Overview of Mechanics

From the most recent video:

Settlements can work tiles up to 3 hexes out from the capital but can claim territory beyond that (just like civ 6)
Settlements must have a minimum of 3 hexes between them (just like civ 6)
Rural and urban districts culture bomb adjacent tiles
Settlements settled on non-navigable rivers or adjacent a navigable river get a fresh water happiness bonus (you cannot settle on a navigable river as it is a water tile)
Specialists provide a base 2 science and 2 culture (can be more based on district), while consuming 2 food and 2 happiness
Penalty for going over the settlement cap is -5 happiness in each settlement (cities AND towns), capping at -35.
Roads to the capital are automatic unless the settlement is very far away (basically all civs get civ 6 Rome's "All roads lead to Rome" ability)
Merchants can create roads
You automatically have access to the appropriate rural districts (essentially tile improvements), but you may need to research technology to unlock their yields.
Your initial build (your choice between warrior and scout) automatically finishes in 1 turn.
Settlers can defend themselves
Settlers can not be captured, instead they are destroyed
Rivers, rough, wet, and vegetated terrain outright end movement
Scouts have the same movement as warriors (2), but are not effected by rough, wet, or vegetated terrain. Their movement still ends on rivers though.
Scouts have the ability to "Search" which expands their visibility one hex further at the cost of ending their movement.
Commanders can be destroyed but they respawn after a fixed number of turns.

There's probably a bunch more that I'm forgetting about that I'll add if I remember them.
 
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From the most recent video:

Settlements can work tiles up to 3 hexes out from the capital but can claim territory beyond that (just like civ 6)
Settlements must have a minimum of 3 hexes between them (just like civ 6)
Rural and urban districts culture bomb adjacent tiles
Settlements settled on non-navigable rivers or adjacent a navigable river get a fresh water happiness bonus (you cannot settle on a navigable river as it is a water tile)
Specialists provide a base 2 science and 2 culture (can be more based on district), while consuming 2 food and 2 happiness
Penalty for going over the settlement cap is -5 happiness per settlement (cities AND towns), capping at -35.
Roads to the capital are automatic unless the settlement is very far away (basically all civs get civ 6 Rome's "All roads lead to Rome" ability)
Merchants can create roads
You automatically have access to the appropriate rural districts (essentially tile improvements), but you may need to research technology to unlock their yields.
Your initial build (your choice between warrior and scout) automatically finishes in 1 turn.
Settlers can defend themselves
Settlers can not be captured, instead they are destroyed
Rivers, rough, wet, and vegetated terrain outright end movement
Scouts have the same movement as warriors (2), but are not effected by rough, wet, or vegetated terrain. Their movement still ends on rivers though.
Scouts have the ability to "Search" which expands their visibility one hex further at the cost of ending their movement.
Commanders can be destroyed but they respawn after a fixed number of turns.

There's probably a bunch more that I'm forgetting about that I'll add if I remember them.
Nice Summary!

I'd add one thing I noticed: at least in the capital, building units seemed to me to be about 25 - 50% faster than normal in early-game Civ VI: it seemed to range from 4 - 6 turns instead of 6 - 10 turns that I remember as being normal without 'extra' effects like Chopping.

That's probably related to the fact that the Army-Army Commander mechanic is going to require more units in general very early - they showed battles between 'armies' of 5 - 6 units per Commander, and several armies under trhe Roman banner, which I suspect is generally more than most gamers built in Ancient Civ VI.
 
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It is necessary to apply political and economic models to be able to understand the historical passages, the political and economic reasons from the ancient age to the Middle Ages, from the Middle Ages to the Renaissance, and the ideologies of the twentieth century. It is inevitable to put the ideologies and the economy and the economic theories together for a correct and immersive simulation.
 
It is very important to introduce political and economic dynamics for the collapse and birth of nations the birth of England as an economic power from 1700 until 1900, the birth and collapse of communism in Russia, cannot be as automatic as the change of era would claim
 
These seem to be interesting ideas for dealing with perpetual civ issues, and I like them in general.

I cannot help but wonder, if each age is a reset, what do I gain from taking names in an age that isn't the last?

There is some sort of accomplishment throughput isn't there?
 
These seem to be interesting ideas for dealing with perpetual civ issues, and I like them in general.

I cannot help but wonder, if each age is a reset, what do I gain from taking names in an age that isn't the last?

There is some sort of accomplishment throughput isn't there?
You get bonuses in the next age based on your performance in the last age; e.g., the better you do in Antiquity, the more Legacy Bonuses you get in Exploration.
 
You get bonuses in the next age based on your performance in the last age; e.g., the better you do in Antiquity, the more Legacy Bonuses you get in Exploration.

Is there a pocket version of you I can carry around to deal with life?

Or an app?

'Second, let me Zaarin that...'
 
Is there a pocket version of you I can carry around to deal with life?

Or an app?

'Second, let me Zaarin that...'
Not the first time I've been called an encyclopedia or someone's personal Google. :lol:
 
You get bonuses in the next age based on your performance in the last age; e.g., the better you do in Antiquity, the more Legacy Bonuses you get in Exploration.
It is not only necessary to buy good or bad ! There must be economic , social and economic and political causes to determine the rise or fall of a civilization : even events not controlled by the player, or caused by other civilizations politics and ideology , along with technology are both central , and important
 
It is not only necessary to buy good or bad ! There must be economic , social and economic and political causes to determine the rise or fall of a civilization : even events not controlled by the player, or caused by other civilizations politics and ideology , along with technology are both central , and important

Cool cool. Maybe those mechanics are in the modern age?
 
Specifically - the recipient receives gold per turn per improved resource within the cultural borders of the settlement, and the sender receives a copy of each of these improved resources (which will then go into their national pool)
Does the sender pay this gold ammount. Otherwise it feels kind of pointless building cities for resources outside of not having to maintain friendly relations that and it feels like earning the economic victory doesn't require developing a strong economy.

Also unrelated but do city state suzerenship bonuses remain if you bring them into your empire?
 
Does the sender pay this gold ammount. Otherwise it feels kind of pointless building cities for resources outside of not having to maintain friendly relations.

Also unrelated but do city state suzerenship bonuses remain if you bring them into your empire?
Bonuses remain until the end of the age.
 
Does the sender pay this gold ammount. Otherwise it feels kind of pointless building cities for resources outside of not having to maintain friendly relations that and it feels like earning the economic victory doesn't require developing a strong economy.

Also unrelated but do city state suzerenship bonuses remain if you bring them into your empire?
Ancient: It requires getting a lot of trade routes /settlements and resource slots (which need $ buildings)

Exploration: requires resource settlements

Modern: requires many factory cities with resources stacked
 
Ancient: It requires getting a lot of trade routes /settlements and resource slots (which need $ buildings)

Exploration: requires resource settlements

Modern: requires many factory cities with resources stacked
Fair enough, I just wished the victories required their associated yields more like the science victory does
 
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