Screenshot analysis!

It would funny if unit damage is displayed with loosing helmets instead of loosing people. But probably no, that's just visuals.

I was more thinking on the line of 'promotions change the appearance slightly'. But I guess then all would wear helmets...
 
After looking at Silverdawn great post it looks like Hansa district won't get any bonus from mines and quarries whicj makes me wonder if it is an improvement compared to normal industrial district.

Quarries need to build on resources, no? So it would be just the mines.
 
Spoiler :
attachment.php
Units and roads still going right through the Oasis ... :undecide:
 
Units and roads still going right through the Oasis ... :undecide:

Is there are road on that oasis tile? I can't see it. Also, the tile seems crowed with the terrain already, where will they put the road? Divide the lake in the middle with a road and some land? A bridge (hopefully not)? Around the lake, where there is no space left? I'd prefer the oasis to have less water and more palms anyway. Would make the road placement easier and since there is no tile with desert and forest or jungle that I'm aware of...
 
They seem to have changed the borders of city-states back to how it was in civ V.
 
After looking at Silverdawn great post it looks like Hansa district won't get any bonus from mines and quarries whicj makes me wonder if it is an improvement compared to normal industrial district.

It is. It gets the same bonus (standard) from any resource, so also from the resources which need to be mined. So you don't even need a mine (quarry) on such resource, and you get the same bonus, you just get it sooner. Hansa is HUGE improvement over industrial district.
 
Wont aqeuduct save for each tile then the city grow. In that case sewere could be a late game improvement to the aqeuduct which save even more food each time the city grow, speeding up late era growth.

It could be a city center improvement but I don't think it will be for the neighbourhoods but given that neighbourhoods do increase housing cap and sewer either reduce the food upkeep of pop or increase growth speed it would be a very useful thing to build in cities that wan't to grow large and neighbourhoods are needed for such cities.
 
Is there are road on that oasis tile? I can't see it. Also, the tile seems crowed with the terrain already, where will they put the road?...
Yeah, that's my point ... there is obviously a road going through the tile, however visually, it just ... disappears.
 
They seem to have changed the borders of city-states back to how it was in civ V.

THat's a negative. the dashed lines, is from what we could assume, are open borders (wonder if it applies only to pre-Early Empire or whatever gives you the ability to close borders or not)

But I think it denotes a civ/city state who hasn't "invented" the idea of closed borders.


Sorry, I thought you meant the dashed lines, you're right, they brought the Civ 5 CS style border style back in.
 
I noticed this little guy lurking in the background of the U-Boat screenshot on the Germany blog page:

civ6_boat1.jpg


It's quite small, smaller than the U-Boats, and about the size of one of the Fishing Boats.

It's clearly based on the Soviet "Nanuchka-III"-class antisubmarine missile corvette, and is presumably the naval vessel unlocked at Lasers.

Spoiler :
18_big.jpg

Being that it is so small, I wonder if it is a naval support unit that allows detection of submarines, robbing that ability from destroyers.
 
After looking at Silverdawn great post it looks like Hansa district won't get any bonus from mines and quarries whicj makes me wonder if it is an improvement compared to normal industrial district.

It is. It gets the same bonus (standard) from any resource, so also from the resources which need to be mined. So you don't even need a mine (quarry) on such resource, and you get the same bonus, you just get it sooner. Hansa is HUGE improvement over industrial district.


I think the difference is in 'where' you place the Hansa compared to the Industrial Zone, as well as 'what' gives the bonuses.

keep in mind that you can mine hills that have zero resources, so sure it looks like the hansa misses out on that.

but..

the hansa says 'resources', which means being able to drop it in a pack of 'any' type of resource, not just the mining/quarry ones. plus, near a river gives the option of a decent Commerce district boost.
 
Units and roads still going right through the Oasis ... :undecide:

I'm more confused by the fact that there appears to be a road going from the district to the city, but the road to the south doesn't appear to connect to the district.
 
I think the difference is in 'where' you place the Hansa compared to the Industrial Zone, as well as 'what' gives the bonuses.

keep in mind that you can mine hills that have zero resources, so sure it looks like the hansa misses out on that.

but..

the hansa says 'resources', which means being able to drop it in a pack of 'any' type of resource, not just the mining/quarry ones. plus, near a river gives the option of a decent Commerce district boost.

Yeah, I'm not sure the actual final yield of a well-placed Hansa is going to be much more than a couple of hammers better than a regular Industrial Zone, but you are going to have more flexibility in placing them, you're going to get more hammers immediately without having to spend production on builders to make mines/quarries, and of course you can build the district at half-cost. Once unlocked I imagine building the Hansa first thing in every new expand. Add a focus on Industrial city-states to that and it's going to be pretty incredible.
 
It's available two eras later than the destroyer, so that seems unlikely.

In my opinion, you have Battleships and Destroyers switched in the tech tree.
 
I was looking at the following image more in the set I posted.

For some reason, the resource icons don't have arrows so it is a little confusing about their effect in that example.

For the sheep that is NE of the city center, there are two districts pointing at it. However as it is the resource tile, the three gray icons are not bonuses for it but to surrounding tile. So its total is 2 x 1/2 = +1. The tile to the east of the city has 1 sheep and 2 crab around it as well as the city center so it has 3 x 1 + 1 x 1/2 = 3.5 rounded down to +3 production. The tile to the west has 2 districts and a cocoa so 1 x 1 + 2 x 1/2 = +2 production.

Spoiler :
attachment.php
 
The tile to the east of the city has 1 sheep and 2 crab around it as well as the city center so it has 3 x 1 + 1 x 1/2 = 3.5 rounded down to +3 production. The tile to the west has 2 districts and a cocoa so 1 x 1 + 2 x 1/2 = +2 production.

I was only thinking of land resources before, but your image made me realize sea resources are another area where a Hansa becomes uniquely viable/interesting vs a regular IZ.
 
It would be easier if you guys stop thinking of minor bonuses as .5 or 1/2 - they aren't. It's 1 for every 2 which is not the same. It's not a math equation. If you have 1 minor bonus adjacent to you - you get nothing. Not .5 rounded down. Just zero.

If it were .5 then minor bonuses of different types would stack and they don't.
 
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