Screenshot analysis!

Am I the only one who regrets seeing all this already in some weak moments? Wouldn't the first game not be far more awesome if we didn't know the wonders, units, districts and what they look like?

But I'm hooked and after a few games it won't matter anyway...

Yeah, that's why am not looking that closely anymore. :D I'm mostly here for civs and mechanics now. :p
 
The UI is really coming together nicely!
  • The fact that districts built now are right in the construction menu and they have their buildings grouped together under them.
  • Also there's a glimpse of the second tab on the city UI which shows all buildings and their yields, districts, wonders, etc.
  • Lastly love the detailed tooltips - give me all the numbers! :D
 
Faith, Gold, Culture, Science, Production, Amenities(Entertainment) are fairly easy

Well some thoughts on some of the non "resource output" specialists could do

Encampment:+exp for land units/+production when building them
Harbor:+exp for land units/+production when building them/+gold for trade routes
Aqueduct: +food/housing
Neighborhood: +housing/+amenities
Airport: +exp for air units/+tourism
Spaceport: +science/+production for spaceship projects


What I'm really interested in is what the output is for an Industrial District's project. (convert 15% of production to production?)

Could be generates great engineer points while building, and at the end gives a big production boost towards whatever your next project is. But that might be too game-y and lead to weird exploits. It's certainly strange to have a "production project".

I am curious though, going by what we saw in the shot, the specialist doesn't produce great prophet points. I wonder if this means great people are disassociated from specialists? We've already seen that Great People points seem to come from buildings and districts now, which is a fairly new feature (previously only wonders and maybe some unique buildings provided these points, aside from specialists).
 
Encampment:+exp for land units/+production when building them
Harbor:+exp for land units/+production when building them/+gold for trade routes
Aqueduct: +food/housing
Neighborhood: +housing/+amenities
Airport: +exp for air units/+tourism
Spaceport: +science/+production for spaceship projects

I feel like they'd want to avoid tedious micromanagement. So something like +xp wouldn't work because I'd only want to work the slot on the turn I produce a unit, and no other time.

Going off of your ideas, I'll propose some.

Encampment - City defense/healing, city attack, and defensive bonus in the Encampment (you'd still only want to work this when the city is under attack, but that should be a broad 10 turns or so)

Harbor - +gold (or production or food) per trade route

Aqueduct - +(more than 1) housing. I can't imagine a Sewer system producing food

Neighborhood - If it has buildings, then +food. I'm imagining the buildings to be things like Mall, Supermarket, and Brewery

Airport - Tourism

Spaceport - I don't think these will provide specialist slots. The 3 buildings are only to build the 3 Science victory projects. You'd only build one per civ, right? Even if not, this is so late game that making it follow the other rules doesn't make much sense.

That also reminds me, I hope the Spaceport requires you to build it near the equator and not next to any other districts. You have to find a good spot for it!
 
Am I the only one who regrets seeing all this already in some weak moments? Wouldn't the first game not be far more awesome if we didn't know the wonders, units, districts and what they look like?

But I'm hooked and after a few games it won't matter anyway...

You're not, I feel the same. But there's no other option, so I take it as it is.
 
Where did Krajzen see Great Zimbabwe ?

On the list on the right

From the IGN livestream
Spoiler :
RuhrValleyTooltip_zpseakordks.png
 
Am I the only one who regrets seeing all this already in some weak moments? Wouldn't the first game not be far more awesome if we didn't know the wonders, units, districts and what they look like?

But I'm hooked and after a few games it won't matter anyway...
My first game is usually a throwaway because I don't know enough about how things work, and I have to restart. I don't mind losing that bit.
 
I don't think so, but we don't know for sure.

If not, placing a district on a desert tile would be the same result as placing it on plains, grassland or whatever. That would be an interesting change and would make city placement easier if you don't care about the tile yields for tiles where you plan to place districts.
 
If not, placing a district on a desert tile would be the same result as placing it on plains, grassland or whatever. That would be an interesting change and would make city placement easier if you don't care about the tile yields for tiles where you plan to place districts.

True, but the adjacency bonuses make city placement much more complicated/harder, so it balances out.
 
If not, placing a district on a desert tile would be the same result as placing it on plains, grassland or whatever. That would be an interesting change and would make city placement easier if you don't care about the tile yields for tiles where you plan to place districts.

Yeah, that sounds sad to me. At least the district tile should automatically provide its normal yields or something.
 
Yeah, that sounds sad to me. At least the district tile should automatically provide its normal yields or something.

The district tile automatically provides the District yield (it doesn't need to be worked)
 
Am I the only one who regrets seeing all this already in some weak moments? Wouldn't the first game not be far more awesome if we didn't know the wonders, units, districts and what they look like?

