Screenshot analysis!

I don't remember seeing this posted so far... Details on Aqueduct:

Spoiler :
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Whoah that's cool--the Aqueduct providing Fresh Water from a mountain.
 
Also, was this discussed already?

With access level "Open", you can see hidden agendas. China has "Paranoid" and America has "Environmentalist".

Gossips at this level show what kind of policies other civs use, and what districts are they building. Seems pretty interesting.

Spoiler :
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Spoiler :
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That Gossip panel--how long before someone creates a mod that changes the text so the irrelevant "Your delegate Whoever learned..." is a smaller font/different color or just changes it get straight to the point. "China adopted the Economic Policy Urban Planning." Way too much screen real estate being gobbled by meaningless text.
 
Also, was this discussed already?

With access level "Open", you can see hidden agendas. China has "Paranoid" and America has "Environmentalist".

Gossips at this level show what kind of policies other civs use, and what districts are they building. Seems pretty interesting.

Spoiler :
e8bb4ccba823f3f73e7c5bfbc522164f.png


Spoiler :
b1a45d1512d7e1eea8a800b0b3fb2199.png
So, what happened to Evita? She seemed to be replaced by Rufio. Did Evita bite the dust?

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Also, was this discussed already?

With access level "Open", you can see hidden agendas. China has "Paranoid" and America has "Environmentalist".

Gossips at this level show what kind of policies other civs use, and what districts are they building. Seems pretty interesting.

Spoiler :
e8bb4ccba823f3f73e7c5bfbc522164f.png


Spoiler :
b1a45d1512d7e1eea8a800b0b3fb2199.png

In those screenshots, the agreements line with the icons is also new. Teddy has one with Spain and two with Qin. I think the second one is Open Borders because you can see on the map that China has a dotted line with Spain. I can't tell what the first icon represents.

Spoiler :
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In this screenshot of talking to Teddy you can see several new actions in the top. There is Casus Belli which has a submenu of choices likely for the types of war declarations that were already discussed in this thread. There is a second one called Discuss which I assume would be for warning about settling too close, warning about spreading religion in their borders, warning about troops too close, etc.

Spoiler :

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In those screenshots, the agreements line with the icons is also new. Teddy has one with Spain and two with Qin. I think the second one is Open Borders because you can see on the map that China has a dotted line with Spain. I can't tell what the first icon represents.

I think the first one is for having a delegation, because there's a similar icon in the diplomatic service civic, and that one is for a resident embassy, which sounds like an improved version of a delegation.
 

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I like looks of the new espionage system.
 
I think the first one is for having a delegation, because there's a similar icon in the diplomatic service civic, and that one is for a resident embassy, which sounds like an improved version of a delegation.

Yes that looks the same. I was thinking it might embassies but I couldn't figure out how the image related to them. Zooming up that image I think it is a podium with a microphone sticking up on the left side.

The following are some other things I noticed in the Norway/Spain livestream (times are for the YouTube version: https://www.youtube.com/watch?v=GjHZYnpCMx0)

@ 01:16 - The name of the archipelago-like map script is "Islands Plate". Landmasses are larger than the Civ V one to support the spread out cities. This is the default water map. Has fewer mountains and more woods than the Continents map script.

@ 03:53 - Longship promotions:
  • Boarding: Obtain Gold from naval victories
  • Loot: +50 Gold from coastal raids.
Looking at the tool tip thread, it says this unit is "Promotion Class: Naval Raider". The quadrireme had "Promotion Class: Naval Ranged". So its looks like there are several promotion trees for naval units.

@ 07:05 - Can coastal raid empty barbarian village or goody hut to get reward. Only the first one had been mentioned in this thread.

@ 08:27 - Clicking your own diplomacy screen lists your features and abilities
Knarr is the name for the Norwegian civilization ability

Spoiler :
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@ 19:05 - The longship action is called "Coastal Raid" and uses the same icon as pillaging.

Spoiler :
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@ 22:10 - Map pin UI has been improved. The symbol used is the shape denoting district.

New version:
Spoiler :
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Previous version:
Spoiler :
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@ 35:37 - The levied troops have a clock symbol in their "promotion" flag. Tool tip indicates how long is left.

Spoiler :
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@ 39:17 - The wonder completion screen has changed. The new version takes over the whole screen with the interface removed. At the bottom is a quote which Sean Bean narrates.

New version:
Spoiler :
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Previous version:
Spoiler :
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@ 40:09 - Aztec DLC is listed as a mod in the main menu. Ed is playing on difficulty "5" which was King in Civ V. The game speed clock is at 15 minutes after the hour suggesting this could be Standard. In Civ V, the "time" for standard was 7 minutes after the hour. Maybe now they are using 15 min increments.

