transform a town into a city, the price of which drops the higher a town's population is, but the price of which rises the more cities you have.
Basically, you'll want both cities and towns. Cities build things for you (including your urban bonus buildings) but towns feed your empire (and also help you get specific resources and such.)
Hope that helps!
Oh, not about that, but rather that we need an overview for this, as a separate thread. Please make an overview for this .Eep, sorry to get off topic!
So that every civ can win the associated legacy path I guess.every player can get a religion ... is that because of the lower player numbers?
Looks like just religion working differently and no religious victoryevery player can get a religion ... is that because of the lower player numbers?
The legacy paths are kinda victory conditions, though.Looks like just religion working differently and no religious victory
Yep, but it's cultural not religiousThe legacy paths are kinda victory conditions, though.