Screenshot analysis!

There are a lot of "great Opera Houses" and there are a lot of "great mosques". I'm from Sydney and never in my life have I ever heard it referred to as the "Great Opera House".



Looks like Times Square. Could be a Wonder that can only be built next to a City.

Yeah, posted some evidence in a different thread. Including it in the spoilers below. The post referred to this image btw.
2x30633.png


Spoiler :
Looking at this image of a Broadway theatre, and the image of the inside of that mystery tile, compounded the fact that the billboards all repeat themselves, I'm now firmly in the Broadway camp.
00617_venue_portrait_large.jpg


Compare the position of that red sign in the city to the position of that middle building in the back, and then compare the position of the Palace sign on Times Square to the position of One Times Square. (Warning, stupid big image)
Spoiler :
Times_Square_Panorama.jpg

 
I really hope that that's Suzanne Fielding on those billboards :)
 
There are a lot of "great Opera Houses" and there are a lot of "great mosques". I'm from Sydney and never in my life have I ever heard it referred to as the "Great Opera House".

Yeah, the Great Opera House sounds silly. I think I just let it be, come to think of it. But the Great Mosque works. As in the "Great Mosque of ____" (whatever city it's built in).
 
Someone did mention that China had a regular crossbowman. So unless cho ku nu is a replacement of an earlier ranged unit, I assume it will not be in the game.
 
I just noticed something else in the vid: When they're starting a trade route there's a sword icon and the number 6. It looks like trade units now have combat strength and can't be plundered as easily :woohoo:.
 
I just noticed something else in the vid: When they're starting a trade route there's a sword icon and the number 6. It looks like trade units now have combat strength and can't be plundered as easily :woohoo:.

Looks that way. Good catch.

I also noticed that the recipient city gets no benefits, only the sending city.
 
I just noticed something else in the vid: When they're starting a trade route there's a sword icon and the number 6. It looks like trade units now have combat strength and can't be plundered as easily :woohoo:.

I don't think that was combat strength. We saw a small number with one of the units when they were attacking barbarians and their strength of Pikemen or whatever was 40.
 
I don't think that was combat strength. We saw a small number with one of the units when they were attacking barbarians and their strength of Pikemen or whatever was 40.

Well the "6" is next to a little sword icon. It is noteworthy that it is located next to the city name. However, when they pan to the city, we see that the city has a defense of 13. So maybe the city has an attack of 6 and a defense of 13? But then why show it in the trade screen? I think it makes sense that the trade route itself is given a combat strength of 6.
 
The artillery unit has infantry units with it, and as it attacks enemy unit on hex next to it, the infantry shoot also their rifles. So..

1) It's just crewmen who have attack animation

2) Artillery is a support unit that is with some infantrymen

3) Artillery is like Civ 4 artillery that has no range

?
 
The artillery unit has infantry units with it, and as it attacks enemy unit on hex next to it, the infantry shoot also their rifles. So..

1) It's just crewmen who have attack animation

2) Artillery is a support unit that is with some infantrymen

3) Artillery is like Civ 4 artillery that has no range

?

I think it is #2.
 
The artillery unit has infantry units with it, and as it attacks enemy unit on hex next to it, the infantry shoot also their rifles. So..

1) It's just crewmen who have attack animation

2) Artillery is a support unit that is with some infantrymen

3) Artillery is like Civ 4 artillery that has no range

?

Maybe artillery can either bombard a tile or directly attack it?
 
I'm a bit concerned about the number of times the word "simplified" was used during that video. :undecide:

He said it in all the right places IMO.

The artillery unit has infantry units with it, and as it attacks enemy unit on hex next to it, the infantry shoot also their rifles. So..

1) It's just crewmen who have attack animation

2) Artillery is a support unit that is with some infantrymen

3) Artillery is like Civ 4 artillery that has no range

?

Have you guys noticed that when barbarian unit comes within 2 tile range of both the city center and encampment, there's no bombardment option visible form either of them? Maybe whole ranged system is changed. Maybe ranged have only 1 tile range and act as support units only.
 
Have you guys noticed that when barbarian unit comes within 2 tile range of both the city center and encampment, there's no bombardment option visible form either of them? Maybe whole ranged system is changed. Maybe ranged have only 1 tile range and act as support units only.

If civ6 improves on the ranged attack that would be a good thing. I never liked how civ5 interrupts things to make you click a city and do a ranged attack every time a barbarian comes close.
 
Now you require walls to be build for ranged city attack afaik.
 
Not sure if anyone has caught this yet.

In one of the E3 videos (Gamespot I believe), Ed beach mentions toward the end that they tweaked the movement system a bit, and made those parameters clear with movement indicators.

In the beginning of that same video, when the settler is about to move you can notice It's movement range of 2. Going off of what we're familiar with, it can move 2 spaces across grassland, or move into the forest to consume it's whole move.

What's different is that if it moves 1 space, it is no longer able to move into any of the hill spaces. This has implications, such as perhaps moving into a hill requires 2 whole movement points.
Spoiler :
13467442_10208736983757966_204134730_o.png


As a reference, even though the movement costs for hills (and forests) were higher than flatlands in both civ 4 and 5 as well, you'd still be able to enter them with your remaining movement point if you happened to travel through a flat tile first.

Edit: I didn't notice this at first because the city border was in the way, but if we assume that rice farm is on a grassland tile, then the settler is unable to move into a forest tile after spending 1 movement, as well.
 
Not sure if anyone has caught this yet.

In one of the E3 videos (Gamespot I believe), Ed beach mentions toward the end that they tweaked the movement system a bit, and made those parameters clear with movement indicators.[/SPOILER]

I also noticed that the UI shows you the turns required for each segment of the move. That is very useful info to have. Players won't have to memorize how terrain affects movement points because they can see it directly on the map when they are planning a move. This will be particular useful in combat so that we don't accidentally leave a unit on the wrong square because it ran out of movement points.
 
I have a vague memory that in old civ games (have forgotten which) if you didn't spend all your MP in your turn you get one extra the next turn. Or something like that. Perhaps that concept is back.
 
Yes, I remember reading this somewhere else. If a unit has only 1 :c5moves: left, it cannot move to a tile that requires 2 :c5moves:. It's more intuitive and allows some nice abilities and promotions, but I hope it doesn't make the game too congested and unit control even more painful.
 
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