But I'm hooked and after a few games it won't matter anyway...
It's still a surprise, isn't it? You see it here, for the first time, you are happy with the choice or not. I don't think there is much of a difference between "exploring" a game like Civilization via direct gameplay and screenshots/videos.
 
If not, placing a district on a desert tile would be the same result as placing it on plains, grassland or whatever. That would be an interesting change and would make city placement easier if you don't care about the tile yields for tiles where you plan to place districts.
It seems that it only matters what the district is adjacent to, rather than what it's on.
 
The district tile automatically provides the District yield (it doesn't need to be worked)

But it doesn't seem to provide the tile yield. I can put the Campus in the middle of a crappy desert, as long as it has 2 mountains next to it.

Seems odd to me, but it might not feel that bad, depending on other game mechanics and map generation.
 
What seems odd about that. The People in the campus aren't farmers - why would the tile a campus is on provide you food?

It makes more sense that districts delete base yields than them not doing it. They provide their relative yields, not the yields of the terrain because the terrain isn't being worked. When you do assign citizens later on, these citizens aren't working the terrain, they're working as professionals in the buildings of the districts.

There's no reason to offer the base yield.
 
What seems odd about that. The People in the campus aren't farmers - why would the tile a campus is on provide you food?

It makes more sense that districts delete base yields than them not doing it. They provide their relative yields, not the yields of the terrain because the terrain isn't being worked. When you do assign citizens later on, these citizens aren't working the terrain, they're working as professionals in the buildings of the districts.

There's no reason to offer the base yield.

The Campus is just an abstraction, just as the food from the tile is an abstraction. The people in the city center aren't farmers, so why do they provide food?

SOME of the people in the city center make food. Whatever amount the tile provides.

Look at a tile with a lumbermill. Some of those people are hunters (food from woods), but most are lumberjacks and craftsmen.

If you build a university campus, that doesn't actually take up all the land. There are still some people who live there that will farm the farmland or mine the hills (or whatever production from hills represents). Hell, what does a citizen working the tile represent when there's nothing built there at all?

I never said the specialists should provide food, because it makes neither flavor nor gameplay sense.

You've literally paved over the farmable (or digable) lands.

I'm not trying to rationalize it with flavor. I think it has gross gameplay implications. I don't have to choose between farming/building on nice lands, because I'll just purposely put all my districts on crappy lands and all of my improvements on good land. Tada, no decision to be made, since its so straightforward.
 
What seems odd about that. The People in the campus aren't farmers - why would the tile a campus is on provide you food?

It makes more sense that districts delete base yields than them not doing it. They provide their relative yields, not the yields of the terrain because the terrain isn't being worked. When you do assign citizens later on, these citizens aren't working the terrain, they're working as professionals in the buildings of the districts.

There's no reason to offer the base yield.

It does yield the wierd result of wanting to put districts on Desert/Tundra....perhaps a district on grassland/plains could add to housing. (Or districts on desert/Tundra give penalties to housing/cost more)
 
I'm not trying to rationalize it with flavor. I think it has gross gameplay implications. I don't have to choose between farming/building on nice lands, because I'll just purposely put all my districts on crappy lands and all of my improvements on good land. Tada, no decision to be made, since its so straightforward.

Good luck with that. I'm sure all of those crappy tiles will be right where you need them to be.

Also, I could argue the abstraction point, but I'm not going to bother. People like the way things work or they don't. Personally I've never been under the impression that districts were workable (apart from speculating about specialists being tied to them) or gave the initial tile yield for free so I guess I just don't find this as shocking news. It makes sense and seems to fit with the overall design of everything else we've seen so far.

Actually, to the people voicing this concern... are you under the impression that wonders keep the tile yields too?
 
Good luck with that. I'm sure all of those crappy tiles will be right where you need them to be.

Also, I could argue the abstraction point, but I'm not going to bother. People like the way things work or they don't. Personally I've never been under the impression that districts were workable (apart from speculating about specialists being tied to them) or gave the initial tile yield for free so I guess I just don't find this as shocking news.

Obviously, there won't always be *literally worthless* tiles that make it a complete no-brainer. But this does remove choice in some scenarios, when the alternative (districts just give you the base tile yield anyway) doesn't. You might as well have districts provide the normal tile yield.

And I'm not shocked by anything here. I noted that it was "sad" and "odd" and that "it might not feel that bad, depending on other game mechanics and map generation". That even implies that I know it might not come up often enough to really matter.

You really have way too much sass for a simple discussion on a forum. Please tone it down.
 
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