Spoiler :
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@ 40:15 - When they went to the game options to adjust the time of day, as they moved the slider you could see the sun reflection and other effects change on the map visible in the background through the transparency.
Key binding changes will now be possible.
At the moment, Quick Combat and Quick Movement no longer have separate boxes for single player and multiplayer. So they are either universally applied or in the dropdown you'll be able to enable them separately or for both cases.
Any idea what "Tuner" is under game options?

Spoiler :
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@ 43:47 - With trade routes selection screen open, there are red trade route lines on the map for Spain. Not all of them have roads suggesting these are the potential trade routes not existing ones. For instance, the one that goes NW to Chicago. May give an idea where the road may go when it gets constructed.

Spoiler :
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@ 46:25 - There only seems to be one adviser at this time in the build menu. When she was moused over showed had "Recommended" the building of the Commercial Hub. There was a shine animation on the adviser to draw your eye to it.

Spoiler :
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I'm very interested in the two hidden agendas 'paranoid' and 'enviromentalist', good find SansaStark.. I wonder what they could mean in civ terms.

Maybe paranoid doesn't want to hand out open borders and is extra pissed for enemy troops near his borders. Also, reads conspiracy blogs.
 
I personally liked that when Ed was looking at America there was a long, descriptive list of modifiers. Don't know if his delegate was advanced with gossip or not, but I like that level of info/interaction.
 
It has been pointed out earlier in this thread. I do expect that it is tied to the gossip system for at least for knowing which Civ it is. When the player mouses over the circles, it has a tool tip (but I don't have a timestamp in a video to point at). I can't recall if that shows unmet civs or not.

It might be more than the era. It might be like when people were looking at the research values in the tech tree to figure out whether civs knew a tech.

I found an example of a person mousing over those tech race tool tips in this PCGN #4 video: https://www.youtube.com/watch?v=6EvqueFFkUw

@ 4:45 - Tool tip for (Teddy) icon

Era: Medieval Era
America

@ 4:48 - Tool tip for the (2) icon

Era: Classical Era
England
Brazil

There seem to be only four civs in this playthrough and he's met them all so it doesn't resolve the unmet civ question.

The scale suggests there is more than one position in a given era, but can't confirm that until can get two tool tips within the same era.

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I don't remember seeing this posted so far... Details on Aqueduct:

Spoiler :
f395588adf56a419dbd0f139d280a935.png

I love this implementation of the aqueduct. It's very cool. But why the "must be adjacent to the city center" clause? Why not allow players to invest in very long aqueducts that carry fresh water to a city from multiple tiles away?
 
I love this implementation of the aqueduct. It's very cool. But why the "must be adjacent to the city center" clause? Why not allow players to invest in very long aqueducts that carry fresh water to a city from multiple tiles away?

I think this is so that whether or not to build an aqueduct is an important choice. You either have to consciously settle your city next to a source of water, or one tile away and give up a prime hex for an aqueduct district. If you could just build your aqueduct district next to a mountain at the fringes of your city's workable tiles it would be a little more automatic.

Visually, while a long aqueduct would be impressive, it would clutter up the map if it was snaking over multiple districts and improvements, and obscure which tile the aqueduct was actually on.
 
I love this implementation of the aqueduct. It's very cool. But why the "must be adjacent to the city center" clause? Why not allow players to invest in very long aqueducts that carry fresh water to a city from multiple tiles away?

If they want city placement to really matter, there need to be some incentives for choosing one tile over another. I think this sounds like a good sollution to make rivers, lakes and occeans matter but still give you some flexibility. Historically it makes sense to demand proximity to water in order to take advantage of it.

And it makes sense as a game mechanic as well to keep it consistant, how would several aquaduct tiles work with regards to adjacency bonuses, district limits/pop and increased district cost? It would just be a mess to break the rules that the players need to learn for districts in order to allow this.
 
I can't say that I am very excited for the bath being a district that replaces the aqueduct. If anything, out should bee a building that goes into the aqueduct district.

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I can't say that I am very excited for the bath being a district that replaces the aqueduct. If anything, out should bee a building that goes into the aqueduct district.

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Given that it replaces the Aqueduct, it will presumably provide the functionality of it too. Hopefully the graphics will still find a way to incorporate an aqueduct, since the Romans were pretty famous for building them, and to illustrate the connectivity of fresh water to the city.

The baths have to get their water from somewhere, after all...
 
For me it would have made more sense to have Bath as a improvement just like Stepwell.
 
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